Competition Analysis

Super Mario Bros.
Level Design

Level is split into different sections: slow beginning, introduction to parkour and then enemies. That builds up tension and exploration, because players are looking forward to what happens next.Camera: Virtual Camera System
GUI: World, Timer, Coins, Points

Platform: Console
Venue: Living room, LAN party?
Game Space: Divided in Space
Lights: Indirect
Interesting design decisions:
- Different types of tubes (extra rooms, opponents, nothing) with the same design
Decision options for the player
Freely movable player
Can jump into ‘nothingness’
→ Dies as feedback for the wrong decision
Can jump on opponents
?-blocks
Feuer und Wasser (Fire and Water)

Camera: Fixed
GUI: Timer
Platform: Web
Game Space: Web
Lights: Indirect
Interesting Design Decisions:
Different coloured water (red can only pass through red water, blue only through blue water)
Boxes: Pressure plates, steps
Decision options for the player
Free moving players
Can jump into the wrong water
→ Dies as feedback for the wrong decision