0:00:00.880,0:00:03.340 Hello, and welcome to New Frame Plus, 0:00:03.340,0:00:05.560 a series about video game animation. 0:00:05.620,0:00:08.360 By overwhelming demand, you folks have voted 0:00:08.360,0:00:11.440 for the next Smash Bros character we talk about to be... 0:00:11.440,0:00:12.920 Mr Game & Watch. 0:00:12.920,0:00:14.080 And I can see why! 0:00:14.080,0:00:15.100 He’s weird. 0:00:15.100,0:00:16.460 Look at him.[br]He's flat. 0:00:16.600,0:00:18.580 He’s basically just a silhouette. 0:00:18.580,0:00:21.540 His moves all have like three frames of animation... 0:00:21.920,0:00:23.140 No one else is like this. 0:00:23.140,0:00:27.420 How does this even WORK in a game like Smash,[br]where pretty much every other character is 0:00:27.420,0:00:31.840 fully 3D and operating at a[br]silky smooth 60 frames per second? 0:00:32.380,0:00:34.320 Let’s get into it, shall we? 0:00:38.400,0:00:42.540 Mr Game & Watch isn’t so much a[br]character as an amalgamation. 0:00:42.540,0:00:46.340 A stand-in representing a whole series[br]of games from the 80s. 0:00:46.340,0:00:49.980 Yes, before there was GameBoy,[br]even before there was NES… 0:00:49.980,0:00:51.780 there was Game & Watch. 0:00:51.780,0:00:55.820 Game & Watch was this whole line of of handheld[br]games that Nintendo produced 0:00:55.820,0:00:58.400 between 1980 and 1991. 0:00:58.400,0:01:02.700 Each one of these devices[br]usually contained a single, very simple game 0:01:02.700,0:01:04.800 played on a liquid crystal display, 0:01:04.800,0:01:08.160 similar to that old CASIO watch[br]you used to wear in middle school 0:01:08.160,0:01:09.760 (you... Cool Person). 0:01:09.760,0:01:11.660 But here’s the thing about LCDs: 0:01:11.660,0:01:14.860 you can’t really move the crystals[br]in those displays around. 0:01:15.020,0:01:17.340 They can only be turned ON or OFF. 0:01:17.340,0:01:19.760 And that makes it pretty hard to animate… 0:01:19.760,0:01:20.900 ...uh, anything. 0:01:21.000,0:01:25.780 But! Say you were to place those crystals[br]in several different locations on the screen, 0:01:25.780,0:01:30.360 and then had them switch ON or OFF[br]in response to the player’s button presses… 0:01:30.360,0:01:33.560 if you did that, it would almost[br]SORT OF create the impression 0:01:33.560,0:01:36.580 of a character or object moving across the screen! 0:01:36.760,0:01:40.820 THIS is the origin for Mr Game & Watch’s[br]weird movement style. 0:01:40.820,0:01:44.420 And they way it’s been implemented in Smash[br]is actually pretty clever! 0:01:44.600,0:01:47.960 So in animation, we have this thing called[br]“Key Poses” 0:01:47.960,0:01:52.540 (also sometimes referred to as “Extremes”,[br]that's the more traditional animation term, 0:01:52.540,0:01:54.500 but in many cases they’re kind of interchangeable). 0:01:54.560,0:01:58.360 Anyway, Key Poses are the[br]critical poses in an animation 0:01:58.360,0:02:01.820 which most clearly communicate[br]the “story” of the action. 0:02:01.820,0:02:05.600 They’re the extreme points[br]which define the path of motion. 0:02:05.600,0:02:08.440 Remember in that previous episode about Link’s attacks 0:02:08.440,0:02:12.360 where I highlighted these Windup,[br]Attack and Follow-Through poses? 0:02:12.360,0:02:17.380 I would call all of these Key Poses (or Extremes)[br]for Link’s basic attack. 0:02:17.380,0:02:22.520 Even without all the frames in between,[br]these frames tell the story of what’s happening. 0:02:22.520,0:02:26.260 If you look at old school 8- or 16-bit sprite animation, 0:02:26.260,0:02:30.800 those game characters operated[br]almost exclusively through key poses. 0:02:31.100,0:02:32.540 From Mario’s jump... 0:02:33.040,0:02:34.600 ...to Simon’s whip... 0:02:35.220,0:02:36.640 ...to Mega Man’s run, 0:02:36.640,0:02:40.980 all of these animations are built using[br]just a handful of key poses, 0:02:40.980,0:02:45.160 the fewest poses possible to[br]adequately portray the action. 0:02:45.160,0:02:50.280 If you look at Mr. Game & Watch in Smash,[br]you’ll see that he also operates on Key Poses... 0:02:50.580,0:02:51.800 ...kind of. 0:02:51.800,0:02:57.220 All his moves and attacks are, of course,[br]derived from his whole library of handheld games, 0:02:57.220,0:03:00.100 but when you look at the character[br]movement in those old games, 0:03:00.100,0:03:02.640 because of that old display technology, 0:03:02.640,0:03:05.280 there’s something... disjointed about it. 0:03:05.280,0:03:10.640 There are so few poses available and the characters[br]cover so much distance at a time... 0:03:10.640,0:03:15.360 there's very little connective tissue between[br]each new pose and position on screen, 0:03:15.360,0:03:19.600 so those characters tend to feel a little[br]erratic in their movement as a result, 0:03:19.600,0:03:23.120 and none of their actions feel[br]like they have any force behind them. 0:03:23.260,0:03:26.140 This presents an interesting problem for Smash: 0:03:26.140,0:03:31.500 how do you replicate that weird, choppy,[br]slightly-disorienting quality of movement? 0:03:35.020,0:03:40.580 The first thing the animators have done here[br]is use as few frames of animation as possible. 0:03:40.580,0:03:46.600 Mr. Game & Watch’s attacks are all constructed[br]using maybe three poses, sometimes just two! 0:03:46.680,0:03:52.580 All his moves are built on key poses, just like[br]those 8- and 16-bit characters I described before, 0:03:52.580,0:03:56.760 but it doesn’t feel like there are quite[br]ENOUGH key poses in there to completely 0:03:56.760,0:03:59.620 sell the physicality of the actions he’s performing. 0:03:59.620,0:04:04.120 Old Game & Watch titles just could not[br]take advantage of most of the animation principles 0:04:04.120,0:04:06.500 that we'd use to convey force or impact, 0:04:06.500,0:04:10.120 and Smash’s animators have actually[br]preserved some of that effect 0:04:10.120,0:04:12.980 in not only the posing of Mr. Game & Watch’s moves, 0:04:12.980,0:04:16.440 but also the very even, flat timing of them! 0:04:16.740,0:04:19.460 You won’t see him actually SWING a chair. 0:04:19.460,0:04:21.260 He just holds the chair this way... 0:04:21.260,0:04:22.900 ...and then he holds it THAT way. 0:04:22.900,0:04:26.100 And, for Mr. Game & Watch, that constitutes an attack. 0:04:26.140,0:04:31.919 This is a character that REALLY relies on[br]Smash’s dust clouds and hit pauses and 0:04:31.920,0:04:35.280 effects explosions to get[br]any sense of impact to his moves. 0:04:35.280,0:04:38.760 For any other character,[br]that would be an animation problem. 0:04:38.760,0:04:42.040 But for Mr. Game & Watch, it is exactly that problem 0:04:42.040,0:04:45.540 that makes his moveset feel faithful[br]to the source material. 0:04:45.940,0:04:50.639 But one of my favorite things about Mr. Game & Watch’s[br]animation - and it’s the thing that I think 0:04:50.639,0:04:55.050 really makes this whole animation aesthetic work -[br]is the way the animators have managed to 0:04:55.050,0:04:59.540 recreate the erratic, disorienting[br]quality of his movement. 0:04:59.540,0:05:01.700 You can REALLY see this in his run. 0:05:01.700,0:05:05.039 Just for comparison, let’s look at[br]Mega Man’s old run again... 0:05:05.040,0:05:09.920 It’s built from just three poses, but you[br]can see how each one of those Key Poses 0:05:09.920,0:05:11.720 leads from one to the next. 0:05:11.720,0:05:13.940 Step-and-step-and-step-and-step... 0:05:13.940,0:05:16.320 You can see him putting one foot in front[br]of the other, 0:05:16.320,0:05:20.080 you can see the nice up-and-down bob[br]on his body with each stride... 0:05:20.140,0:05:23.860 Just three poses, but still enough[br]to clearly communicate a run. 0:05:23.860,0:05:26.900 But with Mr. Game & Watch, and I LOVE this, 0:05:26.900,0:05:30.920 these poses barely communicate[br]the action of running AT ALL. 0:05:30.920,0:05:34.300 NONE of these poses connect to each other[br]in a logical way. 0:05:34.300,0:05:37.860 It’s like they took a bunch of individual[br]run cycle poses, 0:05:37.860,0:05:41.200 and then they completely randomized[br]what order they play in 0:05:41.200,0:05:45.460 so you’re left with an erratic jumble of poses[br]that make no sense together. 0:05:45.880,0:05:47.620 That is really clever! 0:05:47.620,0:05:51.380 It’s not exactly how characters moved[br]in the old Game & Watch days, 0:05:51.380,0:05:54.960 but it does sell the FEELING[br]of how they moved in those games. 0:05:54.960,0:05:59.180 This brings us to the next question: how has[br]Mr. Game & Watch’s animation 0:05:59.180,0:06:01.100 been adapted to work in Smash? 0:06:01.100,0:06:05.740 Well, there is one VERY BIG change,[br]and you’ve probably already picked up on it. 0:06:05.740,0:06:08.820 In those old Game & Watch titles,[br]like I mentioned before, 0:06:08.820,0:06:12.040 the crystals in those old LCD displays couldn't move. 0:06:12.040,0:06:15.020 So the characters couldn’t really “move” either. 0:06:15.020,0:06:19.260 They could only disappear and reappear[br]in a new position simultaneously. 0:06:19.260,0:06:23.040 But that is not how Mr. Game & Watch[br]moves in Smash. At all. 0:06:23.040,0:06:27.400 Sure, there might be a nice, stuttery pop to[br]the way he switches between poses, 0:06:27.400,0:06:29.480 but his movement around the battlefield? 0:06:29.480,0:06:33.139 The tracking of his POSITION... is silky smooth. 0:06:33.140,0:06:38.500 See, limiting the visual information that[br]Mr. Game & Watch’s posing conveys is one thing, 0:06:38.500,0:06:39.940 you can get away with that. 0:06:39.940,0:06:42.780 But his position on screen at any given moment? 0:06:42.780,0:06:43.740 No no. 0:06:43.740,0:06:47.100 Positional data is CRUCIAL to Smash Bros gameplay. 0:06:47.100,0:06:52.040 If Mr. Game & Watch popped around the screen in[br]Smash the same way he did in his handheld games, 0:06:52.040,0:06:55.200 effectively teleporting around the stage nonstop, 0:06:55.200,0:06:57.360 he would be a nightmare to fight. 0:06:57.380,0:06:59.260 And to CONTROL, for that matter. 0:06:59.260,0:07:02.520 So, even though it defies[br]the character’s source material, 0:07:02.520,0:07:05.940 for the sake of gameplay,[br]Smash’s animators made the concession 0:07:05.940,0:07:11.400 of having Mr. Game & Watch’s position on screen[br]update at a smooth 60 frames per second, 0:07:11.400,0:07:14.220 just like any other character on the roster. 0:07:14.220,0:07:16.460 And thank goodness for that. 0:07:17.520,0:07:20.760 This gets back to that same thing I was saying[br]in the Mario episode: 0:07:20.760,0:07:24.740 animating a Smash character is all about[br]finding the balance between 0:07:24.740,0:07:30.580 representing that character’s origins AND[br]making them functionally work as a Smash fighter. 0:07:30.580,0:07:35.260 At the end of the day, that’s the big[br]animation challenge for ALL of these characters. 0:07:35.260,0:07:37.860 And that had to be HARD with this guy, right? 0:07:37.860,0:07:43.400 Like, so much of what makes those old games[br]distinct is their extremely limited animation. 0:07:43.400,0:07:49.380 You really CAN’T have Mr. Game & Watch[br]move around like any other character[br]and still FEEL like himself. 0:07:49.440,0:07:52.680 And I love that they found an elegant solution to that: 0:07:52.680,0:07:56.340 preserving the stiff, stuttery posing style[br]of the source material, 0:07:56.340,0:08:01.120 while also being willing to make[br]big concessions for sake of visual clarity. 0:08:01.200,0:08:05.980 His movement is still erratic and weird and[br]it FEELS like it shouldn’t work, 0:08:05.980,0:08:11.580 but it totally does, because all the[br]visual information you really NEED is in there. 0:08:11.580,0:08:12.920 Cool as heck, right? 0:08:13.080,0:08:14.680 Anyway, I hope you enjoyed this! 0:08:14.680,0:08:18.460 And let me know down in the comments if there[br]are other characters you’d like me to dig into. 0:08:18.480,0:08:20.540 If you want to hear more about Smash animation, 0:08:20.540,0:08:23.200 here’s a playlist of all the characters I’ve covered so far. 0:08:23.200,0:08:26.060 Have a good one, and I’ll see you next time!