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Correct me if I'm forgetting to take more factors into account, but how prevalent do you think jumping would be in videogames if Mario didn't exist? It's not like jumping is something people normally do, you don't see heroes in media jumping for no reason either, yet in videogames it's kind of expected to have a dedicated jump button even if in some games it doesn't help much.
Say, would platformers be more like beat 'em ups? Would fighters just focus on high-mid-low hits with jump attacks being command moves that only some characters do?
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>>12812663
Alright that's interesting.
Would Pitfall, on its own, have been able to propagate jumping mechanics the way Mario did?
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Never mind, Donkey Kong predates Pitfall by a year.

But then:
>When asked if the arcade game Donkey Kong (1981) had inspired his game, Crane responded he did not draw any parallels to Pitfall! at the time and had already developed elements in his game that were present in both games, such as a human character, paths, and ladders

We'd have to take his word for it though.
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>>12812654
This is genuinely the way I feel about z targeting. And people fellating OoT for a solution naturally emergent in a 3d combat environment passing it off as some sort of trailblazer.
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>>12812654
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Nintendo must be erased
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>>12812678
Three months earlier than ocarina.
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>>12812685
This actually looks more like Z target, unlike what people usually claim is (tomb raider or megaman legenda autoaim)
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>>12812685
Mobile Suit Gundam Gaiden on Saturn did something similar 2 years before OoT and I doubt it's the only one either
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>>12812716
That's regular lock on.
The idea of Z target is that there's an invisible rope between you and the enemy and you can move accordingly, circling them, it's more than just the aim locking on the enemy
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>>12812654
Shiggy has said in interviews the whole reason Mario jumps is because when an obstacle is coming for you it's only natural you want to jump over it.
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>>12812964
Based Shig
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>>12812724
2d games like Alisia Dragoon had that years before.
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nintendo created everything
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If jumping is so prevalent in video games why are they only now adding it to Ocarina of Time with the new remake?
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>>12813008
You can't actually toggle between on and off in Alisia, it's also an auto target.
Much less common in 2D than in 3D though. The only other game I know that has it is Psychic Killer Taromaru
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>>12813020
Because Link auto-jumped already.
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>>12812654
It's such an obvious method of interacting in the digital world that surely someone else would've invented the platformer even if Donkey Kong had never been made.
But I think it's very possible that many more games would have Ocarina-of-Time-like jumping rather than a dedicated jump button without the influence of Mario.
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Lolwut
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Jungle hunt and pac-land both had scrolling and run and jump gameplay, long before SMB. Both were arcade hits.
https://www.youtube.com/watch?v=ZXSIuDNlnV4

Jumping was a pretty common mechanic by 1981 in the single screen arcade game era, first game with jumping was 1975 after all.
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I remember being puzzled by why that one Mushroom Kingdom woman in Super Mario RPG was so excited about seeing Mario's jumping ability. I guess playing SMB since I was a little kid had completely desensitized me to the silliness of Mario's jumping frequency and height.
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>>12813173
>Jumping was a pretty common mechanic by 1981 in the single screen arcade game era, first game with jumping was 1975 after all.
Yeah, Donkey Kong in 1981 of course had jumping. There were games with jumping before it, but I want to say DK was the first with "platforming" where jumping was a core mechanic. So Mario/Jumpman can get credit for starting that.

The jumping in Pac-Land also kinda sucks balls compared to Super Mario Bros, but you're right it's notable for scrolling platforming pre-SMB.
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>>12812654
If not Mario, then something else would have taken it's place. The idea of a platformer just doesnt exist without jumping and someone other than Shiggy would have come up with it eventually. How big of a success it would have been would have come down to the developer and execution.
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>>12812672
About as honest as Miyamoto saying he wasn't inspired by King Kong in his creation of Donkey Kong.
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>>12812691
There were flight-sims in the early 90's that already had z-targeting.
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>>12812654
There are already 6 other Mario threads up on this board as it is, yours making it 7. Maybe you should spend less time shilling Nintendo on this board with recycled, low effort, dog-shit retard threads, and consider hanging yourself, or posting about things that aren't aimed at validating your childhood nostalgic ego.
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>>12813416
>how dare you discuss video games
>HATE NINTENDO LIKE I DO
Go fuck yourself you're shitting up the board.
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>>12812724
>That's regular lock on.
>The idea of Z target is that there's an invisible rope between you and the enemy and you can move accordingly, circling them, it's more than just the aim locking on the enemy

You're just making shit up now and have a poor understanding of the whole thing. There is no "rope", OoT's lock-on does two things:
1) keeps the locked-on target in the center of the screen, meaning that the camera moves on its own to keep the target centered if the target moves
2) the playable character's movement becomes relative to the target, meaning for instance that moving left/right will now circle around the target

That's literally it, and guess what, this is EXACTLY what Gundam does (and for that matter, Mega Man Legends too), see for instance this webm, the only thing I'm doing is strafing left/right, with or without the lock-on to demonstrate the difference (the locked-on target remains centered automatically as well).
The whole idea OoT's fanboys have of talking about "Z-targetting" is a false premise, it's a way to pretend that Zelda invented this thing that everyone else copied. "Z-Targetting" isn't a thing, there is a lock-on that keeps the target centered and makes the controls relative to the target which OoT happens to use after other games did the same thing.
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>>12813478
>(and for that matter, Mega Man Legends too),
Mega Man Legends lock on literally plants you in place and you can't move.
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>>12812654
>Correct me if I'm forgetting to take more factors into account, but how prevalent do you think jumping would be in videogames if Mario didn't exist?
It's largely irrelevant. Jumping had already been a feature in side-view and isometric videogames for several years before Mario.

>It's not like jumping is something people normally do, you don't see heroes in media jumping for no reason either,
People jump all the time in real life, especially when doing the kind of challenging activities videogames set out to depict. And there are activities that don't usually involve actual jumping, but are close to platforming, such as climbing over obstacles or walking across a stream by stepping on rocks jutting out from the water. Emphasis on jumping flows naturally from the implementation of simple physics engines in early videogames.

>>12812678
>This is genuinely the way I feel about z targeting.
How do you feel about z-targeting? OP seems to think Mario invented jumping.

>>12812691
>This actually looks more like Z target, unlike what people usually claim is (tomb raider or megaman legenda autoaim)
A better example and the one I always give is Bushido Blade. 3D Fighting Games like Tekken had established 3D lock-on way before Ocarina, and Bushido Blade was a clear example of a weapons-based melee combat game where you could disengage, run around, and attack arbitrarily, but also re-establish a lock on your opponent just like Z-target. The only relevant difference is that Bushido Blade defaults to locked-on and doesn't feature combat vs multiple opponents.

It's obvious, everyone would have easily figured out ""Z-targeting"" for other genres by 6th gen anyway.

The one thing Nintendo did is revive the analog stick. That probably would have happened without them also, but who knows how long it would have been? None of the other big players like Sony or Sega had been putting analog sticks on gamepads until the N64 came out.
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I'm amazed at the amount of people ITT that don't understand that Mario appeared in Donkey Kong (1981) and that Donkey Kong is widely considered the first platformer game.
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>>12812663
/thread
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>>12813705
I understand that. But I also understand that's not what OP was talking about, so I'm not going to waste everyone time on pointless reddit pedantry.
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>>12813478
>There is no invisible rope
>proceeds to explain the invisible rope concept just with different wording
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>>12813696
>Jumping had already been a feature in side-view and isometric videogames for several years before Mario
Such as?

>People jump all the time in real life, especially when doing the kind of challenging activities videogames set out to depict
Such as?
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>>12813728
SMB is not mentioned in OP.



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