platformers

Continues, checkpoints, punches, puzzles, and what Super Mario 3D World could learn from Rayman Legends by Alec Kubas-Meyer

The single worst decision made in the development of Super Mario 3D World was whatever it was that led to pooling together everybody’s lives in the multiplayer mode. In the various co-op New Super Mario Bros. games, each player had their own number of lives, and that was that. Nobody's failings hurt any other players. I liked that, because I am significantly better at Mario games than all of my friends (the majority of whom don’t play video games and none of whom play platformers). So I would build up my store of lives to use for the later levels where having a store of lives matters and playing with others wouldn’t do affect that (unless they jumped on my head over a pit, but while that’s rage-inducing, it’s also kind of funny). That’s not the case in Super Mario 3D World, and it’s awful. For anyone interested in actually finishing that game, playing with a bunch of non-game players will actively impede your progress. It’ll be fun for the most part, because players with others is an inherently joyful thing, but when the difficult levels come up, their cute inability to land even basic jumps becomes maddening, because every time they die, you watch your own ability to progress drop down.

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