{"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":"
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