Mathew and Attila examine all the features that made Mario World truly deserving of the “Super” prefix.
Read MoreGameology 44 - Cutscenes
Cut-scenes come in all shapes and sizes, from brief dialog exchanges, to grand cinematic. Mathew and Attila discuss the best practices of cut-scenes in gaming.
Read MoreGameology 43 - The Good, The Bad: Super Mario Bros. 3
Attila and Mathew discuss the Mario game that improved upon everything in the original and cemented the plumber's role as the de-facto Platforming icon.
Read MoreGameology 42 - Traversal
Inspired by the delightful traversal mechanics of Super Mario Odyssey, Attila and Mathew discuss who much traversal mechanics matter in other games.
Read MoreGameology 41 - The Good, The Bad: Super Mario Bros 2
Mathew and Attila look at the aspects of Super Mario Bros. 2 that made it into future games
Read MoreGameology 40 - Companion AI
So often, AI meant to assist the player ends up doing the complete opposite. Mathew and Attila discuss everything from rage-inducing Escort Quests to delightfully helpful invulnerable assistants in their discussion on friendly AI.
Read MoreGameology 39 - The Good, The Bad: Super Mario Bros.
Mathew and Attila discuss the crucial design choices that led to Super Mario Bros. becoming the gold standard among platforming games
Read MoreGameology 38 - Legislation
Should government legislation crack down on harmful game design practices?
Read MoreGameology 37 - The Good, The Bad: Mario 64
Show Notes
Mario 64 brought the famous plumber into the 3rd dimension, what was gained and what was lost in the transition? Mathew and Attila discuss the 3D platformer that set the golden standard for years to come.
Gameology 36 - Console Generations
Mathew and Attila share their thoughts on the implications of incremental console updates.
Read MoreGameology 35 - The Good, The Bad: Super Mario 3D World
Did you experience this Wii U gem? Mathew and Attila talk about everything from the aesthetics to the sound design of this stellar 3D Mario title.
Read MoreGameology 34 - The Good, The Bad - Mario Galaxy
Attila and Mathew discuss everything there was to love about this classic, as well as a few details which are not to their liking.
Read MoreGameology 33 - Rock Paper Scissors
How does this playground game provide the basis the best tactical game-play experiences?
Read MoreGameology 32 - Game Feel
Game Feel is responsible from everything from making a control scheme feel responsive to making a death animation satisfying!
Read MoreGameology 31 - Breath of the Wild - Zelda Evolved
Mathew and Attila speculate on the design decisions of Breath of the Wild and look at where some of its most interesting features draw their inspiration.
Read MoreGameology 30 - Where do I go, what do I do?
With all the hate surrounding games having too much "hand-holding" what's the right way to share information with your players?
Read MoreGameology 29 - Behind the Scenes on Speedrunning
How are crazy Sequence Breaks and Memory re-writes even possible in the first place? Attila gives insight on the programming practices that gave rise to certain Speed-running tactics.
Read MoreGameology 28 - Crunch Time
Mathew and Attila discuss the slippery legalities of "Crunch Time".
Read MoreGameology 27 - Palette Swaps
Are palette swaps nothing more than a development shortcut, or can they be used to bring visual cohesion to a game?
Read MoreGameology 26 - Checkpoints
Checkpoints; the more the merrier? Mathew and Attila discuss how frequently checkpoints should occur, and where they should optimally be placed.
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