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/vr/ - Retro Games

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>> No.10425306 [View]
File: 110 KB, 988x1200, Mario_Wall_Jumps_SMS.jpg [View same] [iqdb] [saucenao] [google]
10425306

>>10425050
>A game being influential in its genre or gaming as whole is not a sign that the game itself is a great game or even good.
True but it's a huge indicator

And SM64 is obviously great so you aren't helping your case posting that picture

>> No.10389917 [View]
File: 110 KB, 988x1200, Mario_Wall_Jumps_SMS.jpg [View same] [iqdb] [saucenao] [google]
10389917

>>10388980
Every (decent) platformer or collectathon is influenced by it. You're probably overestimating how good the average dev is and how many games directors play. Everyone knows Mario. Even just the very basics in that game inspired people

>“I think Mario 64 is why Psychonauts exists and I think it’s the biggest single influence,” Schafer says. “It was just the ease of navigation. After making adventure games for so long where you might click on a verb at the bottom of the screen, then click on an object on the top of the screen and then walk - you might click on ‘open door’ - you’re so used to that. But here’s Mario, he just runs around, he just runs through a door, pushes against it, it opens"

Then you have more specific stuff in almost every game as well, be it Hat in Time, Jak or Banjo kinda copying the moveset, the hubworld and how progression works, collecting several smaller bings to get a big bing, lots of technical stuff, or even just Mario's signature pose after collecting a big bing

But yeah, it's a shame how few games copied the best thing, which is Mario just letting us play without cutscenes and tutorials

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