John Romero Shares PC “Super Mario Bros. 3” Demo Video
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It seems appropriate to bring up Masters of Doom here - I would recommend reading it if you are at all interested in Carmack, Romero, gamedev, programming, startups... so basically all HN users. It's a great book.
https://www.youtube.com/watch?v=TuU_ure7tF4
"The computer, it contained worlds."
Which is incidentally the exact same thing I have been saying to people when asked why I was so into computers as a kid.
Looked it up:
https://www.youtube.com/watch?v=CyTDI2ATb6k
is it just me or it seems to be light years behind super mario bros 3? In term of fluidity, fun, graphics, level design... I haven't played it but it looks like it wouldn't stands well nowadays while the former is still playable and enjoyable.
Perish the thought!
Just ask for a citation or state a correction. No need to be rude.
> The cloud tile re-use is from the first game
That's correct, it's used in earlier games, it's not from SMB 3. The point about Nintendo doing hacks for efficiency purposes still stands.
> no part of any Mario game plays back the melody backwards to generate the victory music.
I've seen a video somewhere recently that showed how sound affects were re-used - some of the re-use went unnoticed for over 20 years. Trying to find it now.
Considering A500 was 1987
[1] https://www.youtube.com/watch?v=eXBpMCVicic
[2] https://www.youtube.com/watch?v=DcTBrIdkqDE&list=PLx15a59XJM...
Also in 1990: https://www.youtube.com/watch?v=GbzioZBTUIU (looks a bit dated now, but I'd never seen anything like it at the time - planar displays make zooming/rotating graphics rather inconvenient)
So there's no reason why this couldn't have been the first item in that sequence of things.
It wasn't until hardware and insane innovation came together with Doom that consoles had a very real competitor in "action" video games. (perhaps Wolfenstein and its ilk could qualify, I remember it being big but never really registering as "mature" the way console games did)
This demo is, to me, extremely impressive because it's close to the NES version. But it also has all the hallmarks of PC attempts at platformers. It never "felt" right. The reasons are explained a bit here, but there were ultimately a lot of limitations that made it very hard to compete even graphically with commonly-available hardware.
Though by releasing Mario on the PC, might have cost Nintendo console marketshare. I do think people by Nintendo consoles often because of the games / game characters like Mario, Zelda, etc...
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Best I can tell Jazz Jackrabbit did not sell 1MM copies, SMB3 sold 17MM. Doom ended up selling something like 3MM, but the key difference was it was an experience that didn't exist much on consoles, and Carmack & Co. did everything possible to make it futuristic compared to anything then possible on PC.
I just don't see an SMB copy doing anything noteworthy at that stage, and the end result probably would have stunk, too. But that was a limitation with the platform more than anything.
But mechanically, Jazz at best had parity and at worst would have been considered a low-tier platformer at best on the Super Nintendo.
I honestly don't know what it was with PC platformers of the era, if they were actually incapable of "feeling good" for some technical reason or if nobody ever, well, for lack of a nicer way of putting it, did it right. But they were always bizarrely floaty and had poor physics and feel. Whether or not the PC hardware could have competed on platformers, I do not ever recall playing one that felt as good as a console game did.
The Keen games were successful enough, and within a year (late 1991) had graphics and gameplay that were what I would consider SNES-like.
Being able to play Mario on a PC would've been a killer app for sure. The popularity of emulators since the mid-late 90s should be enough proof for that.
Obviously RTS and FPS turned out to be the defining genres of PC gaming because of the tight controls, netplay, and being able to take advantage of Moore's law, but I think Nintendo missed out on a good chance to expand their business.
And there's the problem. "Massively popular for PC games", at the time, would equate to "a serious flop for a first-party console game". People would buy an NES so their kids could play a popular game. Almost nobody who didn't already have one would buy a PC for similar reasons. And anyone who already had a PC almost certainly already had a console as well, so there'd be no meaningful additional market in PC ports. Nintendo had every reason in the world to make the decision they did, and none whatsoever to do otherwise.
> graphics and gameplay that were what I would consider SNES-like
You might, but no one else would. The Keen series's graphics are better than the NES could manage until very late into its lifecycle if at all, but they're certainly not up to what the SNES could do, even without the Mode 7 coprocessor.
[1] Super Mario Bros. Special: https://www.youtube.com/watch?v=txcEMPakkPg
[2] Golf: https://www.youtube.com/watch?v=XPSHI-1j1ZU
[3] Balloon Fight, Ice Climber, Excitebike: https://www.youtube.com/watch?v=eV-kZ_wPx-Y
It is a good demo to show that (relatively) smooth scrolling can be achieved on such a low-end machine not designed for gaming, but as far as gameplay goes the resemblance to the Mario series stops below the surface. The physics that make the Super Mario Brothers games simultaneously unique, fun and challenging are more specifically defined than "2D Newtonian jump physics and you can jump on guys".
In addition, some of the background graphics are very well done conversions (clearly done by just looking at the original without actual access to the data) while the character sprites are surprisingly messy. What's going on with Mario's face? You'd think the Mario sprites would be the most important aspect of the presentation!
I don't want to be overly critical of something like this and it's really great to finally get a look at it, but it clearly took a lot of time so it's just odd to see certain details overlooked in what was to be a proposal demo to a big company like Nintendo.
Keen Dreams is excluded from the bundle IIRC, but that's abandonware by now and has been opensourced on Github.
https://www.reddit.com/r/speedrun/ is a good source for it, but every mario game ever has been speedrun and it's easy found on youtube.
Edit: kind of funny how bad the player was at this game. If you ff to the end of the game he can barely make it from block to block and dies 3 times in the span of 200px.
Wait, what? Are you under the impression that this demo inspired Mario 3 in some way?
The controls look awkward and floaty, so I doubt skill has much to do with it. It's a fairly superficial copy of Mario 3 without the attention to detail in making sure the controls are both fun and really precise. Which, to be fair, in 1990 only Nintendo and Sega could pull off with much finesse (others were good at one or the other, but not so much both). Jumps like that were only fun in Mario games because of that balance.