{"id":4825,"date":"2013-09-21T04:01:38","date_gmt":"2013-09-21T04:01:38","guid":{"rendered":"http:\/\/danielprimed.com\/?page_id=4825"},"modified":"2013-12-16T13:39:43","modified_gmt":"2013-12-16T13:39:43","slug":"warioreference","status":"publish","type":"page","link":"https:\/\/danielprimed.com\/warioreference\/","title":{"rendered":"Game Design Companion: A Critical Analysis of Wario Land 4 – Online Reference"},"content":{"rendered":"

<\/h3>\n

Preface<\/a><\/strong><\/p>\n

Introduction<\/strong><\/span><\/p>\n

What is Wario Land 4?<\/p>\n

How to Read This Book<\/a><\/p>\n

Online Reference Guide<\/p>\n

A Few Words on Style<\/a><\/p>\n

Need To Know<\/strong><\/span><\/p>\n

Getting Started<\/strong><\/p>\n

Game Elements<\/a><\/p>\n

Wario<\/strong><\/p>\n

Mechanics<\/a><\/p>\n

Transformations and Navigation<\/a><\/p>\n

Level Elements<\/strong><\/p>\n

Essential Elements<\/a><\/p>\n

Regular Elements<\/a><\/p>\n

Exclusive Elements<\/a><\/p>\n

Threats<\/strong><\/p>\n

Enemies<\/a><\/p>\n

Rewards<\/strong><\/p>\n

Coins, Crystals, Diamonds, and Treasures<\/a><\/p>\n

Game Structure<\/strong><\/p>\n

Level, Hub, and System Structure<\/p>\n

Other<\/strong><\/p>\n

User Interface<\/a><\/p>\n

Digging Deeper<\/strong><\/span><\/p>\n

Mechanics Analysis<\/strong><\/p>\n

Why Jump, Attack, and Traversal?<\/p>\n

Mechanics, Function, and Minimum Difference<\/a><\/p>\n

The Dominant Mechanics<\/a><\/p>\n

Attack and Dash Attack Comparison<\/a><\/p>\n

Dash Attack \u2013 Accessibility Diminishing Power<\/p>\n

Attack \u2013 Power Flavouring Play<\/a><\/p>\n

Fake Momentum and Step Acceleration<\/p>\n

Controller Input~Mechanical Output<\/p>\n

Nuance and the Hierarchy of Power<\/a><\/p>\n

Game Dynamics<\/strong><\/p>\n

Game Dynamics Introduction<\/p>\n

Enemies and Interplay<\/strong><\/p>\n

Interplay Analysis<\/a><\/p>\n

Enemies as Static Game Elements<\/p>\n

Psychology and Engagement<\/strong><\/p>\n

Principles of Engagement<\/p>\n

Selectable and Scalable Difficulty<\/p>\n

Health and Hearts Introduction<\/a><\/p>\n

Rewards, Punishment, and Psychology<\/a><\/p>\n

Narrative<\/strong><\/p>\n

Premise and Interaction Set in Context<\/a><\/p>\n

Game Ideas<\/p>\n

Visual\/Audio<\/strong><\/p>\n

Conveying Information Through Form<\/a><\/p>\n

The 2D Perspective and The Illusion of Depth<\/a><\/p>\n

Bounding Boxes, Camera, ACTION!<\/a><\/p>\n

Music Observations<\/p>\n

Design Philosophies<\/strong><\/p>\n

Game as Teacher<\/a><\/p>\n

The Game Design Style Guide<\/a><\/p>\n

Additional Essays<\/strong><\/p>\n

Through the Lens of Interaction + Association + Cognition and Application<\/a><\/p>\n

Designing for Freedom Within Linearity<\/a><\/p>\n

Level Analysis<\/strong><\/span><\/p>\n

Essays on Levels<\/strong><\/p>\n

Room Suspension<\/a><\/p>\n

Folded Level Design<\/a><\/p>\n

Skills and Challenge Types<\/a><\/p>\n

Restricted-to-Freer Practice<\/a><\/p>\n

Transformations and the Level Design Tool Box<\/p>\n

Rooms, Doors, and Considerations<\/a><\/p>\n

Levels<\/strong><\/p>\n

Levels Introduction<\/p>\n

Entry Passage: Hall of Hieroglyphs<\/a><\/p>\n

Emerald Passage: Palm Tree Paradise<\/a><\/p>\n

Emerald Passage: Wildflower Fields<\/a><\/p>\n

Emerald Passage: Mystic Lake<\/a><\/p>\n

Emerald Passage: Monsoon Jungle<\/a><\/p>\n

Ruby Passage: The Curious Factory<\/a><\/p>\n

Ruby Passage: The Toxic Landfill<\/a><\/p>\n

Ruby Passage: 40 Below Fridge<\/a><\/p>\n

Ruby Passage: Pinball Zone<\/a><\/p>\n

Topaz Passage: Toy Block Tower<\/a><\/p>\n

Topaz Passage: The Big Board<\/a><\/p>\n

Topaz Passage: Doodle Woods<\/a><\/p>\n

Topaz Passage: Domino Row<\/a><\/p>\n

Sapphire Passage: Crescent Moon Village<\/a><\/p>\n

Sapphire Passage: Arabian Night<\/a><\/p>\n

Sapphire Passage: Fiery Cavern<\/a><\/p>\n

Sapphire Passage: Hotel Horror<\/a><\/p>\n

Golden Passage<\/a><\/p>\n

Purple Pipe Puzzle Rooms<\/a><\/p>\n

Bosses<\/a><\/p>\n

Passage Themes<\/p>\n

Mini-games<\/p>\n

Topical Essays<\/strong><\/span><\/p>\n

Wario Land – An Evolutionary History<\/a><\/p>\n

From 8 to 16 bits in a Year and a Half \u2013 Wario Land 3 to 4<\/a><\/p>\n

From Odd to Off-Kilter – The Transition into WarioWare<\/a><\/p>\n

The Cutting Room Floor – Beta Vs. Final Game<\/a><\/p>\n

Wario – A Personality Profile<\/p>\n

Mario and Wario \u2013 A Character Comparison<\/a><\/p>\n

Loose Ends<\/a><\/p>\n

Credits<\/p>\n","protected":false},"excerpt":{"rendered":"

Preface Introduction What is Wario Land 4? How to Read This Book Online Reference Guide A Few Words on Style Need To Know Getting Started Game Elements Wario Mechanics Transformations and Navigation Level Elements Essential Elements Regular Elements Exclusive Elements Threats Enemies Rewards Coins, Crystals, Diamonds, and Treasures Game Structure Level, Hub, and System Structure […]<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"open","ping_status":"open","template":"","meta":{"footnotes":""},"class_list":["post-4825","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/pages\/4825"}],"collection":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/comments?post=4825"}],"version-history":[{"count":17,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/pages\/4825\/revisions"}],"predecessor-version":[{"id":4830,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/pages\/4825\/revisions\/4830"}],"wp:attachment":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/media?parent=4825"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}