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	<title>The Game Prodigy - The Source for Game Design &#187; super mario bros.</title>
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		<title>Design Lessons from Super Mario Bros. 3 &#8211; Part II</title>
		<link>http://thegameprodigy.com/design-lessons-from-super-mario-bros-3-part-ii/</link>
		<comments>http://thegameprodigy.com/design-lessons-from-super-mario-bros-3-part-ii/#comments</comments>
		<pubDate>Tue, 25 Jan 2011 06:00:01 +0000</pubDate>
		<dc:creator>Brice Morrison</dc:creator>
				<category><![CDATA[Classic Game Design]]></category>
		<category><![CDATA[Super Mario Br]]></category>
		<category><![CDATA[super mario bros.]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=863</guid>
		<description><![CDATA[This guest post is written by Radek Koncewicz, Creative Lead of Incubator Games.  You&#8217;ll find my (Brice&#8217;s) notes and bolded text throughout.  Part I can be found here.  I could have reproduced the entire thing as one post, but I &#8230; <a href="http://thegameprodigy.com/design-lessons-from-super-mario-bros-3-part-ii/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>1</slash:comments>
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		<title>Design Lessons From Super Mario Bros. 3 &#8211; Part I</title>
		<link>http://thegameprodigy.com/design-lessons-from-super-mario-bros-3-part-i/</link>
		<comments>http://thegameprodigy.com/design-lessons-from-super-mario-bros-3-part-i/#comments</comments>
		<pubDate>Fri, 21 Jan 2011 05:00:44 +0000</pubDate>
		<dc:creator>Brice Morrison</dc:creator>
				<category><![CDATA[Classic Game Design]]></category>
		<category><![CDATA[Punishment and Reward Systems]]></category>
		<category><![CDATA[super mario bros.]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=820</guid>
		<description><![CDATA[This guest post is written by Radek Koncewicz, Creative Lead of Incubator Games.  You&#8217;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 &#8230; <a href="http://thegameprodigy.com/design-lessons-from-super-mario-bros-3-part-i/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://thegameprodigy.com/design-lessons-from-super-mario-bros-3-part-i/feed/</wfw:commentRss>
		<slash:comments>8</slash:comments>
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		<title>Don’t Let Your Players Be Wanderers</title>
		<link>http://thegameprodigy.com/don%e2%80%99t-let-your-players-be-wanderers/</link>
		<comments>http://thegameprodigy.com/don%e2%80%99t-let-your-players-be-wanderers/#comments</comments>
		<pubDate>Fri, 03 Dec 2010 05:18:37 +0000</pubDate>
		<dc:creator>Brice Morrison</dc:creator>
				<category><![CDATA[Long Term Incentive]]></category>
		<category><![CDATA[achievements]]></category>
		<category><![CDATA[megaman 9]]></category>
		<category><![CDATA[sims 3]]></category>
		<category><![CDATA[super mario bros.]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=645</guid>
		<description><![CDATA[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 &#8230; <a href="http://thegameprodigy.com/don%e2%80%99t-let-your-players-be-wanderers/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://thegameprodigy.com/don%e2%80%99t-let-your-players-be-wanderers/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Raising the Bar: Avoiding a Failed Sequel to Your Game</title>
		<link>http://thegameprodigy.com/raising-the-bar-avoiding-a-failed-sequel-to-your-game/</link>
		<comments>http://thegameprodigy.com/raising-the-bar-avoiding-a-failed-sequel-to-your-game/#comments</comments>
		<pubDate>Sun, 23 May 2010 07:56:13 +0000</pubDate>
		<dc:creator>Brice Morrison</dc:creator>
				<category><![CDATA[Design Tools]]></category>
		<category><![CDATA[expansion packs]]></category>
		<category><![CDATA[sequels]]></category>
		<category><![CDATA[super mario bros.]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=423</guid>
		<description><![CDATA[&#8220;You should definitely check out the first game.  But ignore all the ones after that.  They&#8217;re all crap.&#8221; &#8220;I enjoyed the first movie, but by the time they got to the second and third film, it was just more of &#8230; <a href="http://thegameprodigy.com/raising-the-bar-avoiding-a-failed-sequel-to-your-game/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://thegameprodigy.com/raising-the-bar-avoiding-a-failed-sequel-to-your-game/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
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		<title>The Game Design Canvas: Punishment and Reward Systems</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-punishment-and-reward-systems/</link>
		<comments>http://thegameprodigy.com/the-game-design-canvas-punishment-and-reward-systems/#comments</comments>
		<pubDate>Thu, 17 Dec 2009 11:00:22 +0000</pubDate>
		<dc:creator>Brice Morrison</dc:creator>
				<category><![CDATA[Game Design Canvas]]></category>
		<category><![CDATA[Punishment and Reward Systems]]></category>
		<category><![CDATA[starcraft]]></category>
		<category><![CDATA[super mario bros.]]></category>
		<category><![CDATA[tower defense]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=206</guid>
		<description><![CDATA[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 &#8230; <a href="http://thegameprodigy.com/the-game-design-canvas-punishment-and-reward-systems/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>15</slash:comments>
		</item>
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		<title>Why Super Mario Bros. Was So Successful</title>
		<link>http://thegameprodigy.com/why-super-mario-bros-was-so-successful/</link>
		<comments>http://thegameprodigy.com/why-super-mario-bros-was-so-successful/#comments</comments>
		<pubDate>Mon, 14 Dec 2009 11:00:19 +0000</pubDate>
		<dc:creator>Brice Morrison</dc:creator>
				<category><![CDATA[Classic Game Design]]></category>
		<category><![CDATA[Game Design Canvas]]></category>
		<category><![CDATA[analysis]]></category>
		<category><![CDATA[super mario bros.]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=234</guid>
		<description><![CDATA[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&#8217;t expect less from one of the most beloved heroes of &#8230; <a href="http://thegameprodigy.com/why-super-mario-bros-was-so-successful/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>9</slash:comments>
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