Thursday, August 21, 2014

Map Breakdown of Super Mario World, Level 1-1

Here is a playthrough of Super Mario World, world 1-1 followed by a map analysis of the level.
When the player first starts the level, once they walk a small distance, they see a fruit, which they cant do anything with and a red koopa shell.  If the player just walks into the shell, it will be propelled forward.  If the player was running, they pick up the shell and have an opportunity to gain a one up by throwing it at the line of koopas on the above cliff.  If the player is not experienced yet, the player does not have to face the enemies yet, the player can just walk right by to the next screen.
The player is first presented with three blocks, one being invisible, both blocks have coins, and the invisible one cant be hit until later unlocked, which will then provide a mushroom.  Now that the player most likely has figured out how to jump, another platform is introduced to show the world has multiple tiers.  The next two items have a coin and a yoshi in them respectively.  The yoshi allows the player to eat fruit as long as the player is running.  There is a few coins floating in the air, one is a dragon coin, by placing the dragon coin in this fashion to make the players want to grab it, collecting five of these reward the player with a one up.  The player will eventually come up to a koopa shell with a little koopa crawling towards it, if the player runs to the shell they are able to kick it into the koopas face, killing it.  If the koopa gets to the shell first, the koopa puts the shell back on, showing the players that koopas can regain their armor.
Another shell-less koopa is on this screen, hopefully showing the player the other outcome of the situation that they haven't seen yet.  If the player hits the shell, the shell will ricochet off the wall, showing the player it's a projectile to watch out for also.  At the top of the hill is a football Chuck, who will chase the player, showing the player that not all enemies will die easily.  
If the player decides to run away from Chuck, and jump off the hill, they're rewarded with a dragon coin.  There is a tip block telling the player that if they die, they will start the level from the gate.  The player has a chance at getting another yoshi incase they lost theirs, or died, if they managed to keep their yoshi alive, they're rewarded with a one up, which lets the players know that yoshi is important, keep him and good things will happen.  Further down the path patches of the hill will move and a monty mole will pop out while the player is nearby.  These enemies are fast by slide along the ground, the player learns that they can out maneuver enemies even if they cant out run them.
The player sees two new blocks, one will crumble momentarily, the other will sprout a vine, rewarding the player with coins and a dragon coin for their effort.  Once the player jumps down, they will reach their final dragon coin, gaining a one up.  There is a pit that kills the player if they fall into it, this teachers the player that you cant always just run off the cliffs without jumping.  There is a odd colored pipe, which allows the player to go down into a cave and have a chance at a one up.  The player must run into a block and then jump and throw the block to get the one up, this teaches the player that they can not only throw blocks, but they can throw them upwards as well.


The final screen of the level, there is one new enimy, the pirana plant.  This enemy rises and lowers into the warp pipe, this shows the player be careful of some pipes or they might die.  Up top there are a bunch of blocks, and a pow button that once hit, makes all coins into platforms.  Since the player knows that hitting those blocks makes them disappear temporarily, they hit it and then can safely run above the football Chuck and to the finish line.



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