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Mario Couldn't Jump At First

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11–20 of 36 posts

Re: Mario Couldn't Jump At First

#11
post #4

I never realized that they made it so you couldn't jump over the mushroom in SMB. That is so cool, and I need to somehow make my brain have those kind of ideas.

Yes, a brilliant idea. It seems that much of the design in video games is to trick the player into failing. This was a case of tricking the player into success.

Re: Mario Couldn't Jump At First

#12
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."

The original Donkey Kong is easily the hardest and most frustrating video game I have ever played.

Re: Mario Couldn't Jump At First

#13
"Miyamoto - That's when we thought about what kind of creature could withstand being struck from below and would eventually recover. We racked our brains thinking what we could use…"

"Iwata - And that's how you came up with the turtle! (laughs)"

"Miyamoto - The turtle was the only solution! (laughs) Strike it from below and it flips over! Leave it for a while and it rights itself!""

I always wondered how turtles came to be so heavily involved.

Re: Mario Couldn't Jump At First

#14
post #12
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."

The original Donkey Kong is easily the hardest and most frustrating video game I have ever played.

Did you try Spelunky or Nethack?

Re: Mario Couldn't Jump At First

#15
post #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":…

If you're interested, you should play Portal in the 'commentary' version -- a lot of thought went in to making the game intuitive with zero explicit instructions. I think they were pretty successful.

Re: Mario Couldn't Jump At First

#17
post #4

I never realized that they made it so you couldn't jump over the mushroom in SMB. That is so cool, and I need to somehow make my brain have those kind of ideas.

Valve does a lot of this based on testing with players - they notice that players aren't doing what they need to do, or looking where they need to look, so they alter the level with (more-or-less) subtle ways to guide/force them into doing it.

Re: Mario Couldn't Jump At First

#19
post #4

I never realized that they made it so you couldn't jump over the mushroom in SMB. That is so cool, and I need to somehow make my brain have those kind of ideas.

There's a good exploration of how SMB World 1-1 teaches you how to play the game, here:

    http://www.auntiepixelante.com/?p=465
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