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@H3n7yx76
3 күн бұрын
I’m so early I haven’t even gotten to the sponsor segment yet lol
@based980
3 күн бұрын
no
@typerightseesight
3 күн бұрын
imo this is the hardest one of the 3. world and 3 are easier by far.
@dansalvato
3 күн бұрын
I've wanted to cover this topic for such a long time, and I'm so thrilled to finally have had the chance. Thank you so much Kosmic for all the hard work you put in to make this happen. I'm a longtime fan and just happy to be here! To everyone else: Was there any particular eye-opening point that helps you better understand a different game you enjoy (or don't enjoy)?
@Epicconor1
3 күн бұрын
*hi gu-*
@unruf
3 күн бұрын
omg ddp dan salvato
@cyanideOwO
3 күн бұрын
hi
@Outside998
3 күн бұрын
I think for me it was for Death Stranding, the moment I understood on a deeper level how the walking and balancing mechanics work. It made traversing the world a blast, and contributed to the game becoming my favorite of all time.
@louisng114
3 күн бұрын
A heart-pounding collab
@Ricapica.
3 күн бұрын
11:15 You know what? I think the fireball model is reversed by accident. It looks like it should be a fire projectile with a harmless trail of fire behind it. That would explain its hitbox being just the ball and not the trail. But it looks like it is brighter on the back not the front which makes me think the model is flipped
@theengineer-dellconagher
3 күн бұрын
the sprite is indeed flipped when it shouldn't be
@thebigtomato0597
3 күн бұрын
@@theengineer-dellconagher i guess the sprite was created from left to right as you would think and then not flipped? maybe
@fostena
3 күн бұрын
Definitely
@dawnbreaker2912
2 күн бұрын
Has to be. Even when I first played this game when I was about 7, I was like "why are Bowser's fireballs backwards?"
@sheltongolden4394
2 күн бұрын
That's an interesting observation! I guess I've never really thought of them as fireballs. I think of them as like.. "flying fire breath," I think? It's like if Bowser was on the right side of the fire breathing it out of his mouth to toward the left, then they just take that sprite and scroll it across the screen. But thinking about them as fireballs, your idea totally makes sense.
@boubayaga_
3 күн бұрын
I have totally said Doki Doki Panic out loud to people when I meant Literature Club several times!!
@retrebex5856
3 күн бұрын
au pire dit "dokidoki" pour panic , et "ddlc" pour litterature club
@Monkeymario.
2 күн бұрын
@@retrebex5856Could be a misstranslation but how is that worst?
@MxMaker
2 күн бұрын
Thats why is better to remember him for the P is for Pain level on the OG Mario Maker.
@samuelfaille-denis8098
2 күн бұрын
@@Monkeymario. "au pire" is a french expression, if I had to translate it, it would probably be by: "worst case scenario" as in "worst case scenario say 'dokidoki' for panic and 'ddlc' for litterature club", hope that helps
@Ucfahmad
2 күн бұрын
Are the two things related at all?
@robertpucovsky
3 күн бұрын
YOOO IT'S THE CREATOR OF DOKI DOKI PANIC HIMSELF
@lyrawh
3 күн бұрын
He also did the MUSIC for that one horror visual novel!
@KernelLeak
3 күн бұрын
JUST MARIO
@renyk4903
3 күн бұрын
@@lyrawhi LOVE doki doki panic club!
@BrentDubroc
3 күн бұрын
Doki Doki Literature Club is great! If you want a similar kind of experience, I also recommend checking out YOU and ME and HER: A Love Story.
@bananacat3109
2 күн бұрын
THE GUY WHO WORKED ON UCF FOR MELEE????
@Ravlen1
2 күн бұрын
One bit of conscious design not mentioned is the ability to play outside the field of view, which i had never seen in games before. Being able to run on the top of the screen was mind blowing when you first figured it out, and you know it's on purpose due to the 1-2 warp zone.
@snoozbuster
Күн бұрын
That’s a very good point actually. It seems so common today to look for secrets in anywhere we can but at the time those types of areas are places lots would never think to look.
@Pepeutra
3 күн бұрын
"A big part of game desing is making sure your game understands the intentions of the player and providing them with the expect outcome" is such a funny line coming out of the guy that made Doki Doki Literature Club
@FlameUser64
2 күн бұрын
Hey to be fair, knowing how and when to _subvert_ that for maximum impact is also a part of game design.
@Pepeutra
2 күн бұрын
@@FlameUser64 Yep, that I agree with and know first hand, I love DDLC, I just found that quote VERY ironically funny with the context that's all
@xeldrine66
5 сағат бұрын
@@FlameUser64 It also depends on the genre. In a game with constant movement, being unpredictable can be frustrating. But in a visual novel where there's not as much player interaction per minute, it's much more doable and more surprising than frustrating.
@rgal
3 күн бұрын
Oh hey, a video by my favorite speedrunner, -Nifts- *_KOSMIC!_*
@Nunya644
2 күн бұрын
This was pretty hilarious
@FourthDerivative
2 күн бұрын
Dan Salvato: "Leniency makes games feel good" Also Dan Salvato: *makes P is for Pain*
@Pablo360able
2 күн бұрын
Well, there's a reason he didn't call it P is for Pleasure
@boriszakharin3189
2 күн бұрын
I always wondered how random data in the minus world could possibly resemble something playable, but with 18:50-20:45 it actually makes sense. If it's predefined areas instead of individual block positioning it becomes a lot easier to imagine.
@mickkelley3776
3 күн бұрын
12:15 That joke was so terrible that KZitem cut to an ad so I didn't have to put up with its awfulness. Rare KZitem W.
@Zalied
3 күн бұрын
this whole video is "they playtested their game and cared about the players fun" as if thats some crazy idea or outside the norm for modern videogames....oh wait...nevermind that makes sense
@ninjaguyYT
3 күн бұрын
It's a lot different to other companies. For example, there's one that uses people for making videos about emulators or making games loosely based on pokemon (but with guns).
@ThePharphis
2 күн бұрын
It was also a lot more difficult to playtest your own game back then, given the difficulty of assembly, version control and general slowness of everything involved.
@Filsantos86
2 күн бұрын
Back in the early 80s, putting this level of thought and play test on a game was something unheard of. Looking at the complexity of the code, to make everything works like it did, and still fit on the cart, clearly shows the developers treated SMB as their magnum opus ever since development. No wonder it completely changed the whole game industry at the time.
@EebstertheGreat
2 күн бұрын
@@ThePharphis Prototyping was also slower and more expensive. If you wanted to play the game "properly" on a real Famicom, you needed to make a separate PROM for each version, or else use EPROMs, which could be erased by UV light. These were expensive by modern standards and took a bit of time to write and erase compared to EEPROMs. (Actually, Nintendo might have used early EEPROMs, but they still would have been slow to write and required a specialized high-voltage writer.) In modern game design, you can make a single tweak, then test it, then another tweak, etc., and try twenty different adjustments in the time it would take just to write one new EPROM. This is also why so many games included debug codes: so you could play on real hardware and quickly set up the state you're trying to test after power on. Usually those codes were removed before release, but sometimes one or more codes was forgotten or ignored and ended up in the final product.
@mikeallison5549
2 күн бұрын
😂😂 great comment. Now companies push out unfinished games and essentially have players play test and then update.
@thomased22legoyodagaming
2 күн бұрын
Castlevania's limited jumping controls is a deliberate design decision to up the tension of the game. Which is the core philosophy of the traditional side scrolling castlevania games as proto-horror games. Make a game that's as tense as possible while being fun and replayable and skill expressive. Rewarding aggressive play and whatnot. There's a place for stiff jumps, they aren't always antiquated old hat design.
@mikeallison5549
2 күн бұрын
I feel they described this well and pointed out Jump King as an example. Castlevania is a great game designed around those jump mechanics so it works. But a game designed solely around running and jumping is more fun with a bit more control for most people and this game did well revolutionary tweaking physics for a fun yet challenging experience. (Even though feels outdated and difficult to control today)
@thomased22legoyodagaming
Күн бұрын
@@mikeallison5549 I suppose that's true in many cases.
@Dominion_Hawks
3 күн бұрын
I really miss when technology limitations were a pressing issue and they had to come up with clever ways to make games, it made for very interesting quirks. Nowadays what we get is a quarter of the way baked games with a day 1 patch to get them to halfway done
@AnHebrewChild
3 күн бұрын
YES. This is also, imo, what made the earlier star wars movies better. Tech limitations forced creativity / lateral thinking.
@retrebex5856
3 күн бұрын
forcément , si on prends les triples A d'une entreprise connu random , mais si on prends des jeux pas connu (et y'en a plein qui méritent d'être découvert!) y'a pas ce genre de probleme! et au pire , joues a des triples A qui ont 2/3 ans , ça fait pas mal (si c'était un bon triple A , ça le resteras)
@peterpeladon
2 күн бұрын
Many indie games are still brilliant; and usually cheaper! Try to find and support those instead if you don't like what blockbuster games are doing. :)
@Dominion_Hawks
2 күн бұрын
@@peterpeladon Oh absolutely, I've been playing indies for quite some time, more often than not they're far better than AAA games. But I was specifically refering to the part that they *had* to be super creative with how they made games back then because of tech limitations. Nowadays a game can be say super unoptimized and still be fine without having to think of any sophistry to make do
@LendriMujina
Күн бұрын
@@AnHebrewChild And when the limitations were removed for the exact same movies, most people consider those to be the inferior version.
@juxx9628
2 күн бұрын
it's so crazy that the man, the myth, the legend Dan Salvato just appears in a collab with Kosmic about some unrelated stuff to his most known work. never let them know what your next move is.
@yeshevishman
2 күн бұрын
You do know Dan is also known for being a legend in the Kaizo Mario community, right?
@juxx9628
2 күн бұрын
@@yeshevishman i'm aware, that's why i'm commenting this
@Ultimaximus
Күн бұрын
@@juxx9628 If he's also known for Mario stuff, then I don't think it's so crazy for him to appear here
@generallyunimportant
16 сағат бұрын
@@Ultimaximus it's not as in the public consciousness as pm or ddlc is, that's what op was getting at
@JackBond1234
3 күн бұрын
The answer to all those bugs at the end? Even the most polished games today have all kinds of critical bugs. Luckily a lot of these are minor or don't come up in typical gameplay, and that's the goal of any game developer-- rather than squashing every bug, make sure people have to try pretty hard to find a bug.
@Lockirby2
2 күн бұрын
I had the same thought about the Piranha Plant hitboxes. When I saw All-Stars hitboxes for the first time in a while, my first thought was "That makes sense, but it looks less fun to play". I like being able to jump straight past the tallest pipes instead of having to wait all the time.
@coolbrotherf127
3 күн бұрын
This video addresses something that I've thought a lot about. So many iconic games, were also some of the earliest that were released. Imagine if SMB, Super Mario 64, Doom, Final Fantasy, Halo: CE, Legend of Zelda, and Command & Conquer were all as bad as the the trash like Hylide, Bubsy 3D, and Tech War. I don't think we appreciate how easy it could have been for so many games to come out awful instead of foundational for their genres and the medium as a whole. Those developers really cared to make something really good and enjoyable for people instead of just trying to throw out something to make a quick buck. I feel like that attitude has been lost by so many developers and big publishers who only care about profits, not player enjoyment or artistic value.
@dansalvato
3 күн бұрын
Yes, it's really sad to see when a game amounts to basically a list of deliverables and a deadline, without much care for the art of game design. The industry today might look very different than it did a few decades ago, but I do want to mention how much of an exception "good games" were back then. I think most games were just that-a publisher or licensor with a list of features they want in the game, and a ship date. It was still in most people's heads that games were toys, not art. Toys aren't built to last. Today, the failures are more noticeable because budgets are larger, but also because we have millions of passionate gamers who are all on social media to share the drama of overhyped games that fall flat. But I would argue that there are *far* more people today who care about the craft than what we had 30-40 years ago. The industry is full of developers and artists who want to recapture the experiences that impacted them so much in their youth. It's also easier than ever to make indie games, which is where a lot of the bigger risks are taken. I think the story of creators having their talent squandered by management is a tale as old as time-it's not a new problem, and I don't think it's strictly worse than it used to be.
@life-destiny1196
3 күн бұрын
play one indie game I beg you
@coolbrotherf127
3 күн бұрын
@@life-destiny1196 I think most inde games are the ones carrying the artistry in the industry. Small teams and solo devs making awesome stuff is the reason why there's still plenty of great games to play while the publishers like Ubisoft give us slop like Star Wars Outlaws.
@Vexxter
3 күн бұрын
Well, I don't think it could've happened any other way really. The companies only seeking for profit are not going to risk making a failure by venturing into unknown territory. The companies making those innovations clearly have a team of people with an intrinsic motivation to push the limits of their profession which also means they will try to do their absolute best to present the capabilities of their new game in a way where the player really has the best experience they can give them.
@Blutzen
3 күн бұрын
@@dansalvato To add onto this, another pretty big factor is the survivorship bias inherent when discussing retro games. Like, for every Super Mario Bros, Mega Man, or Castlevania that did really well, broke new ground, and launched a series that lasted for decades, there were dozens of games nobody talks about anymore because they aren't even worth remembering. It's true there are some real gems on the NES and SNES that still hold up and are worth playing today, but boy are there some stinkers, too. And that's _with_ the industry being a fraction of the size that it is today. So it's really easy to talk about how iconic a launch title was, but that's because you don't think about the launch titles that _weren't._
@MrMarket1987
3 күн бұрын
Well, the Doki Doki Dan made involves panicking, yes...
@ujkloin
3 күн бұрын
the "is that the guy who made doki doki panic?" actually made me laugh
@danielj.8876
2 күн бұрын
I think the hitboxes of certain enemies are smaller because it didn't feel right to outright die just because a pirahna plant nibbles on your foot a bit or the squid gives you a wet willy. The explanation that they wanted to do be literally in the middle of the plants mouth to get eaten wholly made the most sense to me. After all there's no real health system to give you the feeling that you got some scratches but made it out alive.
@yendayo
Күн бұрын
Game devs back then "How do we fit all these in 16KB" Game devs today "200GB sounds good"
@tarekcat1
Күн бұрын
Tbf almost everyone nowdays has a pc and a console that can handle such games with such large space it's not like an entire 200 gigs are going to be stored in your pcs ram But yeah that doesn't justify the absurdly massive storage space of useless sht and uncompressed files
@TheNuje
2 күн бұрын
Bonus fun fact, the springboards are sprites. It takes some code to locate them every frame as the screen scrolls, but the NES can't flip background tiles, only sprites. This probably cost less memory than making it a background object as a result. The code was just the same code it takes to locate any object (Mario, enemies projectiles, platforms) so that didn't cost any memory. They really got creative to cram the whole game in there, and make it as fun and memorable as it still is to this day! Great video you two!
@frogfan449
3 күн бұрын
Leniency mechanics can get really fun in mods/custom content because while lowering the skill floor, they also raise the skill ceiling. For example, Celeste has similar ceiling bonk leniency to SMB1 but of course that means it is now necessary to wall kick off of a corner sometimes. And of course small hitboxes will cause the hardest precision gameplay in any game to be unintuitive. I think there is an interesting puzzle to designing leniency that still balances the hardest levels that account for leniency in whatever way
@stevenschiro1838
2 күн бұрын
3:45 God Da**it Kosmic, we need a trigger warning before that famous sewer jump in TMNT. I was brutally scarred by that as a kid over and over and over a...
@Wingsaber
2 күн бұрын
Everyday im reminded of how much of a living legend Dan Salvato is. I'll never praise him enough for his efforts on Project M and then he comes out with an instant banger in Doki Doki Literature Club. Even outside of those two, he's a huge influence in the gaming community in general. Keep being awesome, Dan ❤
@tecknowledjee6933
3 күн бұрын
instructions unclear, i just wall clipped irl
@12DAMDO
3 күн бұрын
as someone who made a mediocre platformer once, i genuinely relate to the hitboxes argument.. having the hitbox be the same shape as the sprite was definitely the biggest mistake i made in my game.. the level design was decent tho
@mjc0961
2 күн бұрын
Wait. I need to stop and appreciate that being able to jump a few frames after leaving a ledge is called "coyote time" 😂 Thanks for teaching me that, Dan Salvato creator of Doki Doki Panic
@GTnYo
3 күн бұрын
Watching Speed runs has helped me enjoy this game. This video really makes me appreciate the game even more.
@1gnore_me.
2 күн бұрын
I think a major reason stomping is so simple in mario bros 1, is because it's just surprisingly hard to program. anyone who's tried it themselves would know, making the player consistently jump off of a moving object without taking any damage is a pretty challenging problem to solve, even with modern programming techniques. can't imagine how hard it would have been back in the day, with limited memory.
@darwinism8181
2 күн бұрын
Working around the limitations of hardware and even their understanding of code at the time really made for some of the most incredibly innovative game design that's ever happened
@12DAMDO
3 күн бұрын
seeing the thumbnail when you don't speedrun: 😨 seeing the thumbnail when you speedrun: 😅 for context, Mario did not die in that particular frame
@RSMR029
2 күн бұрын
11:19 i think the reason the hitbox is so small is because maybe the fire used to be a fireball, like the same one mario shoots with the flower, and i was thinking maybe it was changed to be a long fire but they didnt change the hitbox along with it
@ZapatosVibes
Күн бұрын
Over 30 years, still learning about this amazing game. Thanks for this!
@farmervillager1376
3 күн бұрын
17:12 thats me !!!!!!😳
@Kosmicd12
3 күн бұрын
Romhack Wednesday fan gets recognition
@hichaelhighers
2 күн бұрын
😳
@Ladondorf
2 күн бұрын
They made the hitbox for Bowser's Fire small to suggest that the ball of fire is more dense than the trail. This isn't clear in the game because the sprite is facing the wrong way, but if you flip the sprite it makes more sense.
@Darxide23
3 күн бұрын
The scripting and editing here are great. I never thought I could watch _yet another_ SMB1 video and still enjoy it this much. The game that just keeps on giving.
@Sixfortyfive
2 күн бұрын
I really appreciate any breakdown of game design that pushes back on how the word "archaic" is applied in a derogatory manner when it doesn't belong at all. System design must always be balanced against obstacle design, and simply giving the player more freedom and ability without also balancing it against more formidable obstacles does not make for a better game. You can point to a lot of individual stages in Super Mario Bros 3 that would be more difficult than the average stage of Lost Levels if you still had to play them with Lost Levels' physics and power-up repertoire, and there's a reason for that. The only thing I'll nitpick about this video is that it falls into the common trap of being too Nintendo-centric when it comes to cataloging video game evolution. The physics and aerial freedom of SMB1 were indeed pretty groundbreaking and major parts of its appeal, but you don't have to dig *too* far to find notable games in the couple of years prior that were less stiff than Donkey Kong or Mario Bros.
@Kosmicd12
2 күн бұрын
Could you share some examples? Someone shared Flicky which I definitely agree with based on footage I looked up, but others I've seen are indeed quite stiff
@Sixfortyfive
2 күн бұрын
@@Kosmicd12 Flicky was the first one that came to my mind too, and tbh, the one or two others I had in mind were more like platform/shooter hybrids of sorts than straight-up "run and jump" platformers.
@AnHebrewChild
3 күн бұрын
this is now my favorite Kosmic vid. Your explanations of SMB1's design genius are things I've intuited since I was little and always wanted to put words to, but you've broken it down **BRILLIANTLY.**
@FalseXII
2 күн бұрын
21:27 The clip of this despawning trampoline is striking to me. It’s peculiar that there is a hidden block as a means to maneuver past the wall should the trampoline despawn. This leads to supporting the argument even more that developers were very detail attentive, and attacked their own game from all angles. 23:50 See, even here you can still make the jump if you wait until the platform hugs the far right!
@TheAntiGravityMaster
2 күн бұрын
Dan's "what" after briefly resuming got me so good
@stevenschiro1838
2 күн бұрын
3:00 Bomberman Hero Music is so good
@flashraylaser157
2 күн бұрын
I keep noticing Bomberman Hero music EVERYWHERE. Did Nintendo randomly make it free use or something?
@stevenschiro1838
2 күн бұрын
@@flashraylaser157 I'd like to hope people just remembered how great it was. Really got me into that style of music as a kid. Kosmic always has a great music selection on these videos
@ShinSennju
2 күн бұрын
@@flashraylaser157 that would be KONAMI's call, since tragically, they now hold the rights for Bomberman.
@flashraylaser157
2 күн бұрын
@@stevenschiro1838 I would hope so too, and I'm sure Kosmic genuinely appreciates it, but I've genuinely heard it so much recently that it feels like a one in a million that this is coincidence. The other comment says Konami owns the rights and I also believe this is correct which only adds to my confusion. So you know the "Summoning Salt music"? There are a lot of Rubik's cube speedsolving channels that typically use "We're Finally Landing" and a lot of the music Summoning Salt does. Between those and a few smaller speedrunning channels, this makes probably the 8th time I've suddenly heard Bomberman Hero (specifically) in the last two months after a lifetime of not hearing the music outside of playing the game. Something seriously has to be up.
@clamdove3292
3 күн бұрын
iirc the bowser fireball sprites ended up being mirrored from what they're supposed to be (i.e. the bright round bit was supposed to be facing the player, while the darker, spikier end was meant to be facing away from the player). this would explain why they don't look much like fireBALLS, and probably explains why the hitbox is the way it is
@BinglesP
2 күн бұрын
22:28 FIVE SPRITES ALREADY?! Would they be the Sprites of '85?!
@Xioper
2 күн бұрын
😂
@FNnametag3
3 күн бұрын
The fact of the matter is; a whole team of people invented this stuff before the internet. It will always be impressive for any game built before google but this one is The best of the best. There is a reason the franchise still exists
@HappyLeeHL
3 күн бұрын
Cool video. Interesting perspective from a speedrunner. :D
@zippdoesstuffyt
3 күн бұрын
how did i get this reccomended to me 32 seconds ago
@jpm1544
3 күн бұрын
time is a philosophical invention of man
@PhildoBaggins
3 күн бұрын
I for one welcome our new algorithm overlords
@wesshiflet2214
3 күн бұрын
well it was posted to youtube, and your past interactions with this channel led the app to think it was a good fit for you, so it sent you an automated recommendation
@Echomemes
3 күн бұрын
@@wesshiflet2214 you're correct. except for the small detail that the app does not "think" it was a good fit, the app just gets from the youtube servers a list of videos to display, the server has the algorithm 🤓☝️
@jackbaxter-williams8059
2 күн бұрын
@@PhildoBaggins😂 thank you
@WTheW_gaming
8 сағат бұрын
The plant's hitbox is actually kind of cool, like Mario is jumping between the jaws of the plant
@AnHebrewChild
3 күн бұрын
22:30 WOW. I never knew you could get Bowser to despawn!
@StormBurnX
3 күн бұрын
14:45 I know this is off topic but... did Bowser just turn into a greyscale goomba? wtf? How have I never noticed that before
@Kosmicd12
3 күн бұрын
He turns into a different enemy in every world, except world 8 where he's really bowser
@StormBurnX
3 күн бұрын
@@Kosmicd12 Ok, so I'm not crazy for thinking I've seen him flip upside down before. This game has so many interesting little code optimizations.
@awsomebot1
3 күн бұрын
@@StormBurnX it's not an optimisation (p sure), its that canonically you dont meet the real bowser until the end
@scruffydad9435
2 күн бұрын
@Kosmicd12 Wait, you're telling me that BOWSER is actually in a different castle too?! Haha That's incredible. I never noticed before now.
@scrubbyburger5623
3 күн бұрын
Not gonna lie, this video said many things I’ve been thinking and noticing in my mind when playing this game.
@ShrineFox
2 күн бұрын
Great video. My mind is so blown how much I've taken this game for granted my whole life. This series so easily could have never become as big as it is today, but they really pushed the envelope and put some insane thought into these things. Excellent work editing this all together to make it easy to visualize.
@schrodingerskitten7206
3 күн бұрын
> says he's gonna talk about the game in a way that's never been talked about before yo?? > he & guest start talking about collision detection YO????? > they move on to stomping mechanics and then hitboxes YOOOOOOOOOOOOOOOOO (these are all aspects of smb I've always ADORED and I've always been butthurt nintendo's left them behind in all but the oldest games)
@lyrawh
3 күн бұрын
DAN SALVATO!! HE WROTE THE MUSIC TO DDLC!!
@supercanaldokyooh7852
2 күн бұрын
Well, he also made the game itself.
@generallyunimportant
15 сағат бұрын
he literally wrote the gamne itself 😭
@William-nw4sk
3 күн бұрын
I'm always interested in this sort of stuff. Not only because I love this game, but because I am trying to make an NES game myself, and am trying to take notes from other games. 6502 ASM's actually pretty easy.
@dansalvato
3 күн бұрын
Let's go! I love to hear about people making new games for retro systems. Best of luck on your project, it's a really rewarding endeavor.
@William-nw4sk
3 күн бұрын
@@dansalvato Thank you!
@sumguy63
3 күн бұрын
12:22 I hate to be 'that guy', but there were golden age arcade games where you could control your jumps pre SMB1. Such as Joust (which was probably a huge influence on Mario Bros. arcade) and Flicky. Loved the video though. Very succinctly explains the nuanced feel of SMB1.
@Kosmicd12
3 күн бұрын
Joust is not controlling your jumps... it's not jumping at all. If you want to point to a game that joust influenced, that's gonna be Balloon Fight! Did the Mario Bros. devs make comments about Joust influencing them or something? I hadn't seen Flicky before! The mechanics in it looks very surprisingly smooth. I was ready to go to bat and say yeah sure you can control your jumps but i bet it's really unrefined with hard turnarounds and unrefined movement. But it looks really nice. Thanks for sharing!
@sumguy63
3 күн бұрын
@@Kosmicd12 Flicky controls extremely smoothly. It's designed with proper momentum, steering, collision, etc. You should definitely try it, if you can. As for Joust inspiring Mario Arcade, I'll admit that it's conjecture, but there's /probably/ some truth to it, if you consider the layouts, gameplay, and widespread nature of clones in the 1980s. Again, loved the vid and SMB1.
@Greywander87
3 күн бұрын
Minimalism has become a lost art. It used to be that technical limitations meant you _had_ to be super efficient and optimized just to fit everyone on a disk or cartridge, or to get it to run at a reasonable frame rate. On the one hand, it's good that we have more powerful machines and we no longer _need_ to be so meticulous, but on the other hand I do hate how wasteful we've become. It's a very bizarre experience to see a brand new PC running Windows 11 that somehow feels _slower_ than the PC you had 20 years ago running Windows XP. Another important lesson here is that if you want to truly innovate then you need to question fundamental aspects of a game's design. Like if a platformer should have fall damage.
@KernelLeak
3 күн бұрын
21:00 Ah yes, my favourite speedrunner, Niftsmic... :D
@nicholas3354
3 күн бұрын
The one thing I never took for granted, even as a small child, was how good the momentum feels in Super Mario; it always seemed to be the result of skillful design.
@FUGP72
3 күн бұрын
Ahhhh..sprites despawning. Possibly the "Fix" to make sure something like the Galaga "enemies don't fire" hack never happened again. Arcade owners sure hated seeing people play for over an hour on just one quarter.
@pr0ntab
2 күн бұрын
It's just a limitation of SMBs sprite manipulation logic because there was just so little RAM that you could only deal with like 8 independently moving entities at once. Just storing their screen coordinates, speeds, and states took up a significant fraction of that 2048 bytes (yes, 2k)
@Voliharmin
3 күн бұрын
I don't like collab videos but my God, this one is fantastic! It's my favourite video of yours.
@nightmare4lol
3 күн бұрын
Ive played a lot of mario as im sure many of us here have, and I really love how this video effortlessly just explains all the little quirks you now about these games from personal experience but never quite thought too much about and only know from like muscle memory. amazing work you guys, go I love mario games
@SDMasterYoda
2 күн бұрын
In SMB2-J, the platform not spawning at the end of 7-2 is infuriating. I'm not a speedrunner, so quite often I'll get to that final Koopa and the platform won't be there to land on.
@josephrossow8901
3 күн бұрын
Shoutout to my guy, Gunpei Yokoi. Your contributions to video games are still with us today! RIP
@jolttsp
3 күн бұрын
The evolution of Kosmic as a content creator is great to see. Legit proud.
@tiger5869
2 күн бұрын
I agree on the small hitbox point. For non-speedrunners, it's still very risky to allow the sprites to overlap, but the devs were right to prioritize the enemies not killing unfairly. SMM spikes are notorious and I knew exactly where you were going when you started to mention SMM.
@TheUnbearded
Күн бұрын
9:54 "maybe they were getting hit by them right as they were popping out" This is almost definitely why, imo
@Alakadoof
2 күн бұрын
They also increased the size of the hitbox for Piranha Plants in the PAL version of SMB1, alongside a few other minor changes. All-Stars kept those changes, plus a far less forgivable change that makes you lose all horizontal momentum when you break a block while running.
@go-away-5555
2 күн бұрын
To me the piranha plant hitbox thing has always looked like you are jumping through the open mouth of the piranha plant
@sweptapostle2473
3 сағат бұрын
That mario and Luigi superstar saga music hits my nostalgia feels. I miss my childhood
@7EEVEE
3 күн бұрын
3:02 this man cannot perform Head, Shoulders, Knees and Toes
@tzarg
3 күн бұрын
ehehhh it's closeenough
@_fudgepop01
2 күн бұрын
Primitive ECBs my beloved
@jodeboyd8386
3 күн бұрын
good thing for bloopers not being entirely hit boxed because some of them literally hover over you trying to touch head
@5jvm0u4
3 күн бұрын
This is actually the first time I've heard Dan's voice, so unreal
@gregbartlett851
3 күн бұрын
honestly, this was a great video. Its clear that a lot of work went into the scripting and colab. Honestly, just great work and its obvious that you took your time to plan how to explain these mechanics in a way that even I, a casual speedrun watcher, could understand.
@fraz66511
Күн бұрын
Oh a new kosmic vide- DAN SALVATO???!!! THE DDLC CREATOR HIMSELF???!!!
@WisdurmK
3 күн бұрын
5:44 whoa, that's me in a kosmic video 😳 that jank banzai bill hitbox is something that's absolutely puzzled me for years, since under any other circumstances, landing on it from that angle should defeat it, but somehow i landed on the platform behind it while also entering its hitbox, which somehow resulted in my own death there. nice to know that if that entire interaction somehow happened in the original super mario bros, i would have been perfectly safe there 😁
@cube2fox
3 күн бұрын
Super Mario Bros was also the first game, to my knowledge, which let you accelerate your active jump by holding the jump button longer. Together with run acceleration and steering in mid air, these changes defined the modern platformer controls.
@SamBoerner-ph8ug
2 күн бұрын
love this. been waiting 30 years for this easygoing, high level analysis
@JoeDan54
2 күн бұрын
As far as the Piranha Plant hitboxes go, the theory regarding Mario sinking into its jaws before getting hurt makes a lot of sense. Despite their name, they're based on Venus Fly Traps more than anything else (which is further confirmed by the Mario 3 manual referring to the ones that shoot fire as Venus Fire Traps), and in real life, Venus Fly Traps typically only chomp onto their prey after their prey makes directed, repeated contact with their little hairs, after which they lunge out and bite. So if they're based on Venus Fly Traps, it actually makes more sense for their to be a fair bit of leniency with the hitboxes. If only that logic was extended to Mario Maker. I vividly remember playing a level on day 1 of its release and dying to a Piranha Plant despite visually being several pixels off from its sprite.
@adef
3 күн бұрын
two titans coming together to make a video??? yes pls
@Myriadis
3 күн бұрын
19:40 at some point I kind of get some pavlovan reaction whenever I hear the Crystal Chronicles soundtrack. Always love it hearing it randomly
@softestcat
3 күн бұрын
It's interesting to see how the developers worked around the limitations that were present at the time, and how certain aspects of the game engine were tuned to favour the player.
@varietychan
3 күн бұрын
Kosmic worked on Super Mario Bros. Proof: *this video*
@SomeGuy712x
15 сағат бұрын
(22:54) Yeah, a moving platform despawning is pretty bad. Also, if a springboard sprite despawns (as shown at 21:25), and you land on the spot where it would normally be, then you become lattelocked, totally stuck until the timer runs out and kills you.
@blueyoshi8517
3 күн бұрын
It's still amazing how small the level data is. It makes me happy.
@NocturnalTyphlosion
2 күн бұрын
i feel like if 80s arcade game developers saw modern hardcore platformers like Celeste having so much leniency in movement yet so much difficulty in level design and the need to execute within that leniency their heads would explode
@mchenrynick
Күн бұрын
The "coyote time" mechanic isn't mentioned here. That's why Mario can run across 1-block gaps and not fall into them.
@Kosmicd12
Күн бұрын
Coyote time is mentioned at 3:51. That's not why you can run across 1 block gaps, that's not what coyote time is. Coyote time means you can jump even after you leave the ground. You can't do that in any Mario game I know of except Mario Wonder with the Jet Run Badge. If you push jump while you're over the 1 block gaps you won't jump.
@wschmrdr
3 күн бұрын
I mean seriously, of course SMB in genius! The guy that came up with the frame rules must have enjoyed riding a bus....
@duprica
2 күн бұрын
Worst part about the mario maker 2 spike hitbox is that in mario maker 1 it was the top and bottom that weren't lenient and the sides that were easy to get by; so they rotated the issue sideways.
@nowanknows8979
2 күн бұрын
"The creator of Doki Doki Panic" LMAO love it
@apteropith
2 күн бұрын
ah! i've always wanted to know why you can't go left in SMB1, and this makes perfect sense now for one, it would probably double the size of the level data to include rightmost bounds for every object/pattern, even just as pointers to the leftmost bound
@aydeniswise4081
3 күн бұрын
I think the fact this plays like a boring educational video from school is awesome, because it’s not boring and I’m not at school
@Happi___
15 сағат бұрын
The fact that ALL the levels in SMB takes up less than 3.4KB blew my mind. It hasn't even been that long in the grand scheme of gaming but file sizes and games have absolutely exploded.
@MelodiCat753
3 күн бұрын
This video feels like pheonix wright case where you together deduce why the game is the way it is. So awesome!! This game felt clunky to me as a kid in the wii era, but I realize now that it's programming really is genius. Great work!
@Velocifyer
3 күн бұрын
Finaly a simple explanation of physiscs my friends will understand.
@Kryxx07
2 күн бұрын
Awesome video. I love learning about early video game design. The limitations created so many interesting solutions.
@ChrisBChips
Күн бұрын
14:15 I love this argument. "Yeah, I know that this revolutionary title that defined an entire genre had good physics for the time, but compare it to a game that has had nearly 40 years to improve on the formula that this game created. Not so good now, is it?" Yeah and Elden Ring is better than Pong.
@8BitPlumber1
Күн бұрын
I did not know the fact about why Mario accelerates faster backwards. Interesting. Cool video!
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