Specifically, Koizumi identified three problems that kept people from easily playing the games: difficult depth perception, getting lost in large 3D worlds, and motion sickness due to camera movement. These lessons learned from earlier Mario games went on to shape future incarnations, manifesting in everything from indicator shadows projected directly onto the ground regardless of light source, to Mario’s new spin attack in Super Mario Galaxy.
Koizumi even related a lesson that he carried over from his experience developing Donkey Kong Jungle Beat. Players wrote letters to Nintendo with stories about how their families complained about the loud noise when they couldn’t stop playing, so in Super Mario Galaxy, the team tried to get not just the player, but the rest of the family involved and invested through the game’s co-op mode.
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Originally posted by: Mr. Jack
Not to rain on the parade, but the link goes to the Metroid article that was posted earlier.
QuoteAnd by that I hope you mean they'll start showing up on time for a change ....
Originally posted by: Kairon
VC Mondays may never be the same again!
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Originally posted by: Kairon
My brother made me for this a long time ago.
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Originally posted by: TheYoungerPlumber
You...you didn't? I've been using shadows to judge landings & distance in 3D platformers since....forever.
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Originally posted by: Mr. Jack
Hey hey! Kairon is new staff, congrats buddy!
Not to rain on the parade, but the link goes to the Metroid article that was posted earlier.