If it feels dated nowadays, it's only because every last one of its many, many good ideas has been iterated on a thousand times over, including and especially by Nintendo themselves. Being such a trendsetter means some of its implementations aren't perfect, sure, but it's still a fun, solid cornerstone of the video game canon despite that. Hard to go wrong with that.
super mario bros is legendary. the physics of mario feel more advanced than anything that came before it, so movement feels natural and satisfying. the level design is consistently great, with a good progression in terms of difficulty. there’s a good bit of variety to the enemies, and there’s a reason all their designs have stayed mostly the same to this day. this is because they are awesome, much like the music which is also awesome and iconic. no matter how long i play the game i never find myself growing tired of the music or the gameplay, so for all intents and purposes, it’s a perfect experience. searching for secret warp pipes, vines, stars, one-ups, and more just never gets old.
É..... Eu acabei de zerar esse jogo pela primeira vez (Aos 21 anos de idade). Isso já tinha quase 20 anos quando eu nasci e é bizarro que ele seja tão decente até hoje. De longe o maior problema do jogo são os sapatos amanteigados do Mario, tirando isso o jogo até que funciona muito bem. É criativo, iconico e eu suspeito que tenha algum contrato com uma força superior por baixo dos panos.
(Eu odeio o ultimo castelo)
PS: Esse é de longe o jogo onde o Mario mais parece um colombiano
(Eu odeio o ultimo castelo)
PS: Esse é de longe o jogo onde o Mario mais parece um colombiano
if you think this game “plays weird” and don’t get the hype i beg you to play 5 other NES platformers then come back, relax, and feel the lushness of the first true strand type game.
super mario bros is not the primordially simple jumping game it is often introduced as. platformers had ages to mature in the hypercompetitive arena of the arcade throughout the 70’s and early 80’s. aside from its understatedly elegant aesthetic, the ambition in SMB is in the elevation of movement from merely a mode of traversal to a gymnastic, expressive activity.
megaman, simon belmont, and ryu hayabusa are all transparently simple state machines— the amount of possible actions they can take is finite and countable. super mario bros did not invent momentum in platforming, nor was it the first to leverage the additional complications that a more involved system of movement entails. the friction between the player avatar and the ground. the acceleration from a dead stop to a full run. the short moment after taking your finger off the jump button before the character truly starts to fall. all the little intricacies and details compound to make mario a much more expressive vessel for a player to inhabit. what sets SMB apart is that the movement is honed to the extent it becomes even more natural than the comparatively simple systems of the above games.
mario’s body doesn’t literally move like the human form does, but negotiating the balance of a jump in mid-air, trying to establish steady footing on unhelpful terrain, and wheelin and dealing with newton’s first law in general is central to the human experience. in super mario bros, nintendo squarely refocuses the platformer from a cabaret of obstacles to a celebration of acrobatic motivity
and so, it became the bedrock upon which their castle was built
super mario bros is not the primordially simple jumping game it is often introduced as. platformers had ages to mature in the hypercompetitive arena of the arcade throughout the 70’s and early 80’s. aside from its understatedly elegant aesthetic, the ambition in SMB is in the elevation of movement from merely a mode of traversal to a gymnastic, expressive activity.
megaman, simon belmont, and ryu hayabusa are all transparently simple state machines— the amount of possible actions they can take is finite and countable. super mario bros did not invent momentum in platforming, nor was it the first to leverage the additional complications that a more involved system of movement entails. the friction between the player avatar and the ground. the acceleration from a dead stop to a full run. the short moment after taking your finger off the jump button before the character truly starts to fall. all the little intricacies and details compound to make mario a much more expressive vessel for a player to inhabit. what sets SMB apart is that the movement is honed to the extent it becomes even more natural than the comparatively simple systems of the above games.
mario’s body doesn’t literally move like the human form does, but negotiating the balance of a jump in mid-air, trying to establish steady footing on unhelpful terrain, and wheelin and dealing with newton’s first law in general is central to the human experience. in super mario bros, nintendo squarely refocuses the platformer from a cabaret of obstacles to a celebration of acrobatic motivity
and so, it became the bedrock upon which their castle was built
Não sei se seria exagero chamar esse aqui de jogo mais importante da minha vida. Acho que está ali empatado com Super Mario 64... e até ontem à noite eu meio que nem me lembrava dele. Foi só quando estava vendo alguns vídeos à procura de um outro game (Mario & Luigi, encontrado em todo santo computador na minha adolescência) que parei pra checar se não seria o primeiro Super Mario Bros., afinal de contas, quando--ei, esse aí é o jogo que passei a infância jogando no Dynavision! Que loucura, como não tinha adicionado ainda?!
Hoje em dia é uma outra experiência. Quase dá vontade de falar que lembro dele ser mais difícil, mas não é uma comparação justa: jogar isso aqui sem a opção de salvar do NSO e sem poder conferir algumas coisas, como o caminho certo em alguns dos castelos finais, devia mesmo ser uma experiência de outro mundo, e não no bom sentido. Mas eu adorava, então acho que dá pra dizer que é uma maravilha de qualquer jeito, em qualquer era.
A menos que a gente esteja falando do Lakitu. Lakitu, você é horrível e merece a PRISÃO. Você sabe o que fez.
Hoje em dia é uma outra experiência. Quase dá vontade de falar que lembro dele ser mais difícil, mas não é uma comparação justa: jogar isso aqui sem a opção de salvar do NSO e sem poder conferir algumas coisas, como o caminho certo em alguns dos castelos finais, devia mesmo ser uma experiência de outro mundo, e não no bom sentido. Mas eu adorava, então acho que dá pra dizer que é uma maravilha de qualquer jeito, em qualquer era.
A menos que a gente esteja falando do Lakitu. Lakitu, você é horrível e merece a PRISÃO. Você sabe o que fez.
Super Mario Bros. is iconic for a reason! It's a classic platformer that set the stage for so many games to come. The levels are creative, the music is instantly recognizable, and that feeling of finally stomping Bowser is pure joy. Of course, it's got its flaws – the controls can be a bit slippery, and it's definitely showing its age compared to modern Mario games. But as a piece of gaming history and a whole lot of nostalgic fun, it's still a blast to play.