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Mario Couldn't Jump At First

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31–36 of 36 posts

Re: Mario Couldn't Jump At First

#31

The number of (laughs) in this interview makes me believe it is truly Japanese.

I've never read an interview before which sounded like so much fun to be a part of!

Well, in my understanding, what seems like free and unforced laughter is actually a sort of social signifier intended to grease the conversational wheels: "I am having a good time, we can continue talking." In the same way, Japanese conversations are marked by constant "aizuchi," little words of agreement and encouragement by the listener. A listener can constantly mutter "yes, quite so" and "now I understand," out of reflex, and then immediately follow up with a scathing rebuttal. Interesting cultural difference. In America, you show attention by being quiet and making eye contact.

Re: Mario Couldn't Jump At First

#32
post #21

Have 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 :)

Good attention to class names, but terrible use of markup. He should be using paragraphs instead of divs. Edit: Span for the name.

Is a paragraph a logical or a visual concept? Can a paragraph have a name/speaker attached to it? The author answered these questions differently than you, and kudos to them for thinking about the problem. Markup is "terrible" when people don't think about structure at all.

Re: Mario Couldn't Jump At First

#33
post #21

Have 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 :)

Good attention to class names, but terrible use of markup. He should be using paragraphs instead of divs. Edit: Span for the name.

Why on earth would you use a semantically insignificant element (SPAN) to markup something as significant as the name of the interview object?

I'd easily mark this up as a DIALOG:

   
      Iwata
      In this interview, we're going…
   

Re: Mario Couldn't Jump At First

#34
post #27
post #9

Earlier quoted context omitted.

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.

And that is what I do not understand about Super Mario World (SNES). It seems to be the most popular of them all and people love it. To me the controls are very inaccurate and sluggish, especially compared to Super Mario Land 2 (6 golden coins, Gameboy).

Sluggish? Really? The reaction times for air movement and probably movement in general are miles faster than in the original SMB. Are you sure you're talking about SMW? The one that introduced Yoshi?

Re: Mario Couldn't Jump At First

#35
post #27

Earlier quoted context omitted.

And that is what I do not understand about Super Mario World (SNES). It seems to be the most popular of them all and people love it. To me the controls are very inaccurate and sluggish, especially compared to Super Mario Land 2 (6 golden coins, Gameboy).

Sluggish? Really? The reaction times for air movement and probably movement in general are miles faster than in the original SMB. Are you sure you're talking about SMW? The one that introduced Yoshi?

Yes. I think it is something about the air control or "braking" that makes me feel this way. SML2 is way more direct.

Re: Mario Couldn't Jump At First

#36
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.

I'm pretty sure you can jump over the mushroom if you either do so in the areas without the overhead blocks or if you time it right. They merely made it very difficult for a new player to avoid the mushroom.
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