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Existing Product – Super Mario World
Super Mario world was a game first released in japan on the 21st of November 1990.
Mario for context, is a brand that the developer: Nintendo had been developing Mario
for 9 years prior, first releasing a game with Mario in it in 1981. 9 years later, Nintendos
newest game featuring Mario is: Super Mario World. Super Mario world is a 2D
sidescroller involving many different characters, levels, and sprites. The sidescroller
involved the main character moving left to right on the screen. Using platforms to allow
the player to move freely around the screen.
The colours of Super Mario world is very interesting because they have a wide range of
level design and areas on the map. Each level has its own little variation of colours and
level design allowing for many different play styles. As the game progresses the levels
continue to get harder and harder. Allowing Super Mario world to keep the player
interested in the game. If the levels continued to be easy and simple, the player will
most likely uninterested.
Super Mario World
Going back to the design of the game, each level has its own verity of level design.
Caves have dark colours, large sprites and low pitch and eco'y soundtracks. Levels
outside have bright colours, friendly looking (but still enemy) sprites. And last of all
they has a bouncy and friendly soundtrack. All aspects that make the player more
interested in playing, keeping them involved. The last type of level are the castle
levels, which are very dark, with large aggressive sprites alongside a low pitch
ominous soundtrack. Giving these levels a look of difficulty. The player should be
intimidated by these listed features.
The last main thing to talk about are the rewarding sounds. Many actions
performed by the player is rewarded by different sounds. When jumping, collecting
coins squashing enemies and finishing are all rewarded by different sounds. These
sounds are clearly heard over the soundtrack and in some cases are even a
replacement for the soundtrack. A loud and rewarding sound for getting more
points in the level.
Talking about points aswell, Mario rewards the player with many points for
completing different actions in the level. Like squashing enemies collecting surplus
powerups and finishing higher up the finishing pole. All things that the player is
encouraged to do more or "better" by sounds and points.
Existing Product – Paperboy
Paper boy is one of the first 8-bit games released as an arcade game in America in 1985 by the developer: Atari.
Paperboy is a game of precision and awareness. Challenging the player to avoid moving sprites while completing the
objective of scoring points by throwing a 'paper' through a window or landing on a doormat. The challenge is: to
manage the players position, while also trying to line up to score points.
The colours of Paperboys is rather dull however, it was the early stage of game development.
The level design for Paperboy is rather lack luster but this was early in game design, which was only in its early birth
faze. Basic colours, a level which is hard to navigate and sprites which don’t have much character. But as I said, this
was early in the faze of game design, having only been around for a few years. The game itself was designed for the
arcade surroundings.
The game itself was very difficult, however it was basic at the same time. Dodging, many different sprites, while
trying to aim up shots at houses. If you can master these skills in the game, you will score a lot of points.
Moving to scoring points. The player is again rewarded with many different visual and audible systems which
indicate that the player is doing well. When the player hits a smaller target, only just miss an object coming at them,
and scoring points in general will encourage the player to continue playing.
There are also sounds which discourage the player to do an action again. For example: when losing a life, a loud
sound of a bicycle crashing. This should discorage anyone from trying to losing lives. Guiding the player to do better
is the main objective of getting more points and surviving longer.
Existing Product – Beat Copbeat cop is a more modurn 8-bit game. Using the same design style of older 8-bit games, but also with a
modurn twist. Beat cop is a story driven game where the player has to advance the story by compleating
daily quests. The interesting thing about the story, is that BeatCop is a TV show in this reality, and you play
as the main character in this story.
The way you compleate quests in this game is that you have to forfill certain peramitors set by other
characters and using your map knowledge and your knowledge of other characters, you should easily be
able to compleate quests.
Beat cop is a side scroller, locked to a certain location. Speciffically a location the cop is meant to patrol.
the game takes a bird eye perspective of the map, looking down towards the bottom of buildings and
road. The next thing to note about the design of the game is the colour used. The game is based of a daily
cycle. It transitions from colours which go from dawn to dusk. The 2 images at the bottom show the
change to the player, what time of day it is. Along with their clock at the bottom left.
When it comes to sounds in the game, BeatCop takes very urban sounds. Along with relaxing soundtracks
at relaxing moments in the game. However there are tense moments where the charicter has to chase
down a criminal or engage in a gun fight. Here the music ramps up and makes the player play with more
tension. There are also sounds which discorage the player. Sounds like a man grunting in pain for example.
As if he is dieing. Which in my opinion: isnt great. This will encorage the player to try harder next time and
not die during that mission. Hopefuly they can progress to the next mission. Which would then prove why
those sounds are helpful.
Research Analysis
• Sounds which encorage and discorage players to do
certain actions
• A set colour scheme which creates a nice asthetic look
to the game. This can vary from level to level.
• All the games I researched were sidescrollers in one
way or another.
I will have to include all of these reaserched features in
my game. To keep the player playing and compleating
levels. Be it the rewarding sounds, or the fact that they
are side scrollers.
Bibliography
Bibliography
1. Nintendo (1990) Super Mario World
2. Atari (1985) Paperboy
3. 11 bit Studios (2017) Beat Cop

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办理学位证(Massey证书)新西兰梅西大学毕业证成绩单原版一比一
 

research for game dave

  • 2. Existing Product – Super Mario World Super Mario world was a game first released in japan on the 21st of November 1990. Mario for context, is a brand that the developer: Nintendo had been developing Mario for 9 years prior, first releasing a game with Mario in it in 1981. 9 years later, Nintendos newest game featuring Mario is: Super Mario World. Super Mario world is a 2D sidescroller involving many different characters, levels, and sprites. The sidescroller involved the main character moving left to right on the screen. Using platforms to allow the player to move freely around the screen. The colours of Super Mario world is very interesting because they have a wide range of level design and areas on the map. Each level has its own little variation of colours and level design allowing for many different play styles. As the game progresses the levels continue to get harder and harder. Allowing Super Mario world to keep the player interested in the game. If the levels continued to be easy and simple, the player will most likely uninterested.
  • 3. Super Mario World Going back to the design of the game, each level has its own verity of level design. Caves have dark colours, large sprites and low pitch and eco'y soundtracks. Levels outside have bright colours, friendly looking (but still enemy) sprites. And last of all they has a bouncy and friendly soundtrack. All aspects that make the player more interested in playing, keeping them involved. The last type of level are the castle levels, which are very dark, with large aggressive sprites alongside a low pitch ominous soundtrack. Giving these levels a look of difficulty. The player should be intimidated by these listed features. The last main thing to talk about are the rewarding sounds. Many actions performed by the player is rewarded by different sounds. When jumping, collecting coins squashing enemies and finishing are all rewarded by different sounds. These sounds are clearly heard over the soundtrack and in some cases are even a replacement for the soundtrack. A loud and rewarding sound for getting more points in the level. Talking about points aswell, Mario rewards the player with many points for completing different actions in the level. Like squashing enemies collecting surplus powerups and finishing higher up the finishing pole. All things that the player is encouraged to do more or "better" by sounds and points.
  • 4. Existing Product – Paperboy Paper boy is one of the first 8-bit games released as an arcade game in America in 1985 by the developer: Atari. Paperboy is a game of precision and awareness. Challenging the player to avoid moving sprites while completing the objective of scoring points by throwing a 'paper' through a window or landing on a doormat. The challenge is: to manage the players position, while also trying to line up to score points. The colours of Paperboys is rather dull however, it was the early stage of game development. The level design for Paperboy is rather lack luster but this was early in game design, which was only in its early birth faze. Basic colours, a level which is hard to navigate and sprites which don’t have much character. But as I said, this was early in the faze of game design, having only been around for a few years. The game itself was designed for the arcade surroundings. The game itself was very difficult, however it was basic at the same time. Dodging, many different sprites, while trying to aim up shots at houses. If you can master these skills in the game, you will score a lot of points. Moving to scoring points. The player is again rewarded with many different visual and audible systems which indicate that the player is doing well. When the player hits a smaller target, only just miss an object coming at them, and scoring points in general will encourage the player to continue playing. There are also sounds which discourage the player to do an action again. For example: when losing a life, a loud sound of a bicycle crashing. This should discorage anyone from trying to losing lives. Guiding the player to do better is the main objective of getting more points and surviving longer.
  • 5. Existing Product – Beat Copbeat cop is a more modurn 8-bit game. Using the same design style of older 8-bit games, but also with a modurn twist. Beat cop is a story driven game where the player has to advance the story by compleating daily quests. The interesting thing about the story, is that BeatCop is a TV show in this reality, and you play as the main character in this story. The way you compleate quests in this game is that you have to forfill certain peramitors set by other characters and using your map knowledge and your knowledge of other characters, you should easily be able to compleate quests. Beat cop is a side scroller, locked to a certain location. Speciffically a location the cop is meant to patrol. the game takes a bird eye perspective of the map, looking down towards the bottom of buildings and road. The next thing to note about the design of the game is the colour used. The game is based of a daily cycle. It transitions from colours which go from dawn to dusk. The 2 images at the bottom show the change to the player, what time of day it is. Along with their clock at the bottom left. When it comes to sounds in the game, BeatCop takes very urban sounds. Along with relaxing soundtracks at relaxing moments in the game. However there are tense moments where the charicter has to chase down a criminal or engage in a gun fight. Here the music ramps up and makes the player play with more tension. There are also sounds which discorage the player. Sounds like a man grunting in pain for example. As if he is dieing. Which in my opinion: isnt great. This will encorage the player to try harder next time and not die during that mission. Hopefuly they can progress to the next mission. Which would then prove why those sounds are helpful.
  • 6. Research Analysis • Sounds which encorage and discorage players to do certain actions • A set colour scheme which creates a nice asthetic look to the game. This can vary from level to level. • All the games I researched were sidescrollers in one way or another. I will have to include all of these reaserched features in my game. To keep the player playing and compleating levels. Be it the rewarding sounds, or the fact that they are side scrollers.
  • 8. Bibliography 1. Nintendo (1990) Super Mario World 2. Atari (1985) Paperboy 3. 11 bit Studios (2017) Beat Cop

Notas do Editor

  1. Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects Audience appeal- how does it make its audience want to buy/watch/play it?
  2. Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects Audience appeal- how does it make its audience want to buy/watch/play it?
  3. Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects Audience appeal- how does it make its audience want to buy/watch/play it?
  4. List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.