The Anatomy of Super Mario IV: The kinging of Kong

Here we are, already at the “end” of Donkey Kong: Its fourth screen. By today’s standards, DK is comically short, but four uniquely designed screens was nothing to sneer at back in 1981. Besides, arcade games weren’t after long-term immersive commitments. This was a light snack of a game to see how high a score […]

The Anatomy of Super Mario III: Ape, escaping

Yes, I know Donkey Kong is a gorilla. Whatever.   If the cement factory stage represents Donkey Kong at its worst — and remember, “worst” in a game this well-designed simply means “OK but not amazing” — the lift level that follows it offers Donkey Kong at its best. While this screen may not offer […]

The Anatomy of Super Mario II: Concrete design

Donkey Kong‘s second level has become something of a legend thanks to its omission in nearly every home port of the game ever released. See, Nintendo (and ghost-writer development house Ikegami Tsushinki) went a little crazy with the game’s design, cramming four different stage layouts into the arcade board. While these mostly shared assets amongst […]

The Anatomy of Super Mario I: It’s on like….

I had originally planned to follow up The Anatomy of Metroid with a series on Kid Icarus, but after thinking about it a little more I feel perhaps I’d be wise to go back to basics and look at some of the games I keep referencing in these features. The Anatomy series dissects the design […]