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Squall's Dead - a theory of what really happens in Final Fantasy VIII. Auntie pixelante › level design lesson: to the right, hold on tight. (also in spanish, french, portuguese and korean.) much of the following is informed by friend and comrade jeremy penner’s breakdown of design trends in super mario bros. for further reading, see his “breaking the law of miyamoto” in the gamer’s quarter issue seven. i’m also indebted to eric-jon rossel waugh for the metaphor of verbs.

auntie pixelante › level design lesson: to the right, hold on tight

“mario jumps into a block.” “mario jumps onto a goomba.” Hugo Bille's Blog - The Invisible Hand of Super Metroid. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

Hugo Bille's Blog - The Invisible Hand of Super Metroid

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This Super Metroid analysis has been lying around on my own website for a while. Upon reading Mike Stout's Zelda dungeon design analysis here on Gamasutra, I realized that there is really no excuse not to post this here as well. Here I can assume that readers are somewhat familiar with the Metroid franchise or at least some other form of "Metroidvania", and skip some of the sight-seeing in favor of focusing on level design and the subtle tricks the designers seem to have used to direct the player through what may seem to be a haphazard experience, but is not. NESbox - play NES, SNES, SEGA games online! Atari Arcade. My Abandonware.

List of Worthwhile DOS Games. Fallout3 Nexus. Oblivion Nexus. Skyrim Nexus. The Imperial Library. Path of Exile Wiki. Path of Exile. SUPERHOT 7dfps game. Z-Type. Totaljerkface.com - Home Of Happy Wheels - Index.