Super Mario Bros.: An Analysis Of The Baby Mario Game

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Tha Baby Mario Game, created for this assignment, is inspired by the iconic Super Mario Bros. that was released in 1985 for the Nintendo Entertainment System. The Super Mario Bros. was an instant hit that changed the face of gaming. 1.2 Target Audience The original Super Mario Bros. was intended to appeal to people of all ages, regardless of gender or demographic. Similarly, the target audience of Baby Mario Game is everyone who is 5 years or older. 1.3 Tools The tool used to develop the Baby Mario Game is the free game development engine Unity 3D with the release version Unity 5.3.1f1. Another tool is Unity Super Mario Bros. Tutorial available online [1]. Unity offers a wide selection of services and that assist in the game development process. …show more content…

The player uses the arrow keys to move the character left and right, and uses the up arrow key to jump. An example of incentives to motivate players is the coins that can be collected by first hitting the question mark box from below, and then jumping atop of said box to collect the spawned coin. Sometimes the character would face obstacles in his way to complete the level, such as the pipes, which can be avoided by jumping on top of them using the up arrow key. Another type of obstacle is the turtle enemy. If the turtle collides with the character, then the character dies and the game is over; if the character jumps on top of the turtle, then the turtle dies and the level is completed. Movement in the game is summarized by the following …show more content…

The user interface of Unity was organized and clear to navigate. The main interface window of Unity is divided to subwindows, each with its own purpose and functionality. The separate subwindows allow for easier navigation and manipulation of items. For instance, items such as images, can be easily dragged from their folder and dropped into the project Assets area. Properties of said items can be manipulated by selecting an item from the Assets and then changing them in the Inspector sub window. If an image is dragged into the Scene area, a copy will automatically be generated of that image in the Hierarchy. In addition, components such as physics and scripts can be easily added to items once they are considered a part of the scene. However, on downsides of Unity is that it requires frequent refreshing of the Assets area for effects to take place. Overall, using Unity to create this game has been a fun and rewarding learning

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