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OOPS. There's a nasty audio bug in this upload. Will fix and re-upload tomorrow. SORRY! Replaced with the previous video for now.

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Hello! 

My new episode is out tomorrow. It's about Mario's jump, versatile verbs, and the importance of strong player actions.

I've been meaning to do some back-to-basics type stuff on the channel. And this was really fun to do - from making diagrams to getting in footage from loads of different games.

As I say in the episode, there's loads more to say about verbs (things like cooldowns, warm-up animations, cancelling, and so on), so I'll be doing more in this "series" going forward.

Oh, and for $5 Patrons who saw it yesterday - there's a new ending and some slight pacing changes. Thanks for your feedback, it's so appreciated. 

Cheers. Enjoy. Thanks for your support. Patreon rewards and a GameClub thing (wrapping up my thoughts and your best comments on Psychonauts) will be released this coming week.

Files

The Magic of the First Legend of Zelda | Game Maker's Toolkit

The next Zelda game, Breath of the Wild, is said to be inspired by the very first game in the series. Let's revisit that seminal game, to see how Nintendo made such an intoxicating adventure.

Comments

owowsteve

Your voice cuts out at about 10:06 until 10:40

Oscar G.

Something went wrong with the audio mix from 10:06 to 10:40, the voiceover just disappears !

Oscar G.

Oh, I see you've already been warned :)

Vlad Kovalenko

Oh, Thumper is such a good example. Never really thought how simple it is in terms of control.

PrimeSonic

Voice cutout aside, this is precisely the quality I would expect from anyone diving seriously into deconstructing game design. I love the clear examples of games that do more with less buttons and the very practical thought experiment of what those games would be like if they tried to do less with more buttons. Solid video.

Nolen Murphy

This was a really good video. You briefly referenced the touch screen of the Nintendo DS. This is just an idea, but have you thought about making a video on how the DS's touch screen changed the way we play handheld games? I rarely ever see people talk about some of the ingenious ways that games utilize this method of control.

alice

I agree that some DS games have done cool stuff with the stylus-and-touchscreen, but has it really influenced games outside of DS systems in a meaningful way?

Nolen Murphy

Absolutely! The Nintendo DS was the first gaming platform to really push touchscreen controls, and I also consider it to be the first step towards how a lot of mobile games use a touchscreen to create unique gameplay. This is especially true of the gaming scene on modern phones/tablets, as they all have to use touchscreens for controls. And considering that Mark worked at the online gaming magazine Pocket Gamer, I'm sure that he has a lot to say on the subject!

Game Maker's Toolkit (GMTK)

I talked a little about touchscreen stuff last year in my controller videos. This is something I'd like to discuss further though, as there's lots to discuss about good / bad controls and game design on touchscreens! (I promise it won't just devolve into me fawning over Mario Run)