Comments on: The Anatomy of Super Mario: XV. Jump in http://www.anatomyofgames.com/2013/08/13/the-anatomy-of-super-mario-xv-jump-in/ Defunct, amateurish, game design analysis by Jeremy Parish Wed, 25 Nov 2015 23:31:21 +0000 hourly 1 https://wordpress.org/?v=4.5.7 By: jparish http://www.anatomyofgames.com/2013/08/13/the-anatomy-of-super-mario-xv-jump-in/#comment-1954 Thu, 15 Aug 2013 16:32:20 +0000 http://telebunny.net/toastyblog/?p=8544#comment-1954 True. But consider its contemporaries!

And the 3DS is kind of butt for NES games.

]]>
By: Kirin http://www.anatomyofgames.com/2013/08/13/the-anatomy-of-super-mario-xv-jump-in/#comment-1953 Thu, 15 Aug 2013 14:45:40 +0000 http://telebunny.net/toastyblog/?p=8544#comment-1953 So thanks to this series I went and dusted off the ol’ SMB (via 3DS VC) and played through the first couple world sets for the first time in ages. And man… Mario’s control is a lot more slippery than I remembered. More than once I skidded off the edge of a platform to my doom when I wasn’t expecting to. It’s easy to forget that while SMB was definitely a platforming revelation in its time, the “basically perfect Mario platforming” engine we all know and love was the product of successive tweaks and refinements over the course of several games.

This isn’t to say SMB1’s physics is *bad*, of course. Just different enough to throw you if you’re in a SMW and/or NSMB mindset.

]]>
By: jparish http://www.anatomyofgames.com/2013/08/13/the-anatomy-of-super-mario-xv-jump-in/#comment-1952 Wed, 14 Aug 2013 23:40:58 +0000 http://telebunny.net/toastyblog/?p=8544#comment-1952 Nope, that shows how effective an idea it was.

]]>