Shigeru Miyamoto has designed dozens of the most popular video games in the world: Donkey Kong, Super Mario Bros, and the Legend of Zelda among them. In this video by Vox, Miyamoto shares how he thinks about game design.
This is one of the first times that a video game’s plot and characters were designed before the programming. [Miyamoto:] “Well, early on, the people who made video games, they were technologists, they were programmers, they were hardware designers. But I wasn’t. I was a designer, I studied industrial design, I was an artist, I drew pictures. And so I think that it was in my generation that people who made video games really became designers rather than technologists.”
Also worth watching is this video by Game Maker’s Toolkit about how Nintendo builds everything in their games around a fun and unique play mechanic.
It seems to me that these two videos slightly contradict each other, although maybe you’ll disagree.
Update: Two corrections. The spreadsheet program is actually OpenOffice, not Excel. (Excel is almost a genericized trademark at this point.) And the in-spreadsheet game isn’t actually playable…this is a stop motion video of still frames.
NES player darbian just broke his own record for the fastest time through Super Mario Bros. He completed the entire game in just 4 minutes 57.260 seconds. But the most entertaining part of the video is watching his heart rate slowly creep up from 80 bpm at the beginning to ~140 bpm in World 8-2 and spiking to 171 bpm when he beats the record. (via digg)
Update: Compare that with this insane level from Mario Maker:
Legendary designers Shigeru Miyamoto and Takashi Tezuka broke down the first level of the game for Eurogamer. (My favorite part? The subtle way that Mario is designed to have “weight,” and how this affects the player’s identification with and affection for the character.)
The original instruction booklet for Super Mario Bros. details how “the quiet, peace-loving Mushroom People were turned into mere stones, bricks and even field horse-hair plants.” That means every brick you break in the game is killing an innocent mushroom person that would have been saved once Princess Toadstool “return[ed] them to their normal selves.”
Digg has a video on the character’s evolution (including cameo appearances in other Nintendo games):
Samir al-Mutfi’s “Syrian Super Mario” reimagines the game with obstacles faced by Syrian refugees. (Grimly, the player has 22,500,000 lives to lose.)
In talking about an upcoming game (more on that in a bit), Nintendo’s Shigeru Miyamoto and Takashi Tezuka discuss the process they used in designing the levels for the original Super Mario Bros. Much of the design work happened on graph paper.1
Back in the day, we had to create everything by hand. To design courses, we would actually draw them one at a time on to these sheets of graph paper. We’d then hand our drawings to the programmers, who would code them into a build.
Here’s the full video discussion:
Now, about that game… Super Mario Maker is an upcoming title for Wii U that lets you create your own Super Mario Bros levels with elements from a bunch of different Mario games. So cool…I might actually have to get a Wii U for this.
This is pretty much the same process I used when designing levels for Lode Runner back in the day.↩
SethBling wrote a program made of neural networks and genetic algorithms called MarI/O that taught itself how to play Super Mario World. This six-minute video is a pretty easy-to-understand explanation of the concepts involved.
But here’s the thing: as impressive as it is, MarI/O actually has very little idea how to play Super Mario World at all. Each time the program is presented with a new level, it has to learn how to play all over again. Which is what it’s doing right now on Twitch. (via waxy)
The sheng is a free-reed wind instrument dating back to 1100 BCE in China. Using a modern sheng, Li-Jin Lee makes the ancient instrument sound remarkably like Super Mario Bros., including coin and power-up sounds.
And I know the Olympics are over and good riddance and all that, but this Mario Kart speedskating bit is great. Baby Park was one of my favorite tracks on Double Dash.
If you play carefully by not stomping enemies, not collecting coins, not eating mushrooms or flowers, and hopping on the flagpole at the very last second, you can rescue the princess in Super Mario Bros with only 500 points.
One bit is surprisingly tricky:
How tough is that jump in 8-1? Well, the timing of the liftoff, the duration of holding the jump button, and the timing of the wall jump are all frame perfect. NES games run at 60 frames per second, which means all the necessary inputs need to be timed within 1/60 of a second. In addition, the starting position before running I used not only has to be on the right pixel, but also the x sub-pixel has to fall within a certain range (technical stuff blah blah blah). In short, it’s a pretty annoying jump.
When I was a kid, I left my NES on for three straight days to flip the score in SMB, using the 1UP trick and another spot in the game to get many lives and points. Scoring lower would have been a lot quicker.
Without going into too much detail, Mario generally lives and works in the Mushroom Kingdom, one of the largest geo-political structures on Mushroom World, in the Grand Finale Galaxy in, yes, the Mushroom Universe.
For the purposes of this answer I will deliberately restrict the terms to discussing Mushroom World, as a comprehensive answer on the entire Mushroom Universe would require covering 20-22 (depending on how you count) Galaxies and frankly, I doubt it would be any more fun to read than it would be to write.
Wow. Someone is making a video game featuring the original Super Mario Bros worlds but Mario is outfitted with a Portal gun. Watch the demo:
More information on the game’s development is here.
Yes, this is an actual game being developed - it is not a mod of any existing one. It’s coded with L”ove (info at the bottom of the left menu) and will be released for free (so we don’t get stabbed by lawyers)
All the source code of the game will be available after release
The game will have mappacks, which will be downloadable from ingame. Users most likely won’t be able to publish maps directly, but will be able to send them in and we’ll add them for everyone to use.
The primary maps will have a story and some portaly puzzles. What kind, well, we’ll figure that out as we go
Level editor will be embedded in the game so you can edit the level while you play
Original SMB levels and Lost levels will be included
In the Seahawks/Saints game over the weekend, Seahawks running back Marshawn Lynch made an improbable game-winning touchdown run. So, I can’t decide which one of these videos is better. Marshawn Lynch’s Tecmo Bowl Run:
In a recent interview for the 25th anniversary of Super Mario Bros., Mario’s baby daddy Shigeru Miyamoto revealed that the infinite 1-up trick was included in the game on purpose but that the minus world was a bug.
“We did code the game so that a trick like that would be possible,” Miyamoto revealed. “We tested it out extensively to figure out how possible pulling the trick off should be and came up with how it is now, but people turned out to be a lot better at pulling the trick off for ages on end than we thought.” What about the famed Minus World? “That’s a bug, yes, but it’s not like it crashes the game, so it’s really kind of a feature, too!”
Features include four-player collaborative play (!!) and something called “demo play”.
The game will also be the first game on the Wii to feature “demo play”, where players will be able to pause the game, let the game complete the level for them, and resume play at any time by unpausing.
In my house, this was called the “give the controller to my 11-year-old cousin and let him show you how it’s done” feature. I both hated and loved that feature. (via object of my obsession)
We determined that, generally speaking, the gravity in each Mario game, as game hardware has increased, is getting closer to the true value of gravity on earth of 9.8 m/s^2. However, gravity, even on the newest consoles, is still extreme.
In Super Mario 2, Mario experiences a g-force of 11 each time he falls from a ledge, a force that would cause mere humans to black out. In Madden 2006, the game’s fastest cornerbacks can run the 40 in 2.6 seconds. (via waxy)
But, we can kind of think of the multi-playthrough Kaizo Mario World video as a silly, sci-fi style demonstration of the Quantum Suicide experiment. At each moment of the playthrough there’s a lot of different things Mario could have done, and almost all of them lead to horrible death. The anthropic principle, in the form of the emulator’s save/restore feature, postselects for the possibilities where Mario actually survives and ensures that although a lot of possible paths have to get discarded, the camera remains fixed on the one path where after one minute and fifty-six seconds some observer still exists.
Some of my favorite art and media deals with the display of multiple time periods at once. Here are some other examples, many of which I’ve featured on kottke.org in the past.
Averaging Gradius predates the Mario World video by a couple years; it’s 15 games of Gradius layered over one another.
I found even the more pointless things incredibly interesting (and telling), like seeing when each person pressed the start button to skip the title screen from scrolling in, or watching as each Vic Viper, in sequence, would take out the red ships flying in a wave pattern, to leave behind power-ups in an almost perfect sine wave sequence. I love how the little mech-like gunpods together emerge from off screen, as a bright, white mass, and slowly break apart into a rainbow of mech clones.
According to the start screen, Cursor*10 invites the you to “cooperate by oneself”. The game applies the lessons of Averaging Gradius and multiple-playthrough Kaizo Mario World to create a playable game. The first time through, you’re on your own. On subsequent plays, the game overlays your previous attempts on the screen to help you avoid mistakes, get through faster, and collaborate on the tougher puzzles.
With the help of various filters and settings Recreating Movement makes it possible to extract single frames of any given film sequence and arranges them behind each other in a three-dimensional space. This creates a tube-like set of frames that “freezes” a particular time span in a film.