The Secret of Mario’s Jump (and other Versatile Verbs)

February 27, 2017 682358 Views

In this video, I look at “versatile verbs” – player actions that can have multiple uses, depending on how you perform them – in a number of excellent games.

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Game Accessibility Guidelines:

I’m using Anna Anthropy / Naomi Clark’s “A Game Design Vocabulary” for game design lingo:

Games shown in this episode (in order of appearance):

Donkey Kong (Nintendo, 1981)
Super Mario 3D World (Nintendo, 2013)
Luftrausers (Vlambeer, 2014)
MotorStorm: Pacific Rift (Evolution Studios, 2008)
Devil Daggers (Sorath, 2016)
Bayonetta 2 (PlatinumGames, 2014)
Ms. Splosion Man (Twisted Pixel Games, 2011)
Owlboy (D-Pad Studio, 2016)
Mega Man X (Capcom, 1993)
Far Cry 4 (Ubisoft Montreal, 2014)
Dark Souls III (From Software, 2016)
The Order: 1886 (Ready at Dawn, 2015)
Ori and the Blind Forest (Moon Studios, 2015)
Gears of War 4 (The Coalition, 2016)
Psychonauts (Double Fine Productions, 2005)
DOOM (id Software, 2016)
Yakuza 0 (Sega, 2015)
Super Mario Bros. 3 (Nintendo, 1988)
Hyper Light Drifter (Heart Machine, 2016)
Thumper (Drool, 2016)
Downwell (Moppin, 2015)

Music used in this episode:

Garage Band Loops
Tunnelbound (animeistrash)
From a Friend (Blue Wednesday)

Blue Wednesday:

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