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TIGSource ForumsDeveloperDesignHow to design levels for oldschool, 16bit platformers?
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Author Topic: How to design levels for oldschool, 16bit platformers?  (Read 3192 times)
quantumpotato
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« Reply #20 on: September 01, 2016, 11:20:27 AM »

Since no one understood the "Rube Goldberg" suggestion, here's what they meant:

Follow the kinetic energy and imagine that was your player.

Machine starts off with a ball rolling down a hill -- this is your player running down a slope
The ball falls into a cup which spins around a tower -- this is Sonic doing a 360 loop
The ball falls out of the cup onto a pad which pushes it high into the air -- this is your player hitting a super jump point

...  Shrug
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