The types of obstacles and number of enemies get increasingly harder as you progress through the level. The first enemy you encounter is a Koopa without its shell. The second that you are able to fight is a dinosaur that takes two hits to kill. Already by the second screen you are challenged. As you learn, and you will learn quickly, the level's difficulty rises but does not reach a point where completion is impossible.
The player is left to figure out most of the mechanics on their own, but the situations they are put in (such as the first enemy you see slides down to you), help the player figure out what to do. Tip blocks exist in most levels in this game for players to learn things that are not immediately obvious. There are two in this level with this basic information.
- You can carry an extra item if you already are powered up. It can be accessed by pressing SELECT. (or in my case on the Wii U, the - button)
- You can pick up shells to throw at enemies with your sprint button.
If the player experiments, they discover new things, such as that Mario's spin jump can break the light yellow block with eyes on them, and that either of his jumps break most types of blocks. If the player breaks the right blocks, there is a secret pipe that has coins and a Yoshi coin. The player learns from experience rather than having the controls and concepts shoved into their face.
The most basic form of "negative feedback" that is given to the player is that if they are powered up, and collide with an enemy, they will power down, or if not powered up, will die and return to the hub map.
The story is integrated into the level slightly by introducing a new enemy, a bipedal dinosaur, within the first few steps. This is an introduction to later levels where you meet Yoshi, a much more friendly dinosaur.
Here is basic navigation and being hit by an enemy, as well as the tip block being put the use.
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