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What Made Those Old, 2D Platformers So Great?

TheManagement writes "Many current developers of web games seem to have a fondness for 2D platformers. However, their desire to capture what made Sonic and Mario games so great is rarely achieved. In an attempt to breach that gap, Significant Bits takes a look at three common design principles that made those classic titles so enjoyable. 'To start off, the interface needs to be quick and responsive. Input should have an immediate effect on the character in order to foster a sense of full control. Granularity and different control techniques, i.e., pressing, tapping and holding, are also important as they provide a level of precision to the movement. ... Now, as far as the environments themselves, it's not a coincidence that they're often filled with all sorts of slides, bridges, trampolines, ladders, etc. In a way, they're simply playgrounds for the player, both literally and figuratively. They're catered to the moveset, and they enhance the flow of the game.'"

6 of 249 comments (clear)

  1. pixel perfect synched scrolling by Anonymous Coward · · Score: 4, Interesting

    One of the thing that made these 2D scroller feel so great was the perfect scrolling synched with the "VBL" (Vertical Blank Line). There were many amazing 2D scrollers, for example, on the Amiga. The screen could refresh at either 50 or 60 Hz depending on your location (europe and US, for example, had monitor with different default refresh rate).

    This is not at all "nostalgia": it's not something I'm making up. It is not an opinion, it is a *fact*. You cannot argue with a fact.

    A game run on a system that refresh the screen 60 times per second, where the game's background move by 1 pixel (or 2 [1,2, 3, 4 used to work fine]) at every refresh at a very special "smooth" feeling that has *never* been matched.

    It wasn't just Sonic's great control, the cool game elements, the great "simplification" that 2D brings: it was also a very special visual "feeling" due to having the game's logic intrinsically tied to the hardware it was run on.

    Years after my "Amiga 2D scrollers time", I was playing competitive Counter-Strike, using "low-poly" mods to enhance the framerate of my (sucky) PC. I reached 99 fps but 3D games will never *ever* reach the smoothness that a good 2D scroller tied to the hardware had.

    The young generation shall never understand this. I'm probably very bad at explaining it. It's something you need to see to understand what the "old grandpa's" are "nostalgic" about.

    Just like demo from "the scene", way before it was called "the scene" had amazing effects that newer demo simply cannot match.

    Sure, you have 3D effects using 100 millions polys/sec running at 800 fps (just half-joking) but the "smoothness" of the good old 2D Amiga demos has never been matched.

    Food for thoughts.

  2. No limits by Darkness404 · · Score: 5, Interesting

    One of the things that make 2-D platformers stand out today is that you don't feel limited. When you played Super Mario World you don't think about the limitations of the SNES, there are no load times, rarely any lag, etc. Most 2-D platformers were abstract, you didn't think "Oh, Mario's mustache isn't moving realistically", you concentrated on the game. When you got to the SNES/Genesis era, it seemed like any limitation was banished forever for 2-D games, you got bright multi-colored visuals, music that was quite catchy, you had no load times (unlike CD based consoles), and with expansion chips such as the Super-FX the games really got more impressive as the system went on. When games started moving into 3-D and realistic 3-D, things started to get more realistic. They moved out of the abstract. You noticed that Mario was really blocky, round visuals were rendered as squarish, etc. They felt limited. While in a 2-D game you had total freedom within the course till the end, early 3-D games had to constrain you. Even though you could see hills as far as the eye could see, whenever you ran after them you were hit by an invisible wall. The hardware also felt limited, with the rise of CD/DVD based games you introduced loading times, this took you away from being totally immersed for 5 seconds and somewhat ruined the effect you were in another world.

    Today things are starting to get better, 3-D seems less limiting then before, yet with the rise of HD TVs, faster CPUs, etc. I doubt that we can really get seemingly unlimited 3-D games until close to the next revolution, be it true 3-D, VR, or something different. The rise of flash memory, faster drives and HDs in game consoles have cut down on load times too. But still 3-D doesn't seem as limitless as 2-D platforming was.

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  3. Re:One word. by anss123 · · Score: 4, Interesting

    Of course this doesn't apply only to video games, but also movies, music, etc. We remember the good and throw out most of the bad.

    I've never felt that new music is worse than old music. Old music is stuff I've heard so many times that I no longer get that feeling when you hear a good tune for the first time, so new music will always be better than old music :-)

  4. Re:One word. by Anonymous Coward · · Score: 4, Interesting

    Nethack is one of those extremely misunderstood games. It has nothing to do with obtaining the Amulet of Yendor, killing monsters, or acquiring items. The sole purpose of each revision of the game is to find and exploit bugs in the game. For example, back when it was Rogue (I'm talking circa 1985) there was a bug where you could heal up without monsters getting a turn by hitting the space-bar. More recently you could get unlimited wands of wishing by killing the respawning elemental on the castle level. There are thousands of other exploits that have been used over the years.

    My father still plays Nethack occasionally and will use od and a hex-editor to modify save files.

    It's not about winning. It's about the "hacking" to win.

  5. Re:The fact that you were younger and less jaded t by CAIMLAS · · Score: 4, Interesting

    Not so. My son (who is 5) enjoys 2D Mario games on the Nintendo better than he does Mario 64 on the N64 (the first of the genre to have full 3D, IIRC). And he enjoys the "mini-game" Donkey Kong throwback in SMB3 better than those.

    Hell, when I was a kid of 10-13 I remember spending quite a few hours playing old Atari games when I had newer stuff available to me. The games had to be better because the graphics didn't compensate for a poor game experience by 'distracting' the player.

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  6. Re:Nostalgia by grumbel · · Score: 4, Interesting

    They seem to filter out or forget all off the crappy ones

    Well, yeah, because there where enough good ones so that we didn't have to play the crappy ones. Look at the adventure genre, LucasArts had a new title ready every year and each of those was awesome. How often do high quality adventures released today? Not much at all, most are rather mediocre. And that is ignoring all the non-LucasArts adventure games from back in the day, some of them where pretty awesome too. And now don't let me start on the flightsim genre, as that is pretty much dead and burried today and the amount of good flightsim is close to zero.