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Why is Super Mario Bros THE platfomer? It's not my first platforming by any means but when you play some other old gen 3 or 4 game you can immediately tell when it has shit movement because doesn't feels like "Mario 1"
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It was the #1 priority for Miyamoto when making the game. He calls it an "athletic game". I would agree with him and consider the Mario series to be a different genre of game than the western style of platformer that is more about maze-like levels.
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>>12725916
Makes sense, the name Nintendo uses for their non-underground or water Mario levels is "athletic" on their official OST track listing
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>momentum platformers like Mario or Sonic are way more fun than precision platformers
>But this also means they're all different so I cant be bothered to get good at too many of them except the popular ones
>Also I get rusty if I stop playing for like 2 weeks
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>>12725806
I get what you mean but I've never thought SMB1 was a standard-bearer in that way. NES Mega Man has always been the yardstick I use for judging control.
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The reason SMB1 and SM64 stand out is because they nailed the controls.
I'll try to put it into words, but it's difficult:
Extremely responsive with momentum. After running and clearing a big gap you don't just land on the platform, mario will keep sliding with that momentum and it lets the player keep the momentum or slow down the slide. It does not ignore any of your inputs because they wanted to make jumping "look better animated." Even during an action, you always have some control.
In comparison, 90% of other games feel "clunky" in some way.
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>>12725916
>athletic game
It's cause athletic (アスレチック) means obstacle course in Japanese
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>>12725806
It doesn't really have anything wrong with it, any glaring flaws. It starts simple and by the end it's incredibly difficult but still mostly fair. Levels are short, there's only like 3 parts in the whole game where you can get stuck that aren't based on skill but you should be able to figure those parts out if you can stay alive, the more you play it the better you become. Memorable art style, great music. It's like any of the good arcade games that came before it where it's simple enough to get you interested but challenging enough that you won't be able to beat it in one go. Unlike arcade games each level is different, it's not the same screens repeated over and over with different enemy patterns. The controls are also really responsive and the game can be as fast or as slow as you want it to be really. I think of older platformers like Pitfall and while that's fun it's tedious, kind of ugly, it's not easy to move around and time your jumps, the game doesn't feel responsive at points, and you have to spend more time figuring out what you're doing than just focusing on clearing obstacles. It was just a really good example of what a platformer could be. Donkey Kong was fun too, but you don't really have a lot of freedom in the way of movement and the game repeats the same stages. Not to say any of those things are bad. I like Donkey Kong, I like Castlevania partly because the limitations in movement are what makes it challenging and fun.

It was also the flagship game of what became a massively population console so it had a lot of exposure and for a lot of people it was their 1st look at how complex and detailed home games could be. Scrolling screen were a big thing too, not a lot of games were doing it and a lot of them were shioters like defender or river raid, it really helps the immersion in an action game when you don't have screen transitions that can be jarring or disorienting.
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>>12726196
>NES Mega Man has always been the yardstick I use for judging control.
based and capcompilled
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>>12725806
It's all down to acceleration/momentum, which is actually pretty hard to program in a way that feels satisfying.
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>>12726196
Mega Man has good air control and feels "sticky" when landing, which is good, but in a completely different way from SMB.
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>>12725806
Mario 3 perfected the movement and controls. Blows smb1 out of the water by comparison.
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>>12726196
>>12726508
Yeah, Mega Man was the gold standard for a no-momentum platformer.
But Mario's physics was a huge selling point even if people weren't conscious of it at the time. It just felt fun to play.
>>12726540
Pretty much, but compare SMB1 to its competition at the time.
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>>12725953
>Also I get rusty
Can't say I've ever felt rusty playing any Sonic games. There's something about the way those games implement physics that make them easy to keep coming back to.
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>>12727384
they're typically designed almost like Pinball, with Sonic being a living ball, and the physics work with that. It's not hard to notice when they often literally use pinball mechanisms to move him.
Notice how you start at the top and end at the bottom of this big map, levels in most of the sonic games have a downward slope to keep you moving fast if you know how.



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