Iwata
In this interview, we're going...
I would have chosen "speaker" rather than "name", but this sort of attention is nice to see :)Mario Couldn't Jump At First
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Re: Mario Couldn't Jump At First
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#24Now, close your eyes... then, try to imagine a world in which nobody other than Nintendo can legally sell a game which involves jumping in some way (unless they have a license). The terror.
Re: Mario Couldn't Jump At First
#25Re: Mario Couldn't Jump At First
#26Have a look at the source: Iwata In this interview, we're going... I would have chosen "speaker" rather than "name", but this sort of attention is nice to see :)
Re: Mario Couldn't Jump At First
#27Iwata: "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.
Re: Mario Couldn't Jump At First
#28Earlier quoted context omitted.
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
#29This interview makes me wish that someone would write a "Video Game Designers at Work".
Re: Mario Couldn't Jump At First
#30Iwata: "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.