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The World Design of Super Metroid | Boss Keys

Holy moly! Did you see the Game Jam? We got over 1,000 entries. That's incredible. Please take a moment to try some games and give them ratings. 

To celebrate, here's the episode that just slipped past August - the Boss Keys episode on Super Metroid. I hope you enjoy it.

Comments

Also, I am EXTREMELY hyped for Symphony of the Night's episode. Great work! :D

Matthew Wilmsmeyer

Excellent episode, Mark! Hearing the way you've analyzed it, it actually seems really similar to Patrick Holleman (Reverse Design)'s analysis of Chrono Trigger ( <a href="http://thegamedesignforum.com/features/reverse_design_CT_1.html" rel="nofollow noopener" target="_blank">http://thegamedesignforum.com/features/reverse_design_CT_1.html</a> ) - that is, a fairly straightforward, linear, and hand-holding arc (locking doors behind the player, for instance), followed by a break-out point and opening up of the game to allow a myriad of choices, including many that the player was introduced to (but couldn't follow up on) during the first Act.

Matthew Wilmsmeyer

I think you meant “Old Tourian” instead of “Old Brinstar”.


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