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The Reverse Design series looks at all of the design decisions that went into classic games. This is the third installment in the Reverse Design series, looking at Super Mario World. The ideal experience of this Reverse Design is for you, the reader, to play each level as you read its analysis.
List of contents
Chapter 1 Composite Games and the Historical Context of Super Mario World
Chapter 2 Measurements and their Meanings
Chapter 3 Challenges, Cadences and Skill Themes
Chapter 4.0 Introduction to Level Analysis
Chapter 4.1 The Moving Targets Skill Theme
Chapter 5 The Periodic Enemies Theme
Chapter 6 The Preservation of Momentum Theme
Chapter 7 The Intercepts Theme
Chapter 8 The Mini-Theme & Isolated Concepts
Chapter 9 Irregular Levels
Chapter 10 The Toolkit for Cadence Analysis
Chapter 11 Conclusion
About the author
Patrick Holleman founded The Game Design Forum in 2010 with the specific goal of publishing scholarly articles about videogame design. On that site he originally published the Reverse Design series, which has been used by game designers and students across the world to improve their understanding of their craft. Material from that series has been used in online courses as well as university settings, including the University of Toronto and Cornell. His writing has also appeared in Paste Magazine, Indie Game Magazine and Tutsplus. In addition to his writing, Holleman has worked as a part-time producer and consultant in the game development industry. He lives in Pennsylvania.
Summary
The Reverse Design series looks at all of the design decisions that went into classic games. This is the third installment in the Reverse Design series, looking at Super Mario World. The ideal experience of this Reverse Design is for you, the reader, to play each level as you read its analysis.