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The Hidden Genius Behind Super Mario Bros. 

Kosmic
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Ft. ‪@dansalvato‬
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#Kosmic #Mario #Breakdown

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2 окт 2024

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Комментарии : 495   
@Kosmicd12
@Kosmicd12 3 дня назад
Try Brilliant free for 30 days at brilliant.org/Kosmic plus 20% off of an Annual Premium Subscription
@H3n7yx76
@H3n7yx76 3 дня назад
I’m so early I haven’t even gotten to the sponsor segment yet lol
@based980
@based980 3 дня назад
no
@typerightseesight
@typerightseesight 2 дня назад
imo this is the hardest one of the 3. world and 3 are easier by far.
@dansalvato
@dansalvato 3 дня назад
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
@Epicconor1 3 дня назад
*hi gu-*
@unruf
@unruf 3 дня назад
omg ddp dan salvato
@cyanideOwO
@cyanideOwO 3 дня назад
hi
@Outside998
@Outside998 3 дня назад
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
@louisng114 3 дня назад
A heart-pounding collab
@robertpucovsky
@robertpucovsky 3 дня назад
YOOO IT'S THE CREATOR OF DOKI DOKI PANIC HIMSELF
@lyrawh
@lyrawh 3 дня назад
He also did the MUSIC for that one horror visual novel!
@KernelLeak
@KernelLeak 3 дня назад
JUST MARIO
@renyk4903
@renyk4903 2 дня назад
@@lyrawhi LOVE doki doki panic club!
@BrentDubroc
@BrentDubroc 2 дня назад
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
@bananacat3109 2 дня назад
THE GUY WHO WORKED ON UCF FOR MELEE????
@boubayaga_
@boubayaga_ 3 дня назад
I have totally said Doki Doki Panic out loud to people when I meant Literature Club several times!!
@retrebex5856
@retrebex5856 3 дня назад
au pire dit "dokidoki" pour panic , et "ddlc" pour litterature club
@Monkeymario.
@Monkeymario. 2 дня назад
@@retrebex5856Could be a misstranslation but how is that worst?
@MxMaker
@MxMaker 2 дня назад
Thats why is better to remember him for the P is for Pain level on the OG Mario Maker.
@samuelfaille-denis8098
@samuelfaille-denis8098 2 дня назад
@@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
@Ucfahmad 2 дня назад
Are the two things related at all?
@Ricapica.
@Ricapica. 3 дня назад
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
@theengineer-dellconagher 3 дня назад
the sprite is indeed flipped when it shouldn't be
@thebigtomato0597
@thebigtomato0597 3 дня назад
@@theengineer-dellconagher i guess the sprite was created from left to right as you would think and then not flipped? maybe
@fostena
@fostena 2 дня назад
Definitely
@dawnbreaker2912
@dawnbreaker2912 2 дня назад
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
@sheltongolden4394 2 дня назад
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.
@rgal
@rgal 3 дня назад
Oh hey, a video by my favorite speedrunner, -Nifts- *_KOSMIC!_*
@Nunya644
@Nunya644 День назад
This was pretty hilarious
@Zalied
@Zalied 3 дня назад
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
@ninjaguyYT 2 дня назад
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
@ThePharphis 2 дня назад
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
@Filsantos86 2 дня назад
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
@EebstertheGreat 2 дня назад
@@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
@mikeallison5549 2 дня назад
😂😂 great comment. Now companies push out unfinished games and essentially have players play test and then update.
@Ravlen1
@Ravlen1 2 дня назад
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
@snoozbuster День назад
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.
@boriszakharin3189
@boriszakharin3189 2 дня назад
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.
@FourthDerivative
@FourthDerivative 2 дня назад
Dan Salvato: "Leniency makes games feel good" Also Dan Salvato: *makes P is for Pain*
@Pablo360able
@Pablo360able День назад
Well, there's a reason he didn't call it P is for Pleasure
@Lockirby2
@Lockirby2 2 дня назад
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
@coolbrotherf127 3 дня назад
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
@dansalvato 3 дня назад
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
@life-destiny1196 3 дня назад
play one indie game I beg you
@coolbrotherf127
@coolbrotherf127 3 дня назад
@@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
@Vexxter 2 дня назад
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
@Blutzen 2 дня назад
@@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._
@Pepeutra
@Pepeutra 2 дня назад
"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
@FlameUser64 2 дня назад
Hey to be fair, knowing how and when to _subvert_ that for maximum impact is also a part of game design.
@Pepeutra
@Pepeutra 2 дня назад
@@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
@thomased22legoyodagaming
@thomased22legoyodagaming 2 дня назад
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
@mikeallison5549 2 дня назад
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
@thomased22legoyodagaming День назад
@@mikeallison5549 I suppose that's true in many cases.
@juxx9628
@juxx9628 2 дня назад
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
@yeshevishman 2 дня назад
You do know Dan is also known for being a legend in the Kaizo Mario community, right?
@juxx9628
@juxx9628 2 дня назад
@@yeshevishman i'm aware, that's why i'm commenting this
@Ultimaximus
@Ultimaximus День назад
@@juxx9628 If he's also known for Mario stuff, then I don't think it's so crazy for him to appear here
@mickkelley3776
@mickkelley3776 3 дня назад
12:15 That joke was so terrible that RU-vid cut to an ad so I didn't have to put up with its awfulness. Rare RU-vid W.
@MrMarket1987
@MrMarket1987 2 дня назад
Well, the Doki Doki Dan made involves panicking, yes...
@tecknowledjee6933
@tecknowledjee6933 3 дня назад
instructions unclear, i just wall clipped irl
@Dominion_Hawks
@Dominion_Hawks 3 дня назад
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
@AnHebrewChild 3 дня назад
YES. This is also, imo, what made the earlier star wars movies better. Tech limitations forced creativity / lateral thinking.
@retrebex5856
@retrebex5856 3 дня назад
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
@peterpeladon 2 дня назад
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
@Dominion_Hawks 2 дня назад
@@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
@LendriMujina День назад
@@AnHebrewChild And when the limitations were removed for the exact same movies, most people consider those to be the inferior version.
@TheNuje
@TheNuje День назад
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!
@TheAntiGravityMaster
@TheAntiGravityMaster 2 дня назад
Dan's "what" after briefly resuming got me so good
@ujkloin
@ujkloin 3 дня назад
the "is that the guy who made doki doki panic?" actually made me laugh
@stevenschiro1838
@stevenschiro1838 2 дня назад
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...
@JackBond1234
@JackBond1234 3 дня назад
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.
@danielj.8876
@danielj.8876 2 дня назад
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.
@HappyLeeHL
@HappyLeeHL 2 дня назад
Cool video. Interesting perspective from a speedrunner. :D
@FalseXII
@FalseXII 2 дня назад
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!
@RSMR029
@RSMR029 2 дня назад
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
@Sixfortyfive
@Sixfortyfive 2 дня назад
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
@Kosmicd12 2 дня назад
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
@Sixfortyfive 2 дня назад
@@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.
@mjc0961
@mjc0961 2 дня назад
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
@1gnore_me.
@1gnore_me. 2 дня назад
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
@darwinism8181 2 дня назад
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
@Wingsaber
@Wingsaber 2 дня назад
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 ❤
@ZapatosVibes
@ZapatosVibes День назад
Over 30 years, still learning about this amazing game. Thanks for this!
@12DAMDO
@12DAMDO 3 дня назад
seeing the thumbnail when you don't speedrun: 😨 seeing the thumbnail when you speedrun: 😅 for context, Mario did not die in that particular frame
@Ladondorf
@Ladondorf День назад
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.
@stevenschiro1838
@stevenschiro1838 2 дня назад
3:00 Bomberman Hero Music is so good
@flashraylaser157
@flashraylaser157 2 дня назад
I keep noticing Bomberman Hero music EVERYWHERE. Did Nintendo randomly make it free use or something?
@stevenschiro1838
@stevenschiro1838 2 дня назад
@@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
@ShinSennju 2 дня назад
​@@flashraylaser157 that would be KONAMI's call, since tragically, they now hold the rights for Bomberman.
@flashraylaser157
@flashraylaser157 2 дня назад
@@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.
@yendayo
@yendayo День назад
Game devs back then "How do we fit all these in 16KB" Game devs today "200GB sounds good"
@tarekcat1
@tarekcat1 День назад
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
@frogfan449
@frogfan449 2 дня назад
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
@ShrineFox
@ShrineFox День назад
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.
@12DAMDO
@12DAMDO 3 дня назад
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
@BinglesP
@BinglesP 2 дня назад
22:28 FIVE SPRITES ALREADY?! Would they be the Sprites of '85?!
@Xioper
@Xioper 2 дня назад
😂
@zippdoesstuffyt
@zippdoesstuffyt 3 дня назад
how did i get this reccomended to me 32 seconds ago
@jpm1544
@jpm1544 3 дня назад
time is a philosophical invention of man
@PhildoBaggins
@PhildoBaggins 3 дня назад
I for one welcome our new algorithm overlords
@wesshiflet2214
@wesshiflet2214 3 дня назад
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
@Echomemes 3 дня назад
​@@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
@jackbaxter-williams8059 2 дня назад
​@@PhildoBaggins😂 thank you
@Alakadoof
@Alakadoof 2 дня назад
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.
@_fudgepop01
@_fudgepop01 2 дня назад
Primitive ECBs my beloved
@TheUnbearded
@TheUnbearded День назад
9:54 "maybe they were getting hit by them right as they were popping out" This is almost definitely why, imo
@fraz66511
@fraz66511 День назад
Oh a new kosmic vide- DAN SALVATO???!!! THE DDLC CREATOR HIMSELF???!!!
@JoeDan54
@JoeDan54 День назад
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.
@farmervillager1376
@farmervillager1376 3 дня назад
17:12 thats me !!!!!!😳
@Kosmicd12
@Kosmicd12 3 дня назад
Romhack Wednesday fan gets recognition
@hichaelhighers
@hichaelhighers 2 дня назад
😳
@SDMasterYoda
@SDMasterYoda 2 дня назад
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.
@tiger5869
@tiger5869 2 дня назад
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.
@apteropith
@apteropith 2 дня назад
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
@LendriMujina
@LendriMujina День назад
3:40 This was one of the problems with ET 2600. Part of the reason that game had such a reputation for its pits being inescapable is because, though the game map is laid out in an isometric perspective, its collision detection was built expecting a side-on perspective. So if ET's head brushed against the edge of a pit, he'd fall in when it seems logically silly for him to. This is one of the things that fan patch sought to fix most. I understand said patch is a little... _controversial,_ with ET being seen recently as more "too ahead of its time for its own good" than the "worst video game ever" reputation it used to have, but among those who have grown to like the game, which of the two versions one might prefer - the original versus the patch - the main point of contention seems to be whether one is willing to sacrifice some of the technologically-impressive-for-the-day visual detail in exchange for physics that are more intuitive.
@GTnYo
@GTnYo 3 дня назад
Watching Speed runs has helped me enjoy this game. This video really makes me appreciate the game even more.
@AndriuxDev
@AndriuxDev День назад
Kosmic: Is that Dan Salvato? The guy who made Doki Doki... Panic? Me: Close, but that’s actually a different game... Dan Salvato created *"Doki Doki Literature Club!"* back in 2015, and ever since, it's become a classic example of visual novel subversion. There's not even a single person who doesn't know who Monika is, she's that famous because of him.
@jodeboyd8386
@jodeboyd8386 2 дня назад
good thing for bloopers not being entirely hit boxed because some of them literally hover over you trying to touch head
@go-away-5555
@go-away-5555 2 дня назад
To me the piranha plant hitbox thing has always looked like you are jumping through the open mouth of the piranha plant
@scrubbyburger5623
@scrubbyburger5623 3 дня назад
Not gonna lie, this video said many things I’ve been thinking and noticing in my mind when playing this game.
@Epicconor1
@Epicconor1 3 дня назад
how'd did bro get into contact with the smash bros moder dan salvato also known as the ddlc guy
@ChrisBChips
@ChrisBChips День назад
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.
@kaching7204
@kaching7204 2 дня назад
23:20 This made me wonder, has SMB1 been the inspiration for remixed levels in later games? Like Galaxy's comets, 3D Land and World's special worlds, and Odyssey's post-game?
@varietychan
@varietychan 2 дня назад
Kosmic worked on Super Mario Bros. Proof: *this video*
@Monkeymario.
@Monkeymario. 2 дня назад
4:48 Stomp maybe? Wait what that was Mario Maker!?
@NocturnalTyphlosion
@NocturnalTyphlosion День назад
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
@8BitPlumber1
@8BitPlumber1 День назад
I did not know the fact about why Mario accelerates faster backwards. Interesting. Cool video!
@sumguy63
@sumguy63 2 дня назад
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
@Kosmicd12 2 дня назад
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
@sumguy63 2 дня назад
@@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.
@StormBurnX
@StormBurnX 2 дня назад
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
@Kosmicd12 2 дня назад
He turns into a different enemy in every world, except world 8 where he's really bowser
@StormBurnX
@StormBurnX 2 дня назад
@@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
@awsomebot1 2 дня назад
​@@StormBurnX it's not an optimisation (p sure), its that canonically you dont meet the real bowser until the end
@scruffydad9435
@scruffydad9435 2 дня назад
​@Kosmicd12 Wait, you're telling me that BOWSER is actually in a different castle too?! Haha That's incredible. I never noticed before now.
@William-nw4sk
@William-nw4sk 3 дня назад
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
@dansalvato 3 дня назад
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
@William-nw4sk 3 дня назад
@@dansalvato Thank you!
@lyrawh
@lyrawh 3 дня назад
DAN SALVATO!! HE WROTE THE MUSIC TO DDLC!!
@supercanaldokyooh7852
@supercanaldokyooh7852 2 дня назад
Well, he also made the game itself.
@sandorbence2067
@sandorbence2067 3 дня назад
Sure, it's genius and all that but...is 4:51 possible?
@Kosmicd12
@Kosmicd12 3 дня назад
Wait a few weeks
@SokarenT4S
@SokarenT4S 2 дня назад
@@Kosmicd12 24hrs later: *youtube notif saying kosmic did a video on a crazy insane **4:50*
@ControllerTape
@ControllerTape 2 дня назад
Man, I almost never hear Bomberman Hero music used, what a nostalgia trip
@duprica
@duprica День назад
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.
@SamBoerner-ph8ug
@SamBoerner-ph8ug 2 дня назад
love this. been waiting 30 years for this easygoing, high level analysis
@607
@607 2 дня назад
Super Mario Bros. is an amazing game! And most of the things you talk about carry over to its sequel Super Mario Bros. 2, which is my favourite mainline Mario game.
@Anthestudios
@Anthestudios День назад
Fantastic video. Also the Star Fox Adventures music is legendary. Thank you
@zoliking
@zoliking 2 дня назад
I played SMM2 since it came out and only smb1 before that. Spikes are absolute in SMM2, it's not a bad hitbox, it's oppressive on purpose. The jump shown in this video is something you would have in a light precision level, not a traditional level. If you approach it with a casual attitude you die and that's fine. I strongly feel like the only people bothered by SMM2 spike hitboxes are those who are used to more lenient ones from other games.
@FUGP72
@FUGP72 3 дня назад
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
@pr0ntab 2 дня назад
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)
@mchenrynick
@mchenrynick День назад
The "coyote time" mechanic isn't mentioned here. That's why Mario can run across 1-block gaps and not fall into them.
@Kosmicd12
@Kosmicd12 23 часа назад
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.
@plusjeremy
@plusjeremy День назад
This is a perfect video. -person eating a bowl of radishes
@GreigaBeastDS
@GreigaBeastDS 2 дня назад
This video reminded me of Blaster Master and how Jason's legs explode violently if he falls from only 6 feet.
@QuarioQuario54321
@QuarioQuario54321 День назад
Super Mario Bros 3 relies on additional hardware on the cartridge to exist, that’s how big of a gap there is
@schrodingerskitten7206
@schrodingerskitten7206 2 дня назад
> 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)
@AnHebrewChild
@AnHebrewChild 3 дня назад
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.**
@clamdove3292
@clamdove3292 2 дня назад
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
@Greywander87
@Greywander87 3 дня назад
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.
@Kryxx07
@Kryxx07 2 дня назад
Awesome video. I love learning about early video game design. The limitations created so many interesting solutions.
@Darxide23
@Darxide23 2 дня назад
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.
@wschmrdr
@wschmrdr 2 дня назад
I mean seriously, of course SMB in genius! The guy that came up with the frame rules must have enjoyed riding a bus....
@powertomato
@powertomato День назад
21:00 I think there is a mistake in the video, dan said niftski is his favorite speedrunner, when I think he meant second favorite.
@ruolbu
@ruolbu 2 дня назад
SMB3 had about 10 times the size right? That's a major reason why the game was so very different. I kinda wonder what those developers back then could have done on the NES with ever increasing size but without new hardware like the SNES.
@adef
@adef 3 дня назад
two titans coming together to make a video??? yes pls
@Voliharmin
@Voliharmin 2 дня назад
I don't like collab videos but my God, this one is fantastic! It's my favourite video of yours.
@Peace-AKA-Brare-K
@Peace-AKA-Brare-K 2 дня назад
I’m surprised you didn’t bring up sprite blinking! But yeah I would definitely be interested in videos covering the things you listed near the end
@Blankult
@Blankult 2 дня назад
This trope of two people fake-ly arguing is so dumb, both of them are agreeing and disagreeing at once
@FNnametag3
@FNnametag3 2 дня назад
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
@healthyminds9279
@healthyminds9279 2 дня назад
Now i REALLY want more 2D platformers with committal-based "clunky" jumps. I feel like midair control physics have become overly standardized in platformers, making them all feel the same. I want my character to feel like he has meaningful momentum that can't be stopped right away, making it much more gratifying to plan my jumps.
@bowieinc
@bowieinc 2 дня назад
Crazy, not an hour ago, I thought to myself, “I wish there was a new Kosmic video!”
@saphcal
@saphcal 2 дня назад
good video but not a huge fan of the format even though i like you and dan. it just always feels so fake/forced that one person has to play the "fool" so that the other can "bring up a good point" instead of just naturally talking about those points. maybe it wasnt fake or forced but it really feels that way, and im not a fan. the hard work done to make this is still greatly appreciated.
@pokechu08
@pokechu08 2 дня назад
I don’t think it’s exactly like that. One person just asks questions that usually viewers will have.
@saphcal
@saphcal 2 дня назад
@@pokechu08 yes i get the intent of it, but "faking" not knowing themselves to ask those questions or set them up, just makes the whole thing feel cringe to me. not a fan. love the video very informative, i just dont like when its a dialogue like this unless its unscripted and the questions asked are genuine ones the people hold or theyre addressed like "some people might ask why x is like y" and then they explain it, instead of pretending cosmic or dan doesnt understand something it feels like both of them plenty understood going into this.
@JorgetePanete
@JorgetePanete 2 дня назад
It make me think of the memes AI Taylor Swift explains algebra
@flatbreadenergy7389
@flatbreadenergy7389 2 дня назад
Nah it's great exposition, it's like a classical dialogue.
@krisc1684
@krisc1684 2 дня назад
I like it
@forcelightningcable9639
@forcelightningcable9639 День назад
This was a tremendously interesting vid. Had a lot of fun, thanks.
@Novastar.SaberCombat
@Novastar.SaberCombat 3 дня назад
Akin to exemplary storytelling, the proverbial devil is in the details; in the *design*. With garbage games, books, or films, the design is rudimentary, static, and unforgiving. But in fantastic projects, the collective nuances result in legendary stuff (in the long-term, that is).
@Novastar.SaberCombat
@Novastar.SaberCombat День назад
As a matter of note, that is PRECISELY why my series of books contain multiple layers of subtle nuances, which--when considered "as a collective whole"--do not simply build a "world"... they describe a UNIVERSE. ;) #LegendaryStorytelling Not that anyone will recognize it until ~30-60 years from now. Possible 120+, come to think of it. If at all.
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