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	<title>Comments on: Why Super Mario Bros. Was So Successful</title>
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	<link>http://thegameprodigy.com/why-super-mario-bros-was-so-successful/</link>
	<description>Intelligent Game and Career Development</description>
	<lastBuildDate>Mon, 12 Jul 2010 16:33:35 +0000</lastBuildDate>
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		<title>By: joanny</title>
		<link>http://thegameprodigy.com/why-super-mario-bros-was-so-successful/comment-page-1/#comment-490</link>
		<dc:creator>joanny</dc:creator>
		<pubDate>Thu, 10 Jun 2010 02:09:57 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=234#comment-490</guid>
		<description>marioooooooooooo</description>
		<content:encoded><![CDATA[<p>marioooooooooooo</p>
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		<title>By: Brice</title>
		<link>http://thegameprodigy.com/why-super-mario-bros-was-so-successful/comment-page-1/#comment-396</link>
		<dc:creator>Brice</dc:creator>
		<pubDate>Tue, 02 Mar 2010 17:54:42 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=234#comment-396</guid>
		<description>All great ideas!  Very interesting contrast with New Mario Bros. Wii and their development strategy.</description>
		<content:encoded><![CDATA[<p>All great ideas!  Very interesting contrast with New Mario Bros. Wii and their development strategy.</p>
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		<title>By: mario oyunları</title>
		<link>http://thegameprodigy.com/why-super-mario-bros-was-so-successful/comment-page-1/#comment-395</link>
		<dc:creator>mario oyunları</dc:creator>
		<pubDate>Tue, 02 Mar 2010 14:14:09 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=234#comment-395</guid>
		<description>a speed/jump skill incremented after every 20 coins collected if you die your speed go back to normal.</description>
		<content:encoded><![CDATA[<p>a speed/jump skill incremented after every 20 coins collected if you die your speed go back to normal.</p>
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		<title>By: The Sunday Papers &#124; Rock, Paper, Shotgun</title>
		<link>http://thegameprodigy.com/why-super-mario-bros-was-so-successful/comment-page-1/#comment-319</link>
		<dc:creator>The Sunday Papers &#124; Rock, Paper, Shotgun</dc:creator>
		<pubDate>Sun, 07 Feb 2010 13:53:08 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=234#comment-319</guid>
		<description>[...] The game prodigy has been busy. What can developers learn from Avatar? Bar that spending 200 trillion-illion leads to prettiness and going after the furry-dollar is probably worthwhile? Go see. Also, why was Super Mario Bros so successful? Apart from going after the plump Italian fetishist dollar being worthwhile? Go see. [...]</description>
		<content:encoded><![CDATA[<p>[...] The game prodigy has been busy. What can developers learn from Avatar? Bar that spending 200 trillion-illion leads to prettiness and going after the furry-dollar is probably worthwhile? Go see. Also, why was Super Mario Bros so successful? Apart from going after the plump Italian fetishist dollar being worthwhile? Go see. [...]</p>
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		<title>By: Phil</title>
		<link>http://thegameprodigy.com/why-super-mario-bros-was-so-successful/comment-page-1/#comment-145</link>
		<dc:creator>Phil</dc:creator>
		<pubDate>Mon, 04 Jan 2010 10:53:21 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=234#comment-145</guid>
		<description>-Maybe a possibilty to replay the levels under time pressure to win one (or multiple) extra lives.

-Multiplayer mode in which you have to help each other to pass certain obstacles like in some newer mario games.</description>
		<content:encoded><![CDATA[<p>-Maybe a possibilty to replay the levels under time pressure to win one (or multiple) extra lives.</p>
<p>-Multiplayer mode in which you have to help each other to pass certain obstacles like in some newer mario games.</p>
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	<item>
		<title>By: Kranf</title>
		<link>http://thegameprodigy.com/why-super-mario-bros-was-so-successful/comment-page-1/#comment-81</link>
		<dc:creator>Kranf</dc:creator>
		<pubDate>Tue, 15 Dec 2009 14:06:30 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=234#comment-81</guid>
		<description>Thanks for this article ! I think they could have included 
- a multiplayer experience (like in little big planet or new super mario) 
- some ? block that invoke a computer controlled character to help you in some side challenge.
- a speed/jump skill incremented after every 20 coins collected if you die your speed go back to normal.
- three differents ends :) 

I think that little big planet is a perfect upgrade of the orignal super mario game canvas .</description>
		<content:encoded><![CDATA[<p>Thanks for this article ! I think they could have included<br />
- a multiplayer experience (like in little big planet or new super mario)<br />
- some ? block that invoke a computer controlled character to help you in some side challenge.<br />
- a speed/jump skill incremented after every 20 coins collected if you die your speed go back to normal.<br />
- three differents ends :) </p>
<p>I think that little big planet is a perfect upgrade of the orignal super mario game canvas .</p>
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		<title>By: Darius</title>
		<link>http://thegameprodigy.com/why-super-mario-bros-was-so-successful/comment-page-1/#comment-79</link>
		<dc:creator>Darius</dc:creator>
		<pubDate>Mon, 14 Dec 2009 16:59:38 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=234#comment-79</guid>
		<description>First I want to say that I love your blog.  Great article, going along with what you said about additional power ups.  Something else they could have done would be for the power ups to allow additional exploration options.  They kind of did that in Mario 3, with the racoon leaf letting you fly up into the air.  That would have encouraged players to explore the same level multiple times with different power ups.</description>
		<content:encoded><![CDATA[<p>First I want to say that I love your blog.  Great article, going along with what you said about additional power ups.  Something else they could have done would be for the power ups to allow additional exploration options.  They kind of did that in Mario 3, with the racoon leaf letting you fly up into the air.  That would have encouraged players to explore the same level multiple times with different power ups.</p>
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