Last time in Mario Melodies: Variation part.1, I talked about the different types of variation. Before leaping into open variation, I wanted do a few more examples on strict variation using Super Mario Bros.
Remember, the mechanics of Super Mario Bros. are...
- 0. Idle position (doing nothing)
- 1. Jump (a level.2 mechanic)
- 2. Run, Duck, Slide, Swim, Throw fireball
- 3. Starman powerup, Koopa shell attacks
Minimum difference: Super Mario Bros. is quantified by the unit brick. This means that all the attacks, level elements, enemies, and players are designed to take up space by the brick. Small Mario is about the size of a brick, and ducking Big Mario is a brick high as well. The shortest jump possible clears a distance of two bricks while Mario's largest jump clear a distance of 5 bricks. Little did I know when I first concluded that Super Mario Bros. was quantified by teh brick unit that the elements in the game are set into a grid system that is made up of units that are as large as a single brick. So, in this special case, the game really is quantified by the unit brick.
Things to note...
- Click to enlarge all images
- The world and level are displayed at the top of each example
- Unless explicitly stated, the strategies and possibilities discuss are based on the assumption that the player is small Mario and he/she can't simply take a hit and use the invincibility time to run through dangerous situations.
- For the bonus stages, assume that the player wants to get all the coins and secrets.