The Misunderstood Genius of Super Mario Bros. ft. @dansalvato

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Ft. @dansalvato

Thank you to my Patreon supporters!
- Adam Hinds
- Aron
- Brayden P.
- Cameron Holiman
- Dan Salvato
- David Dean the human Juggernaut
- Jonathan Siegel
- litelbrown
- Paul Ryan
- Preston Petersen
- Rick Elrod
- Rob Carey
- Ruka Tachiarai
- Sapphy
- Steve Hartkopf
- tap16
- TempoTutor
- uglywannabe
- Venicslav Atanasov
- Vezart of Vhonowslend
- Volts
- XandoToaster

Maps used:

Music used:

Footage used:

#Kosmic #Mario #Breakdown
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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)?

dansalvato
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YOOO IT'S THE CREATOR OF DOKI DOKI PANIC HIMSELF

robertpucovsky
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I have totally said Doki Doki Panic out loud to people when I meant Literature Club several times!!

boubayaga_
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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

Ricapica.
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Oh hey, a video by my favorite speedrunner, -Nifts- *_KOSMIC!_*

rgal
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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

Zalied
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Dan Salvato: "Leniency makes games feel good"

Also Dan Salvato: *makes P is for Pain*

FourthDerivative
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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.

boriszakharin
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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.

Ravlen
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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.

Lockirby
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"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

Pepeutra
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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.

coolbrotherf
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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.

juxx
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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.

thomasedlegoyodagaming
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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

Dominion_Hawks
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instructions unclear, i just wall clipped irl

tecknowledjee
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12:15 That joke was so terrible that YouTube cut to an ad so I didn't have to put up with its awfulness. Rare YouTube W.

mickkelley
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Well, the Doki Doki Dan made involves panicking, yes...

MrMarket
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22:28 FIVE SPRITES ALREADY?! Would they be the Sprites of '85?!

BinglesP
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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...

stevenschiro