The Secret of Mario’s Jump (and other Versatile Verbs) | Game Maker’s Toolkit

The Secret of Mario’s Jump (and other Versatile Verbs) | Game Maker’s Toolkit


Super Mario is famous for his jump, but it
wasn’t always so great. In his very first game, Donkey Kong, Mario’s
leap was incredibly simple. You could do one jump while standing still,
and another while running. You can’t move in mid-air, and the animation
is the same every single time you press the button. When it comes to verbs – which are the actions
that a player can perform in a game – this jump is pretty basic. The standing jump, for example… is no more
complicated than ‘press A to do B’. But in more recent games, like Super Mario
3D World, the plumber’s jump is way more interesting. You can change the length, height, angle,
and landing zone. You can transition in and out of different
moves. And spring off walls and bounce on koopa shells. Far from ‘press A to do B’, this one verb
can lead to a massive number of different outcomes. Mario’s jump is just one example of, what
I call, “versatile verbs”, which is where one action can have multiple uses – depending
on how you perform it. And these are a great starting point for action-orientated
games. Because, as I hope to show you in this video,
it means interesting gameplay – full of tricky choices and player expression – can be derived
from the most fundamental interactions with the game. Plus, they often make the game more satisfying,
and reduce the number of buttons that a game needs to have. So, on this episode of Game Maker’s Toolkit,
I’m going to look at a number of terrific games, to find different ways to design versatile
verbs. Because verbs are driven by buttons, it’s
useful to think of the different ways that a button can be used. For example, what’s the difference between
pressing a button, and holding it down? In some games, not much. In others, like Owlboy, you’re actually at
a disadvantage if you hold the button because the hero’s fire rate is slower than if you
hammer the button in rapid succession. There’s no choice to make. But in Mega Man X, you can press the fire
button to shoot a tiny low-powered pellet, or hold that same button down to charge up
a bigger and more powerful blast. If you’ve unlocked this piece of armour,
you can hold the button down for even longer to charge up even more deadly shots. To fire, you let go of the button. With this set-up, we get an interesting tactical
choice between doing a small amount of damage immediately, or doing a large amount of damage
in the future – and risking getting hurt while the shot charges. A more modern take on the charge shot, is
the cooked grenade. You can throw a grenade immediately and it
will bounce around a bit before exploding – or you can hold onto a grenade for a couple
seconds, and then throw it, so it explodes in mid-air, or upon impact, or in your hand. Whoops. This time the decision is about risk versus
reward. How far are you willing to push it, and how
well do you know the invisible timing window of the grenade? And in Mario, you can tap the button
for a short hop, or hold the button down for longer to give yourself more height. But here’s a different way to think about holding
buttons. In the game Luftrausers, you hold a button
down to fire your gun – but the only way to repair your ship is to release that same button. This means you have to make a choice between
offence and defence, and you’ll swing between the two throughout the battle. When you’re shooting, you’re terrified of
getting killed, and when you’re healing you’re anxious to get back into the fight, giving
the game a feisty back-and-forth feel. Also in Luftrausers, you need to let go of
the throttle if you want to make sharp turns, so you can pull off that sweet move where
you whip around and blast away at the bogies on your tail. Developer Vlambeer really knows the thrill
of letting go of a button. Or how about in Dark Souls, where your stamina
meter restores more slowly if you’re holding your shield up. So to get your energy back sooner you’ve got
to drop your shield and put yourself at risk for a few seconds – your eyes will be darting
back and forth between the stamina meter and the enemy who’s about to kick your arse. And then you’ve got Motorstorm – which is
a bit like the cooked grenade of racing games. You hold a button to boost your car forward
– but hold it too long and your car will explode. So you’ve got to release that same button
to let your engine cool. You spend the entire race nursing this button,
trying to push your car to its absolute limit and then letting go for a quick cooldown at
the optimal time, like around corners or in mid-air. A button can also be pressed more than once. Not like this! I’m talking about verbs where pressing the
button once leads to one action, and pressing it again leads to another – almost certainly
with a timing window on that second press. So you’ve got moves like the double jump,
where you have to choose the perfect time to fire off that second leap. Throw in a few more mid-air jumps, and you
get the manic thrills of Ms. ‘Splosion Man. Or how about the reload button in Gears of
War. Press it again when the line is in the right
spot on this bar and you’ll get a damage boost on all your next shots. It takes one of those super basic ‘Press A to do
B’ type verbs, and gives it this satisfying, tactical bite. And, of course, there are combos in action
games. A simple punch can transition into a more
powerful attack if you follow it up with two more jabs of the same button. Things get much more interesting, however, if you
start adding in more buttons to your combos. Because verbs can take on whole new meanings
when you combine them. Look at Psychonauts: you’ve got a basic attack,
and a jump. But perform the attack after jumping, and
you unleash a devastating palm bomb move. That’s an example of using one verb directly
after another – within a specific timing window – to transition into an entirely new move. It’s a lot like the previous example, but this time with
two different buttons. This sort of combination requires timing,
and a skilful understanding of how and when different verbs interlink – whether that’s
a simple transition or a much more complex move set that players will need to learn and memorise. Aim down sights in a shooter works slightly
differently: you can press the trigger to fire wildly in a general direction, or you
can hold down the aim button to fire with more accuracy – but usually at the expense
of player movement. It doesn’t work for every game… but, hey,
it’s a good example of how you can hold down one button, to modify another verb. Combining two buttons is one thing – combining
a button with an analogue stick – or some other fine-grain input device – opens up a
whole new world of fun. Now, in any game about moving around a space,
you’re going to have a relationship between movement – and many of the game’s key verbs. Because, Kazuma’s punch is just a pointless
swing at thin air, if you haven’t first moved him next to an opponent. But games can forge an even deeper connection. Which brings us back to this guy. The angle and distance of Mario’s jump, is
directly connected to his horizontal direction and speed before you press the A button. The only way to clear a massive gap, then,
is to start with a run-up. You can also move in mid-air, and perform
different jumps by starting with a spin, or an abrupt turn. So, back in Donkey Kong, you could effectively just
turn Mario’s left and right jumps into dedicated buttons on the arcade cabinet. But in every other Mario game, the d-pad or
analogue stick allows for such a nuanced modification of your leap, that the two must be kept separate. Mario’s jump can also combine with the crouch
button for all sorts of new moves. Crouch and then jump for a tall backflip,
or crouch while running before jumping for a long-jump. Or crouch in mid-air for a ground-pound…
which can transition into another springy leap. That might sound complicated. But there are a few things to note. One, is that the moves feel like the natural
outcome of the combined verbs. So, this isn’t an excuse to squeeze yet another
action onto the controller, by having it be the outcome of pressing two, unrelated buttons. Instead, by thinking of it in terms of
combining verbs – instead of combining buttons – it’s easier to think about what move would
intuitively arise from their combination. The other thing to note is that you almost
never need to do any of these advanced moves to get to the end of a Mario game. They’re just extra skills for pro players
who want to express themselves, or collect certain secrets, or reduce their completion
time. So, these are all different ways to make verbs
that are incredibly versatile. And with these, you can make actions that
force the player to make loads of rapid-fire decisions – or give the player really expressive
verbs that can be used to overcome all sorts of situations. There are other benefits too. In Luftrausers, for example. you could heal your ship by pressing a dedicated
button, or by picking up health packs. But by linking heal to the shoot verb, the
game gets rid of a lot of clutter and complexity. Basically, versatile verbs let you do more, with less. These verbs are also quite satisfying to
use. Whether that’s the tactile thrill of squeezing
your NES controller to make Mario jump higher; or the breathless tension of letting go of
the shoot button in Devil Daggers, to make gems attract to you; or the thumb gymnastics of linking up combo attacks
in your favourite brawler. But there are drawbacks to keep in mind, too. These versatile verbs can be troublesome for
those with discomfort or disability issues, that can arise from holding buttons, pressing
multiple buttons, or repeatedly tapping buttons. I’d recommend checking the game accessibility
guidelines for more on this. So, by looking at Mario’s jump through this
lens, we can see how this one verb can be modified, depending on whether you press or
hold the button, whether you transition from or into different verbs, whether you’re holding
the run button before you hit jump, and depending on how you move the analogue stick before
and during his leap. Plus, if you’re wearing the raccoon suit,
you can choose to hold the button to float, or release it to drop immediately. And in Mario’s other games, like Super Mario 64,
you can even press the jump button repeatedly, with good timing, to unleash a ridiculous
triple jump. This intense level of versatility means that
before Nintendo even designs a single level, Mario’s jump is fun, satisfying, and expressive
– and it does all that with just a tiny handful of buttons. And so, is this the secret to Mario’s jump? Well, sort of. It’s definitely a big part of the equation. But there’s a bit more to it than that, and
more things to consider when making engaging verbs. So, consider this video a ‘part one’, of sorts,
and I’ll be back in the future with more ways, to make more interesting actions for your games.. If you like this sort of video, please consider
supporting me on Patreon. Special thanks to the people on screen, who
donate five dollars, or more, per episode of Game Maker’s Toolkit. All done! Okay! Good stuff. Right, I’m about to leave the internet for
about two weeks while I go play Zelda non-stop. So, see you around.

100 thoughts on “The Secret of Mario’s Jump (and other Versatile Verbs) | Game Maker’s Toolkit

  • February 27, 2017 at 9:20 pm
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    Just to clear up my use of the word "verb" (instead of action, mechanic, or input), I'm using the book "A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design" by Anna Anthrophy and Naomi Clark for design lingo, to try and keep my videos more consistent going forward.

    I believe veteran designer Chris Crawford was the first to really popularise the word verb for this use, though.

    Also, I agree that some of this stuff might be quite basic but 1) you gotta get the basics right first and 2) it doesn't seem to stop plenty of devs from screwing this up!

    Reply
  • October 30, 2017 at 12:25 am
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    and now we have Odyssey with the huge pool of movement options

    Reply
  • November 4, 2017 at 7:53 am
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    Minor nitpick about Megaman shooting. Charging your shot is the SAFER move, not multiple smaller shots.

    Against targets that do not have excessively long invulnerability frames, standing still and unloading smaller shots deals far more damage than charging and firing in succession. The key is that charged shots have greater range, can pierce through certain objects, and have higher instantaneous damage, which can kill weaker enemies in one shot.

    I feel that one of the minor things that new players don't quite get with megaman/metroid games is that charging is not the fastest way to defeat most enemies, and that can surprisingly lock them at a certain skill plateau.

    Reply
  • November 6, 2017 at 1:17 am
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    Lt->A—>X Lt–X——-A

    if you can figure out what that is then cudos to you

    Reply
  • November 7, 2017 at 9:59 am
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    I don't think QTE's are a problem. They just have to stop being so fucking easy. A dynamic fast paced QTE (Take the melee combat from Beyond Two Souls for example) is very fun.

    Reply
  • November 11, 2017 at 11:05 pm
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    What' the music at the end of the video?

    Reply
  • November 13, 2017 at 3:20 am
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    Good video but it would have been nice if you mentioned tf2.

    Reply
  • November 18, 2017 at 12:15 am
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    If verbs are versatile, Mario Odyssey is like a dictionary.

    Reply
  • November 18, 2017 at 9:46 am
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    It feels great watching this video after playing "Getting over it". That's exactly what versatile verb means.

    Reply
  • November 19, 2017 at 5:23 am
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    So much of this in spelunky

    Reply
  • November 27, 2017 at 12:19 am
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    For a second at the start there I thought he was going to start talking about Half A Presses. "But an A press is an A press, you can't say it's half."

    Reply
  • November 30, 2017 at 4:11 pm
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    In almost each of your videos there has to be some luftrausers or doom gameplay

    Reply
  • December 6, 2017 at 2:59 pm
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    Actually, in modern 2D Mario games, jumping is boring. DK's jump is a lot more fun.

    Reply
  • December 13, 2017 at 6:48 pm
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    This need an update.

    Reply
  • December 17, 2017 at 11:22 pm
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    I've thought about this in terms of melee combat, many beat em ups seperate heavy and light attacks but I've always thought tap for light and hold for heavy is better especially if you wanted to add brawling to some other genre and need to save buttons.

    Reply
  • December 19, 2017 at 12:30 pm
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    The boost thing was also made in star wars pod racing, and it had a repairing verb that forced you to slow down… great example imo. Another cool verb mixing is the sliding in HZD, you can run or you can crouch, but what happens when you do both…

    Reply
  • December 20, 2017 at 12:23 pm
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    Hey Mark, great video, as always! I see you focused here only on platformer games. But an entire genre that is built around it would be versus fighter games like Tekken, Mortal Kombat, etc. What are your thoughts on that?

    Reply
  • December 23, 2017 at 4:24 pm
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    Press X to do all the action in this cutscene

    Reply
  • December 23, 2017 at 4:31 pm
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    The Skate games probably have the most versatile move sets for just two analog sticks

    Reply
  • December 25, 2017 at 3:43 pm
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    Mario's Jump is more than press the A button. Amazing

    Reply
  • December 26, 2017 at 4:40 am
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    The cooked grenade thing is so stupid. It adds some interesting variation to throwing grenades in game but it completely ignores how grenades work. Grenades start their fuse when the handle is released, not when the pin is pulled. In fact, pulling the pun does nothing beyond mechanically allowing the handle to to move.
    Having a grenade go off after only pulling the pin is like firing your gun by toggling the safety off or if your car accelerate by turning the key in the ignition.

    Reply
  • December 27, 2017 at 12:26 am
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    as someone who suffers from hypermobility and dyspraxia, it's nice to see someone advocate physical accessibility in video games, I don't think it's brought up enough, and I really appreciate you doing so

    Reply
  • January 5, 2018 at 8:23 pm
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    Crouch and jump to bulletjump 🙂

    Reply
  • January 6, 2018 at 8:41 pm
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    My cat did a little bunny hop when you said jump at the start of the video

    Reply
  • January 19, 2018 at 8:40 am
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    And then Super Mario Odyssey adds another verb to it, where you can throw cappy, which then allows you to do even more things, like cappy dive, or collect coins or capture things.

    Reply
  • February 11, 2018 at 11:16 am
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    this would be even more interesting of odyssy was out when this was made

    Reply
  • February 16, 2018 at 5:01 am
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    "What's the difference between pressing a button and holding it down?"
    About half

    Reply
  • February 18, 2018 at 1:34 am
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    4:10 has given this video a like and the channel a subscribe.

    Reply
  • February 27, 2018 at 7:12 am
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    I was legitimately hoping for a breakdown of Mario's jump physics since it can be hard to code jumping that feels as great and fluid as that but this was cool too.

    Reply
  • February 27, 2018 at 1:12 pm
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    10:46 Haunting photos made before disaster

    Reply
  • March 4, 2018 at 4:04 pm
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    Finally someone who knows motorstorm
    praise the sun o/

    Reply
  • March 11, 2018 at 7:19 am
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    In 1984's Excitebike you were heavily penalized for holding boost.

    Reply
  • March 12, 2018 at 10:24 am
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    In minecraft you can get pickaxe and click twice to hit twice and you can hold to mine it.

    Reply
  • March 23, 2018 at 3:47 am
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    Lost Saga is a game all about those versatile verbs.

    Reply
  • March 25, 2018 at 2:33 pm
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    A wasted opportunity to call Mario "Jumpman", methinks.

    Reply
  • April 11, 2018 at 11:20 am
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    orientated

    Reply
  • April 24, 2018 at 6:47 am
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    I love how well you nailed how to 'VSauce'. Starting with one question, and using the path to your answer as an excuse to explain and talk about loads of interesting things that are seemingly not even related in some instances. Well done past Mark!

    Reply
  • May 7, 2018 at 5:18 am
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    Happily surprised to see Owlboy as a comparison here.

    Reply
  • May 7, 2018 at 9:38 pm
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    I actually can't complete Legend of Zelda: Oracle of Seasons without help as there is a section where you have to mash the A button to stay mid-air whilst using the D-pad to move. As I am left handed I simply don't have the motorical skills nor the trained muscle to move my right thumb that rapidly.

    Reply
  • May 10, 2018 at 6:47 am
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    4:24
    "So to get your energy back sooner, you've got to DROP your shield"

    See what I mean?
    Perfect!

    Reply
  • May 18, 2018 at 2:41 pm
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    What is that weird game with the purple girl?

    Reply
  • May 25, 2018 at 9:05 pm
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    Here's an overly-in-depth post about strategies for surviving falling out of the sky in minecraft. No, I don't know why I spent the time to write it.

    There's an action in minecraft that has an interesting trade-off. With a bucket of water in your hand, you can right click to place some water somewhere. Water has the ability of cancelling all fall damage. If you're falling out of the sky, you can use this to do something interesting with all this:

    If you place the water down in the time between the ground becoming within your reach and the time you hit it, you'll land in the water, alive. If you don't, you'll take all fall damage, which may very well kill you. As you fall further, your time window gets smaller, and the chance the fall will kill you if you miss gets larger.

    Possible strategies change from height to height:

    -Clicking with timing always works, but it hard gets harder as you go higher. At low heights, it is your best option due to being easy, and at high heights, it is your best option due to being consistent. It's your best bet, but hard to pull off.

    -Holding down right click is the easiest to do, but it is the least consistent, what with being the same as clicking a few times per second. It won't work at tiny heights due to the water being picked back up, but it is good for low heights because it will almost always work. As you get higher, it gets worse due to sometimes lining up to not place fast enough.

    -Clicking over and over is a wild card. If you click at the right speed, you need less timing and are guaranteed survival. However, this speed gets faster as you fall faster, so finding the best speed is challenging. Click too fast and you'll pick the water back up before you hit it. Click too slow and you won't place it at all. Additionally, the perfect speed sometimes can't even be reached if you fall from far enough, so it's a matter of luck if you make it.

    -Don't click. If you're falling from far enough, you might have time to move yourself over to the side far enough to land in a nearby lake or river. If there's existing water nearby or you don't have a water bucket on you, it's your only choice. This is easiest of all, but sometimes isn't an option. Try to go for other things that cancel fall damage too, or at least a place where your stuff won't scatter too far if you've got no choice.

    Reply
  • May 28, 2018 at 8:06 pm
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    Kirby games are a great example of this, because 'Attack' can mean so many different things and still be just one button. Multiple taps, directional inputs, dashing, being in midair and so many other factors can affect what moves are used, and so every ability can have a multitude of different attacks without ever being difficult to learn. Compare this to so many action and fighting games where players need to memorize a series of different inputs for numerous different attacks.

    Reply
  • June 3, 2018 at 5:27 am
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    A Versitile Verb for Luigi in Mario Games press no buttons and that verb means nothing!

    Reply
  • June 5, 2018 at 2:14 pm
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    Of all the… verbs, I guess… mentioned here, there are two mechanics I find very annoying.

    1. When a game incentivises (or even outright forces) you to mash the same button over and over again as fast as possible. (Motion control "shake as fast as possible" and analog stick "wiggle as fast as possible" also count.) It makes my fingers tired, and also heavily wears out the buttons on the controller/mouse/keyboard/whatever I'm using.

    2. The "perfect reload" that was briefly mentioned in regards to Gears of War. The only game I've played that had that system was Alien Swarm, but that system just feels generally uncomfortable, since I generally want to spend the reload time repositioning myself or surveying my surroundings a bit more closely, instead of trying to get a rhythm timing right. It might work better in GoW, since that's a very cover-based game. (I don't know, since I haven't played it.) But in Alien Swarm it doesn't really work, at least not for me.

    Reply
  • July 17, 2018 at 5:13 pm
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    9:08 Wrong. In Super Mario 64, a Long Jump is required to get through Hazy Maze Cave. And in Super Mario Galaxy 2, it’s required to beat Supermassive Galaxy.
    There are also enemies or switches that can only be interacted with using a ground-pound. This even goes for bosses like King Kathunk and King Whomp.

    Reply
  • July 22, 2018 at 6:39 am
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    Do you think the Mario core series overall has a lot more of Complexity or Depth?

    Reply
  • July 26, 2018 at 12:33 am
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    Optimistic Duelist sent me

    Reply
  • August 18, 2018 at 9:19 am
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    how come you dont mention Devil May Cry single button attack?

    Reply
  • August 26, 2018 at 12:41 pm
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    Coming back here after I played Odyssey, I think it's just amazing how Nintendo managed to 1-up all this with Mario Odyssey's movement system, adding even more complexity into Mario's movement without making it any harder or more confusing for more casual player to play, enjoy and complete the game. The managed to make a game that's enjoyable for the most hardcore and most casual audience of video games just with those optional control options for Mario.

    Reply
  • August 27, 2018 at 9:10 am
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    When you talked about the cooked grenade I had a flashback to the hours I spent in CoD ww2 practicing cooking grenades to completely nail it.

    Reply
  • September 10, 2018 at 3:25 am
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    Mario's jump is powered by plenty of Wah, Yeah, and Wah-Hoo! 😃

    Reply
  • September 14, 2018 at 12:52 am
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    These videos, especially the BOSS KEYS playlist, are absolutely brilliant. From content to idea to production; brilliantly executed.

    Reply
  • September 25, 2018 at 8:28 am
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    One of my favorite sequenced/combined verbs is Mario’s pounce in SM Odyssey. Though I’m not sure if that meets your criteria for good design – interrupt a ground pound with the hat button.

    Reply
  • September 29, 2018 at 8:14 pm
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    Love this video and I'd like to personally thank you for including the bit about accessability. It's been a real obstacle for me lately.

    Reply
  • October 5, 2018 at 9:40 pm
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    If only Mark released this after Odyssey!
    That game is the epiphany of simple-yet-versatile movement options.

    Reply
  • October 10, 2018 at 12:16 am
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    Where's part 2

    Reply
  • October 14, 2018 at 1:32 pm
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    When you said "what if you combine a button with an analog stick" I immediately thought of Super Smash Brothers.

    In that game, you have 1 attack button. But, by using that in the right circumstances, you can unleash 14 different moves. You can use tilts, smash attacks, aerials, and your dash attack if you use it at the right time. But the best part is that all of them feel really natural. Generally, if you do a down air, you attack something below you. If you use a side smash, you attack something next to you. This makes the combat feel really really fluid and natural.

    Reply
  • October 31, 2018 at 5:52 pm
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    This channel really makes me want to buy a Nintendo console.

    Reply
  • November 6, 2018 at 2:25 am
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    Fun fact is that in the Gears of War footage used, there was only a regular reload performed — to get an active reload would mean hitting the smaller, whiter bar. Missing the bar entirely jams the reload.

    Reply
  • December 8, 2018 at 1:42 am
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    what about the hp + turbo system in f zero gx? 😀

    Reply
  • December 9, 2018 at 8:13 am
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    Donkey kong on the game boy has one of the best intuitive controls

    Reply
  • December 9, 2018 at 5:39 pm
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    Alright, alright. I'll subscribe. This channel is fucking incredible!

    Reply
  • December 12, 2018 at 6:19 am
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    You left out the pressure-sensitive buttons of Metal Gear Solid 2 and 3!

    Reply
  • December 13, 2018 at 6:42 pm
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    2:14 that appears a lot.

    Reply
  • January 1, 2019 at 10:10 pm
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    * ignores Smash *

    Reply
  • January 4, 2019 at 5:52 pm
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    This concept of "verbs" is so magical that I almost feel cheated I haven't heard it until now.

    Not only is it a great way to enhance a game you're trying to make or analyze some of the ones already out there, you can even use this concept to reverse engineer a game idea out of nothing.

    What are some fun verbs?

    Bounce! You play as a ball that has to make it to the end of the stage by timing your A presses for extra height.

    Run! You play as an olympic athlete doing a marathon. Tapping the A button quickly makes you run faster, but uses more stamina. Holding the A button makes you jog and regain stamina.

    Flap! You play as a bird and tapping your screen makes you flap your wings- hey wait a minute…

    Reply
  • January 4, 2019 at 8:43 pm
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    Hey! Great video as usual, you should check out indie game "They Bleed Pixels", it's frustratingly hard with extremely complex movement and combat mechanics using only direction keys and a single attack key

    Reply
  • January 6, 2019 at 4:32 pm
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    Anything better than Xpadder for "verbs"?

    Reply
  • January 8, 2019 at 5:05 am
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    Drop your shield. Know what I mean?

    Reply
  • January 14, 2019 at 6:05 pm
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    The question still remains for me…. what's wrong with Minecraft combat?

    Reply
  • January 30, 2019 at 12:12 am
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    You didn't perfect an active reload ON A RETRO LANCER
    clearly you make more games than playing them
    which is probably harder come to think of it

    Reply
  • January 30, 2019 at 10:23 pm
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    Dude, this is brilliant. Thank you so much for a good time. Yeah, this does more to acknowledge just how incredible and intricate the moveset of Mario has grown to become over the years. Thank you for broadening my understanding how these verbs contribute to rich, enjoyable gameplay experiences. I really appreciate your content and how it enhances my own understanding of what makes these games engaging. The depth of Mario's jump and how it can contribute to the fluidity is his gameplay is what arguably my favorite video game character. Best of wishes to you

    Reply
  • February 19, 2019 at 12:12 am
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    So….. Where the Fuck is Part 2 then?

    Reply
  • February 19, 2019 at 12:16 am
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    Was there are part 2 to this ever?

    Reply
  • February 26, 2019 at 11:24 pm
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    "What's the difference between pressing a button, and holding it?"

    An A press is an A press. You can't say it's only a half.

    Reply
  • February 27, 2019 at 1:32 am
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    I'm surprised you didn't mention Super Smash Brothers while talking about directional input affecting a button press, since that's really the core mechanic of the game.

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  • March 16, 2019 at 1:42 pm
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    You´re tricking the very dumbest of us into thinking "verb" is a word that only indicates the actions that a player can do in a game, but verbs really are actions that anyone can do anywhere, not just in a game. Verbs are words meant to indicate actions. Verbs, it´s whatcha do!

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  • March 16, 2019 at 1:42 pm
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    Great video 🙂

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  • March 21, 2019 at 1:07 am
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    Just a reminder that you wonderful patrons allow him to make 10k a month to make 3-4 10 minute videos telling you that you can fire more accurately by holding the aim button.
    Excuse me, you can v e r b more accurately

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  • March 26, 2019 at 8:15 am
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    What about if you have a game that only half the buttons on the controller actually do something..whats the other buttons do?

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  • April 13, 2019 at 12:33 pm
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    Or just play invoker xd

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  • April 14, 2019 at 6:17 pm
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    1:50 its not even on!

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  • May 14, 2019 at 1:10 pm
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    Nice, but what if there's a lot of mechanics you want to mash up together? Like making some sort of weird hybrid of an action rpg, tower defense, adventure-action platformer with lotsa things and stuff like abilities, taking place in some sort of mainly cooperative campaign?

    Very helpful though, so thanks a lot!

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  • May 17, 2019 at 9:14 am
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    Wow, this might be the most unnecessary video I've ever seen

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  • June 12, 2019 at 3:17 pm
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    NES and SNES of remake of swich

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  • June 14, 2019 at 1:30 pm
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    0:35 1981: press A to Jump
    Now: Press F to pay Respect
    (old meme yeah i know)

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  • July 26, 2019 at 3:46 am
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    what is 1:25?

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  • August 5, 2019 at 4:08 am
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    How about spamming a button in pokemon to make catching rate higher or make healing at pokecenter faster.

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  • August 7, 2019 at 5:02 am
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    To update on Mario's advance jumps, I think Mario Odyssey has the most complex set of jumps of any Mario game, and if you played that game, you'd know what I'm talking about.

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  • August 7, 2019 at 11:02 am
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    but if you map too many verbs to one button, the player can end up performing actions that they dont want to take. an example of this would be in the sonic adventure games.

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  • August 23, 2019 at 2:53 am
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    whos here from thomas game docs

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  • August 25, 2019 at 2:39 am
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    I'm glad you brought up disability. It's pretty rare to hear it discussed.

    Personally with regards to Mario Odyssey, there is an action I really struggle with, but would have an easier time with remapped inputs. But additionally, the reliance on motion controls also screws me over a lot because of unstable hands. Let's just say, I won't be a speedrunner anytime soon.

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  • September 1, 2019 at 10:04 am
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    I'd love to see him break down the often hidden complexity of Streets of Rage 2's fighting system. A lot of people write that game off as 'just another beat em up" but it is by far one of the more complex fighting wise, and is easily one of the best beat em ups ever made.

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  • September 3, 2019 at 8:26 pm
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    But does mario's versatile jump make mario feel playful and toylike?

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  • September 17, 2019 at 10:39 pm
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    WHAT IS THE SECRET!?

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  • September 17, 2019 at 10:39 pm
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    You should verb yourself after this video.

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  • September 20, 2019 at 9:48 am
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    One thing you could mention in part 2 is sometimes its not the best. Fallout 4 has grenade and power attack are the same key with grenade being if you hold. On paper that sounds good, but in practice I hear soo many complaints about this button.

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  • November 10, 2019 at 4:50 am
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    Fat people get to vote twice because they're twice the size of a regular person.

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