How do you feel about Super Mario Bros. on the NES today?

For me it's one of the greatest games of all time, up there with other classics like Doom and Tetris. And even ignoring the nostalgia and historic factors I think the game still holds up to this day.

So, the movement is really... primitive, and floaty/slippery as brought up earlier.
It's simple, but I wouldn't call it primitive. Maybe a bit floaty, but you can negate that by adjusting your position midair when you jump. If you want to experience a very slippery Mario game try The Lost Levels playing as Luigi.
 
For me it's one of the greatest games of all time, up there with other classics like Doom and Tetris. And even ignoring the nostalgia and historic factors I think the game still holds up to this day.


It's simple, but I wouldn't call it primitive. Maybe a bit floaty, but you can negate that by adjusting your position midair when you jump. If you want to experience a very slippery Mario game try The Lost Levels playing as Luigi.
Pfft, for someone who must have played the game a lot, I'm not surprised you said that! About adjusting position midair... yep, that's asking a bit much, because no game has physics like this any more.

It feels like running for 1 ms longer is the difference between jumping across a wide pit and falling halfway across. When it's that crazy, I think adjusting midair (slower than later established, at that) is a bit less of a concern :lol:

I don't think the game is bad, but oh my word, it's definitely a game of its time. I do feel like it holds up well enough, ignoring the tedium of getting to levels after game over, though. And of course, it should be obvious why game over ends up being so frequent.
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There's a Mario fangame that updated days ago and people are complaining that they physics are too slippery, despite the fangame's author clearly stated they're making the physics 1:1 to Super Mario Maker 1/2.
But SMM1/2, from my experience and from what I could read, both have physics different from original SMB1 physics. In the post you quoted, I was curious why you claimed that and whether my perception and the Internet as a whole are somehow both wrong. :creep:

Edit: Based on Mario Maker physics...? They definitely aren't nearly as floaty as this (I'd say they're predictable and don't take long to master), so all I can say in response to those critics is to git gud. I wouldn't be surprised if all other modern 2D Mario games have the same physics, so what the heck?
 
Last edited by lightwo,
Edit: Based on Mario Maker physics...? They definitely aren't nearly as floaty as this (I'd say they're predictable and don't take long to master), so all I can say in response to those critics is to git gud. I wouldn't be surprised if all other modern 2D Mario games have the same physics, so what the heck?
People who have never played SMM in their lives, you see.
 
Pfft, for someone who must have played the game a lot, I'm not surprised you said that! About adjusting position midair... yep, that's asking a bit much, because no game has physics like this any more.
Super Mario All-Stars was one of the first SNES games I got when I was a kid, so I played it a lot back then. I remember getting it on Christmas day and playing it nonstop for more than 7 hours until I got a headache, I think my parents had gone out, since I wasn't allowed to play for more than 2 hours per day at that point in time.

It feels like running for 1 ms longer is the difference between jumping across a wide pit and falling halfway across. When it's that crazy, I think adjusting midair (slower than later established, at that) is a bit less of a concern :lol:
For speedrunners I imagine that running for a few less frames does make a huge impact, but for casual playthroughs I think the game is pretty lenient, and the issue becomes less about clearing the pit and more about jumping too far and the momentum causing you to slip off a ledge, which is where repositioning comes in handy.

The Lost Levels is much more unforgiving, I remember a jump where your running speed actually matters, you need to reach full speed and jump off the very edge to reach the other side. If you get too close to the edge, the screen will have advanced too much and you won't have enough space to run, so you're forced to kill yourself and try again, unless you're playing as Luigi, which makes this jump a bit easier, but the rest of the game becomes trickier because of his slippery movement.

I don't think the game is bad, but oh my word, it's definitely a game of its time. I do feel like it holds up well enough, ignoring the tedium of getting to levels after game over, though. And of course, it should be obvious why game over ends up being so frequent.
I just found out that in the original NES version, when you get a game over and get sent back to the title screen, you can hold the A button before pressing start, and this will also send you to level 1-1 on the world you were in, which is pretty cool, but apparently it's not mentioned anywhere in the manual.
 

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