Zelda or mario

The Mario platformer games in the main Super Mario series are fun games to play because of the interesting choices they present to the player in three distinct directions: the immediate surrounding, the tools to be used and the final goal. One more element making things more hectic is the ever present time limit that restricts the available time in one level. The environment in which Mario or another character moves in a Super Mario adventure is filled with danger. The simplest danger comes from the blocks[01] that make the environment. The way they are arranged makes finding the way forward difficult because there is always a need to find a precise way of jumping, sometimes over chasms, other times in places occupied by enemies. Enemies coming in contact with Mario are another part that creates danger. The most basic of enemies are the weak Goombas[02]. Than come the Koopa Troopas[03] and their shells. The Goombas and Koopa Troopas put together are interesting because of the way the shells of the Koopa Troopas can be used to clear all the other monsters present in a flat area with speed and even hurt Mario as well. And then come the Piranha Plants[04] with their timed disappearance and reappearance in bottlenecks of the level. Most interesting in the combination of these simple early enemies is their combination in tight areas that may comprise a level. That gives rise to numerous ways in which the simple act of jumping and landing on a monster to destroy it can manifest themselves from one playthough to another of the very same level. This branching of the ways some particular level can play out is kept intact through the sets of monsters encountered later in the game. The tools that Mario has at his disposal are the various uses of things that are found in the level. The most basic is the effect of different elements of the monsters and the level that can be activated, like the shells[05] of the Koopa Troopas. A more complicated is the way in which various blocks can give powerups[06]. The complexity comes from the need to remember the exact location of the blocks that when touched get destroyed to release their powerups. No way to find the powerups in a level by trial and error in one playthrough with the time limit pushing the player forward. Life up mushrooms, Big Mario and Fire Mario and Invincible Mario type powerups give the player a reason to memorize and use at a later playthrogh of the level as many powerups as she can achieve. The final goal in a level is the simple completion of that level for the advancement of the story. But complications arise because of the possibility of moving to previously inaccessible parts of the level with the Warp Pipe[07] and the Beanstalk[08]. That makes the exploration of a just completed level to search for new ways to reach the goal that would give the player more treasure in Coins[09] that are found throughout the level and in Stars[10] a worthwhile and interesting endeavor. The search for the Stars in a level can also be seen as a way to introduce very hard challenges to the player without making those challenges a block in his progression to conquering the final boss in the game. Therefore a simple linear zip to the level end area is never the most satisfying way to play through a Super Mario level. I believe I have just showed what an interesting experience a game of Super Mario can be with new things to do and find out weather you are thinking in the middle of a playthrough about a way to conquer to immediate challenges, for a way to make your life easy by using the most of your tools and surroundings or for a way to explore and find all the treasures. [01] http://www.mariowiki.com... [02] http://www.mariowiki.com... [03] http://www.mariowiki.com... [04] http://www.mariowiki.com... [05] http://www.mariowiki.com... [06] http://www.mariowiki.com.... [07] http://www.mariowiki.com... [08] http://www.mariowiki.com... [09] http://www.mariowiki.com... [10] http://www.mariowiki.com...