Tag Archives: super mario bros.

Design Lessons from Super Mario Bros. 3 – Part II

This guest post is written by Radek Koncewicz, Creative Lead of Incubator Games.  You’ll find my (Brice’s) notes and bolded text throughout.  Part I can be found here.  I could have reproduced the entire thing as one post, but I … Continue reading

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Design Lessons From Super Mario Bros. 3 – Part I

This guest post is written by Radek Koncewicz, Creative Lead of Incubator Games.  You’ll find my (Brice) notes and bolded text throughout.  This post is broken into two parts.  I could have reproduced the entire thing as one post, but … Continue reading

Posted in Classic Game Design, Punishment and Reward Systems | Tagged | 8 Comments

Don’t Let Your Players Be Wanderers

When players are enjoying your game, what is their goal, their Long Term Incentive?  What is the thing that is making them continue to play in order to achieve?  Is it to complete the level?  Get all the pieces of … Continue reading

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Raising the Bar: Avoiding a Failed Sequel to Your Game

“You should definitely check out the first game.  But ignore all the ones after that.  They’re all crap.” “I enjoyed the first movie, but by the time they got to the second and third film, it was just more of … Continue reading

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The Game Design Canvas: Punishment and Reward Systems

Photo: i yudai You have many choices in your everyday life.  Wake up and jump out of bed, or hit the snooze button?  Eat chicken, beef, or veggies?  Do some work, or go out with friends?  These choices, these actions … Continue reading

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Why Super Mario Bros. Was So Successful

Super Mario Bros. is the best selling video game franchise of all time, with over 222 million units sold across all genres and platforms.  222 million! Incredible!  But you wouldn’t expect less from one of the most beloved heroes of … Continue reading

Posted in Classic Game Design, Game Design Canvas | Tagged , | 9 Comments