On this note...how much do you guys think you'll be trying to stick to Nintendo's general "rules" of physical design?
The main example I would use is SMB1. For whatever reason in that game, ground tiles were
never used for anything but ground, the bottom two tiles of each map:
But since we're being given free reign to use them anywhere, a lot of people are using them all over. I should emphasize that this is totally fine, the level functions the same way, it's just different from the way Nintendo used them. It's still something that I notice because I'm not used to seeing that type of tile used that way.
I noticed it in
Jeremy Parish's excellent Daily Mario posts at usgamer:
Mario 3 is similar in this respect, they seem to have tried to use ground as ground only, and use other types of blocks for floating platforms etc.
There are lots of other design elements in Nintendo's games that you can practically identify by feel, all sorts of little things. For example, much of the time there is a good amount of head clearance between floor and ceiling of passages/floating platforms. You can tell a romhack or user level by how many extremely tight passages there are.
So I ask, how much do you intend to do things "the Nintendo way?" I know a big point of this tool is that we don't have to do things that way, but I think it's a big part of the feel of their levels, and could be a difficult thing to capture.