3 ms·
This is excellent, but doesn't quite "feel right" when playing. In my opinion, anybody interested in playing Super Mario will remember its distinct feel -- so i
by magoon 14y ago
This is excellent, but doesn't quite "feel right" when playing. In my opinion, anybody interested in playing Super Mario will remember its distinct feel -- so it will be important to nail down the exact dynamics of running, jumping, falling, stopping, mid-jump corrections, ducking while running, how close you can get to edges, etc.
- T-hawk 14y agohow close you can get to edges This is an incredibly deep and fascinating topic in the context of the original Super Mario Bros. The answer to how close you can get to a wall edge is one or two pixels inside it. This is actually very important for SMB's playability, vastly increasing the tolerance for moves like jumping up in a narrow shaft or bending a jump to get on top of a block you're currently under. The game then needs a mechanism to eject Mario out of those walls if he ends up inside. Among many emergent behaviors, this gives rise to the famous entry to Negative World, which occurs by fooling the game into ejecting Mario in the macroscopically wrong direction. (BTW, we hackers should know World -1 is really World <Blank>-1, accessed by entering a warp zone pipe before it initializes.) Fascinating reading on the topic: http://tasvideos.org/GameResources/NES/SuperMarioBros.html http://tasvideos.org/GameResources/NES/SuperMarioBros.html This sort of detail is absolutely key to making a Mario clone that feels right.