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Community Discussion: Blog by Darren Nakamura | On 'Splosion Man and great game designDestructoid
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Darren is a scientist and an educator by day, and a writer and reviewer by night. He takes care of the Daily Hotness on Thursdays. While he enjoys shooters, RPGs, platformers, strategy, and rhythm games, he takes particular interest in independent games. Additionally, he produces the Zero Cool Podcast, and he plays board games quite a bit.
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In case you don't know, 'Splosion Man is an XBLA platform game that was released last year. Even if you don't have firsthand experience with it, you ought to know a bit about it, as it got a nine out of ten in the official Destructoid review.

And indeed, much else has been said about the game's style and charm, including Ashley Davis's piece on 'Splosion Man's idle animations.

However, Team Meat's Edmund McMillen's recent blog posts on fundamental game design principles has gotten me thinking less about the style 'Splosion Man exudes, and more about all of the other design choices that Twisted Pixel put into the game. Specifically, how everything comes together to make 'Splosion Man a nearly perfect game.

The first thing anybody notices about 'Splosion Man's design is the simplicity of the controls. The titular character moves with the left stick and has but one action, assigned to all four face buttons; pressing any of them makes him 'splode. The beauty of 'Splosion Man as a character is that 'sploding may be all he can do, but it serves several purposes. 'Sploding lets the player jump, attack, defend, and interact with the environment. As far as controls are concerned, 'Splosion Man is a game whose mechanics could have been on the NES, and held its own against the myriad of 2D platformers of the time.

The single player campaign is fast-paced endeavor, but it adheres closely to McMillen's ideas on his upcoming 2D platformer. The risk/reward is present in 'Splosion Man's cakes, which are typically either out of the way or in plain sight but visibly difficult to reach. The reward is largely intrinsic, though the cakes do contribute to Achievements and higher Leaderboard scores, if those hold any extrinsic value for the player. And much like Super Meat Boy, the behaviors that 'Splosion Man rewards are exploration and raw platforming skill.



One of the elements of 'Splosion Man that really shines is its difficulty curve. The above video shows one of the more exhilirating later levels, and it demonstrates something that appears impossible to a 'sploding novice. But with frequent checkpoints and unlimited lives, the player can work his way up to completing each of the games 50 levels. When he does get to the end, conquers the final boss, and watches the ridiculous closing credits, 'Splosion Man informs the player about Hardcore Mode, which removes checkpoints and adds one-hit kills. And after struggling through the last few levels, even an experienced 'sploder will deem the task impossible.

Ingeniously, the Achievements actually provide a road map for how to play through and completely finish 'Splosion Man. Beat the single player campaign? Good, now get all of the cakes. Did that? Try the multiplayer campaign. Done with that? Go for all of the multiplayer cakes. Even the seemingly inconsequential Achievements, like "get through an entire level without killing any scientists" teach the player about 'Splosion Man's attack range, jump distance, and the game's general physical mechanics. Got all of the other Achievements done? Now you are ready to take on Hardcore Mode. The task is certainly daunting, but not nearly the impossibility it appears to be upon beginning the game.

I implied earlier that the cooperative multiplayer in 'Splosion Man is a different experience than the single player campaign. To be more explicit, if you have only played 'Splosion Man's single player, then you have not nearly experienced everything the game has to offer. The recent trend in game design is to craft compelling multiplayer experiences beyond simply allowing more than one person to simultaneously play through the regular campaign, and Twisted Pixel delivered on this front better than anybody could have expected.



Whereas the single player experience is one focused on speed, precision, reaction, and memorization, the multiplayer campaign features an entirely different set of levels, focused on planning, communication, and coordination. While this slows the game down considerably, Twisted Pixel did some subtle, brilliant stuff with the level design to alleviate that. In the cooperative campaign there are the main puzzle rooms, and the intercalary corridors. While the main rooms will test your party's abilities to the extreme, the hallways in between the main rooms are easily navigable and filled with breakables. These serve as mini rewards for finishing the main sections. After what could potentially be several minutes required to coordinate a team through a main room, the players are all gifted the ability to just run amok and take in 'Splosion Man's other virtue: its aforementioned charm.

All of these design decisions come together, along with the expert creation of a character who is inherently entertaining to play as, to create a nearly perfect experience. If I were ever asked to lecture on great game design, my PowerPoint would be filled with slides from 'Splosion Man.
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For the record, if Twisted Pixel made a 16-bit demake of 'Splosion Man, I'd buy it in a heartbeat.
Mofo, ever party I've been to with you, you've touched this game.
You practically studied it. You're awesome.

Faps for an awesome blawg.
Great blog. I can't gap on the toilet edition for some reason but I will when I get the chance.

Despite the fact 'Splosion Nan came out the same year as a 2D Mario game (I think) it was still platformer of the year. Apart from that I've nothing to say, you already said why 'Splosion man was brilliant.
Sounds cool. If there's a demo I might try it out.
Nice write up as usual Dex.
It's interesting when you break the achievements down that way as a means to the entire 'Splosion Man experience. I only just recently discovered the multiplayer and almost feels like a completely different game. You get a lot of value for your dollar.
Great write up for a great game!
I absolutely loved this game, it had so much charm. The little details like the idle animations really won me over.

And the ending sequence is beyond words.
I'm starting to think I should play this game.
Excellent read. I'd like to add that there is minimal 'combat' as well, something the benefits the game greatly. As for the multiplayer, I'm not totally in the same boat with you. Some of the co-op mid-air jumps are either too frequent or just plain annoying in some levels. Also, there are some moments when something so simple takes too long to do in multiplayer, like a bounce walljump or a whole team together triple jump. But the levels that require multiple switches to be activated or multiple paths to e traversed in tandem, that's when it really shines. But the 'break-everything-in-this-hallway' parts are pretty satisfying as well!
I played through the single player and the multiplayer and want to play more.
I always want people to randomly invite me to play this game.
I've said it several times, but when everything is going right in this game and you're hauling ass, it feels like a Sonic game should.
The real strength to me of this game is that it can be horribly hard in spots, but I never got mad at the game its self, I just learned for whatever mistake I made and improved my skills.
Twisted Pixel has taken the place of Rare in colorful games that can do no wrong in my book.
I didn't care for Splosion Man much. Just seemed like I'd wear out it's welcome pretty quickly with me and I'd lose interest. Just not my speed I guess.
Nice read!
(and hopefully the game shows up on other platforms at some point. With the simplicity of the controls it seems that this might be a good IPad, PSP or even DS type game (3DS would be incredibly fun!)
I'm so awful at this game. But I like watching you guys play it :D
I haven't yet been able to get one of my friends to play the multiplayer with me. The communication and coordination required to do the levels is daunting, but at the same time incredibly rewarding.

What I love about the single player is how everything flows so perfectly when you get in the groove. You just go from jump to jump and keep moving. Makes your heart beat faster!
Definitely need to get this game.
Gotta finish my playthrough on the multi-player...
This blog inspired me to go back and get the "don't kill any scientists" achievement, which I hadn't noticed existed. It's a much more interesting achievement than I thought it was, precisely for the reasons you said. I found level 1-1 to be good for it. And also interestingly, I found that it's just impossible to get on a lot of levels.
SPLODE AGAIN!

Naia still needs to finish the multiplayer with us dex
Playing the single player campaign made me think "Wow, these levels get complex. But once I fired up co-op, I realized I had no idea what the word meant. Those multi-person missions require intricate puzzle-solving. And where it really shines is that never has problem-solving been so fast-paced. You have to make split-second judgements while airborne as well as coordinate yourself with other players who are trying to solve the puzzle in their own head.

Insanity.

This is a wonderful blog about a wonderful game that deserves many more wonderful blogs.
Great Blog...I really can't wait for the new levels that are coming out with Comic Jumper. I can't get enough and have been thinking about trying hardcore. Oh and Elsa is so on the money a 3DS version would be incredible. Thanks for the good read.

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