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GAME DESIGN RESOURCE: Reverse Design Series

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I just finished reading a book called Reverse Design: Super Mario World. It's a 200+ page analysis of the mechanics, patterns and level progressions that make up the game.

The book takes a fairly unique approach in its analysis by categorizing the game's types of challenges into different "skill themes" that expand, evolve and mutate throughout the game: moving targets, preservation of momentum, periodic enemies and intercepts. It takes a look at almost every level and demonstrates how most levels are based on one of these themes, and breaks down how the challenges in each level progress and how that relates to the greater progression of the theme.

That likely made no sense, but it will if you read the book. Highly recommended to anyone interested in game design. I feel like it's helped me a lot and am eager to try designing a game with my newfound knowledge.

The author also did an analysis of Final Fantasy 6 and Chrono Trigger, which I've yet to read.

You can read the article versions for free, but .pdf versions are also available for purchase. The .pdf versions contain a little bit of extra information, but I just bought them to help support the author.

Check it out

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I took a quick glance, and that shit looks pretty legit yo

Will def keep tabs :) Thanks, Irockizzle
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I picked the acceleration flow part, and it's a pretty good read. o.o Makes a lot of sense honestly
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Is a post I read on it beyond words. I do not have the words to explain it better. It is very good to know. For sure in the knowledge that there is a variety of the other.

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Request permission to propose. It's quite useful.

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I think they just got married guys o.o

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That's beautiful. ;~;
Request permission to cry. That was quite touching.
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