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Mario Couldn't Jump At First

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Re: Mario Couldn't Jump At First

#3
Iwata: "So you wanted to know what it was that made players insert another 100 yen coin once the game was over and have another go?"

Miyamoto: "And basically, I concluded that this was born of the players being mad at themselves. So I would try to analyze how the game made players feel that way."

Re: Mario Couldn't Jump At First

#5
post #3

Iwata: "So you wanted to know what it was that made players insert another 100 yen coin once the game was over and have another go?" Miyamoto: "And basically, I concluded that this was born of the players being mad at themselves. So I would try to analyze how the game made players feel that way."

I bet a lot of 100 yen coins were spent on Super Mario Brothers 2 (Japanese version, 'The Lost Levels' in the States)

Re: Mario Couldn't Jump At First

#6
post #5
post #3

Iwata: "So you wanted to know what it was that made players insert another 100 yen coin once the game was over and have another go?" Miyamoto: "And basically, I concluded that this was born of the players being mad at themselves. So I would try to analyze how the game made players feel that way."

I bet a lot of 100 yen coins were spent on Super Mario Brothers 2 (Japanese version, 'The Lost Levels' in the States)

I do not think that was an arcade game.

Re: Mario Couldn't Jump At First

#8
general - the other articles (the early ones at the very least) are all incredibly interesting discussions wrt video game design.

Highlights: "The Reason Mario Wears Overalls" (character design by pixel): "Before you know it, you've used up 8 X 8 pixels. But if you draw a nose then a moustache, you don't really know if it's a mouth or a moustache, and it saves pixels."

"Letting Everyone Know It Was A Good Mushroom": "That's the reason why it's designed so that whatever you do, you'll get the mushroom."

Re: Mario Couldn't Jump At First

#9
post #3

Iwata: "So you wanted to know what it was that made players insert another 100 yen coin once the game was over and have another go?" Miyamoto: "And basically, I concluded that this was born of the players being mad at themselves. So I would try to analyze how the game made players feel that way."

A key point here is that players were mad at themselves, not the game, which is why Mario's tight, nearly perfect controls are so important.
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