Acknowledgments |
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ix | |
Foreword: A Game Design Deep Dive into Platformers |
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xi | |
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1 | (4) |
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1.1 The Timelessness of Platforming |
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2 | (1) |
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1.2 Why Platforming Is Not Going Away |
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3 | (2) |
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5 | (4) |
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2.1 Denning the Platformer |
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5 | (1) |
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2.2 Pitfalls and Plumbers |
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6 | (3) |
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9 | (4) |
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3.1 What is Committed Jumping? |
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10 | (1) |
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3.2 Committed Jumping Limitations |
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10 | (3) |
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13 | (4) |
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4.1 What Is Variable Jumping? |
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14 | (1) |
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4.2 Committed vs. Variable |
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15 | (2) |
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5 The 2D Mascot Platformer Era |
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17 | (10) |
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5.1 Genesis Does What Nintendon't |
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18 | (1) |
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18 | (3) |
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21 | (2) |
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23 | (2) |
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5.5 The Wide World of Mascots |
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25 | (2) |
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27 | (8) |
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27 | (1) |
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28 | (2) |
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6.3 The Factors of Jumping |
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30 | (2) |
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6.4 Creating Multiple Jumps |
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32 | (3) |
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35 | (16) |
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7.1 Level Flow and Structure |
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35 | (2) |
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37 | (1) |
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38 | (2) |
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7.4 Platforming Challenge Design |
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40 | (1) |
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41 | (7) |
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48 | (3) |
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8 The Adventure Platformer |
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51 | (6) |
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52 | (1) |
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52 | (1) |
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8.3 The Pros of Adventure Platforming |
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53 | (1) |
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8.4 The Limitations of Adventure Platformers |
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54 | (3) |
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9 Puzzle Platforming and Design |
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57 | (4) |
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57 | (2) |
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59 | (2) |
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10 First-Person Jumping Design |
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61 | (4) |
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61 | (1) |
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10.2 The First-Person Camera |
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62 | (1) |
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10.3 The Limits of First Person |
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63 | (2) |
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65 | (8) |
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11.1 Two and a Half D Games |
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65 | (1) |
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66 | (1) |
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11.3 The Mario 64 Formula |
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67 | (3) |
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70 | (1) |
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11.5 Three D Adventure Platforming |
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71 | (2) |
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73 | (10) |
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73 | (1) |
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12.2 Three D Camera Design |
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74 | (3) |
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77 | (1) |
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12.4 Subjective Difficulty |
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78 | (2) |
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80 | (3) |
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13 The AAA Shift Away from Platformers |
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83 | (6) |
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13.1 The Growth of the Game Industry |
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84 | (1) |
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13.2 The Blending of Genres |
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85 | (1) |
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13.3 The Limits of 3D Platformer Design |
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86 | (1) |
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13.4 Endless Runner Design |
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87 | (2) |
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89 | (8) |
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90 | (1) |
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91 | (1) |
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92 | (2) |
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14.4 The Modern Retro Market |
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94 | (3) |
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15 Physics-Driven Platformer Design |
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97 | (6) |
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15.1 Incalculable Jumping |
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97 | (2) |
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15.2 Technical Level Design |
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99 | (1) |
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100 | (3) |
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16 Super Mario Maker and Kaizo Culture |
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103 | (12) |
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104 | (2) |
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106 | (1) |
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107 | (2) |
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16.4 I Wanna Be a Platformer |
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109 | (1) |
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16.5 Bringing Kaizo to the Masses |
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110 | (1) |
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16.6 The Limited Appeal of Kaizo |
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111 | (4) |
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115 | (16) |
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115 | (4) |
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119 | (2) |
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17.3 Challenging vs. Frustrating |
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121 | (4) |
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125 | (4) |
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129 | (2) |
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131 | (2) |
Glossary |
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133 | (4) |
Index |
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137 | |