Miyamoto explains how to create Super Mario Bros. World 1-1

The level layout is adjusted to match Mario's famous momentum, allowing skilled players to perform precise jumps, slides and combinations. An experienced Mario jockey can run forward in the beginning 1-1, hitting the first mushroom block, sprinting forward, hitting the coin block, turning in the direction, jumping up, grab the mushroom, then hitting the ground and hitting another coin. The team wisely maps the run and fireball to the same button, creating a level of actual physical dexterity challenge to the projectile's trading momentum. Likewise, it is necessary to hold B for running and press A to jump to make the long jump more difficult.

Then there is music. Unlike most software development teams, the Mario team's composer Koji Kondo is embedded with the developers. The famous Mario theme is edited over and over again, as the level layout changes to fit the design speed, and from then on, the few digitized scores will never leave our brains again.

All of this magic was achieved in 1985 using only the most limited tools. To truly understand why Super Mario Bros. works well, you first need to understand how NES renders graphics. Animated characters moving on the screen, such as Mario, are elves, detailed and moving clusters of pixels. NES can only handle a few elves on the screen at a time, so most of the rest of the world, including the ground, platform, hills and backgrounds, are made up of ceramic tiles and 8×8 pieces. Most of the objects you see in Super Mario Bros. are composed of these blocks. The question block, walls and tiles are all composed of four combinations of 8×8 tiles, creating a unique 16×16 square. It's similar to the process used to build a level in Mario Maker, only more refined. These small tiles are the tools for Shigeru Miyamoto and Team with the making of masterpieces.

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Super Mario Bros is an early NES game created before the premium memory chips expand their graphics capabilities. This means that to realize its vision, the Mario team had to push the hardware to the absolute limits of its capabilities. Super Mario Bros. The source code is 40k. This means that the entire game, including the graphics, is suitable for about 13 pages. Stuffing into the space are 32 different worlds, eight boss battles, a second mission, countless secrets and memorable characters.

This limitation means that the design team has to make all the counts, which leads to various clever tricks to save space. Ever noticed that clouds and bushes are the same palette frame? Or is the blocks in 1-2 just re-colored blocks from 1-1? Both of these tips (and many others) are used to compress space and make room for more features.

Adding together horizontal design, gorgeous visuals, perfect controls and iconic music, you'll have a game that goes beyond the metaphor of old action games. Super Mario Bros. has reached the level and made them the world. Mario just moved on from there. World 1-1 to 1-2. Underground Kingdom. Then, the forest. castle. bridge. Under the ocean. The world in the world.

But without that, it doesn't exist. Hell, if it weren't for the world 1-1 video games, the video games that exist now wouldn't be a thing now. From the thinnest pixelation tools, Miyamoto and Nintendo’s team have created a miracle, and today is still as interesting as it was 40 years ago.

Jared Petty loves writing something great and stupid about video games. You can find him on the blues Blue Army plays PettyCommajared.



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