WEBVTT 00:00:00.787 --> 00:00:03.234 Hello, and welcome to New Frame Plus! 00:00:03.259 --> 00:00:05.376 This is a series about game animation, 00:00:05.401 --> 00:00:09.960 and today I would like to look at just one animation from Super Mario 64 00:00:09.985 --> 00:00:12.837 (technically three animations, I guess, depending on how you count). 00:00:12.862 --> 00:00:15.535 We are going to look at Mario’s triple jump. 00:00:15.560 --> 00:00:19.146 But first, for context, a brief history lesson! 00:00:22.129 --> 00:00:26.033 Mario’s jump is the most important action in his move-set, 00:00:26.058 --> 00:00:30.283 and in prior games, the animation of that jump had always been simple. 00:00:30.308 --> 00:00:32.101 In the original Super Mario Brothers, 00:00:32.126 --> 00:00:35.733 the jumping animation consisted of just a single key pose; 00:00:35.758 --> 00:00:40.063 one frame of animation that Mario would hold on from the moment he left the ground 00:00:40.088 --> 00:00:41.432 to the moment he landed. 00:00:41.457 --> 00:00:45.500 That jump got its first animation upgrade in Super Mario Brothers 3. 00:00:45.545 --> 00:00:48.238 Now if you were small Mario the jump was basically the same, 00:00:48.263 --> 00:00:52.841 but if you were big Mario, then that jump was given an additional frame of animation. 00:00:52.886 --> 00:00:54.523 One pose for ascending, 00:00:54.548 --> 00:00:58.159 and then a second pose with his arms tucked back in for the descent. 00:00:58.184 --> 00:01:00.401 Still simple, but this is a nice addition! 00:01:00.426 --> 00:01:02.660 It lends the move a hint of physicality. 00:01:02.685 --> 00:01:07.720 It also adds a subtle visual indication for when Mario has reached the peak of his jumping arc. 00:01:07.745 --> 00:01:09.000 By Super Mario World, 00:01:09.025 --> 00:01:13.136 not only did both versions of Mario now have those two frames of animation, 00:01:13.161 --> 00:01:17.025 but that second pose was sweetened with some nice extra detail! 00:01:17.050 --> 00:01:21.426 This time, Mario’s descending pose actually suggests some overlapping motion, 00:01:21.451 --> 00:01:25.493 with his hat, feet and other hand trailing behind his center of gravity. 00:01:25.518 --> 00:01:29.045 Which is not bad for a 16x24 clump of pixels! 00:01:29.070 --> 00:01:32.220 So how does this jump translate to 3D? 00:01:32.245 --> 00:01:35.672 Well the jump didn’t evolve so much as multiply. 00:01:35.697 --> 00:01:38.609 One of the biggest fundamental changes Nintendo made 00:01:38.634 --> 00:01:42.497 to Mario-style platforming when they adapted it to 3D environments 00:01:42.522 --> 00:01:45.643 was to give Mario a variety of jumping actions: 00:01:45.668 --> 00:01:47.954 back-flips, long jumps, wall kicks… 00:01:47.979 --> 00:01:53.569 a whole kit of verticality tools, each with specific strengths and situational utility. 00:01:53.594 --> 00:01:56.069 Even the standard jump became three, 00:01:56.094 --> 00:02:00.988 a succession of jumps that a skilled player could use to reach even higher ledges. 00:02:01.013 --> 00:02:06.087 This is the triple jump. Press A and Mario will do his standard jump. 00:02:06.112 --> 00:02:08.528 Press A again the instant Mario lands, 00:02:08.553 --> 00:02:11.583 and he’ll follow that up with a second, even higher jump. 00:02:11.608 --> 00:02:16.246 And if you happen to be moving forward when you land and you Press A one more time, 00:02:16.271 --> 00:02:19.282 Mario will do a third, even higher jump. 00:02:19.307 --> 00:02:23.833 And each of these jumps has a unique animation, so let’s just go one by one. 00:02:23.902 --> 00:02:29.180 The first jump in the set is basically Mario’s classic jump animation adapted to 3D. 00:02:29.205 --> 00:02:31.918 It’s not exactly the same pose, but it’s pretty close. 00:02:31.943 --> 00:02:35.866 And the animation is even structured somewhat similarly to the classic jumps 00:02:35.891 --> 00:02:39.222 in that it's fundamentally built from just two poses: 00:02:39.247 --> 00:02:41.902 first this (kind of awkward) anticipation pose 00:02:41.927 --> 00:02:44.500 that Mario snaps to as soon as he leaves the ground, 00:02:44.525 --> 00:02:47.416 and then this final pose which he reaches at the top of the jump. 00:02:47.441 --> 00:02:49.333 It’s still just two key poses, 00:02:49.358 --> 00:02:53.630 only now the 3D character is able to smoothly interpolate between them. 00:02:53.655 --> 00:02:57.386 And Mario will hold on that second pose until he hits the ground. 00:02:57.411 --> 00:02:58.762 Then comes the second jump. 00:02:58.787 --> 00:03:02.095 Mario starts out a little hunched over with his elbows raised, 00:03:02.120 --> 00:03:06.857 and then he extends his entire body, as if he's reaching for every inch of air he can get. 00:03:06.882 --> 00:03:09.873 And this time, he shifts to a third pose as he descends, 00:03:09.898 --> 00:03:12.545 his arms and one leg trailing behind the body 00:03:12.570 --> 00:03:16.841 as he looks down toward where he’s about to land and extends a leg to catch himself. 00:03:16.866 --> 00:03:20.836 Now, if you don’t press A to keep this chain going after either of these, 00:03:20.861 --> 00:03:25.700 Mario will either play a short landing recovery animation when he hits the ground OR, 00:03:25.725 --> 00:03:28.467 if you happen to be pressing in any direction on the stick, 00:03:28.492 --> 00:03:32.067 Mario will snap into his running animation almost right away. 00:03:32.092 --> 00:03:35.400 But if you do keep that chain going, you’ll get to the third jump, 00:03:35.425 --> 00:03:38.787 which is my favorite: a triumphant double front flip. 00:03:38.820 --> 00:03:41.960 Or... technically a front layout, front tuck? I... 00:03:42.000 --> 00:03:43.280 I don’t know gymnastics, I'm sorry. 00:03:43.310 --> 00:03:45.716 But I do love the variation here! 00:03:45.741 --> 00:03:49.800 Having Mario’s first flip be a layout with his body fully extended 00:03:49.825 --> 00:03:51.907 and then having him tuck into a ball for the second 00:03:51.932 --> 00:03:55.312 lends this third jump this wonderful midair texture 00:03:55.337 --> 00:03:57.595 that keeps it visually interesting throughout. 00:03:57.620 --> 00:04:00.505 And if you happen to land without running on this third jump, 00:04:00.530 --> 00:04:04.633 you will get a new landing animation, a flourishy gymnast’s salute. 00:04:04.658 --> 00:04:07.119 Just so you can recognize how good he did. 00:04:07.408 --> 00:04:09.817 Now, there are some nitpicks worth making here, 00:04:09.842 --> 00:04:12.436 and most of them have to do with the first jump in the set. 00:04:12.461 --> 00:04:17.100 I like that this animation is trying to evoke the feeling of Mario’s classic jump 00:04:17.125 --> 00:04:21.333 (at least in theory), but I don’t really love either of these two poses. 00:04:21.358 --> 00:04:23.525 This starting pose feels especially weird. 00:04:23.550 --> 00:04:28.896 Like, this is an awkward pose to hit: left leg raised, torso twisted to the right, 00:04:28.921 --> 00:04:31.433 right arm in the air, head tilted down… 00:04:31.458 --> 00:04:35.510 the upper and lower body seem to be doing two disjointed things. 00:04:35.535 --> 00:04:39.663 The line of action on this pose is… non-existent, as far as I can tell. 00:04:39.688 --> 00:04:43.393 I recognize that this is meant to set up the main pose later. 00:04:43.418 --> 00:04:47.737 Like, it’s sort of a windup before he punches his fist in the air... kind of? 00:04:47.762 --> 00:04:49.668 But it’s not really working for me. 00:04:49.693 --> 00:04:52.525 And honestly the main pose could be stronger too. 00:04:52.550 --> 00:04:54.694 The silhouette is pretty muddy here. 00:04:54.719 --> 00:04:57.274 The right arm is almost lost behind the head, 00:04:57.299 --> 00:04:59.456 and his left arm gets lost in the leg. 00:04:59.481 --> 00:05:02.551 Things do look a little better if you have the camera rotated around 00:05:02.576 --> 00:05:06.943 to his side or to his front, but the silhouettes still aren’t great there. 00:05:06.968 --> 00:05:11.300 And besides, the gameplay camera is going to be positioned behind Mario most of the time, 00:05:11.325 --> 00:05:15.618 so that is the angle you are most often going to be seeing this animation from. 00:05:15.643 --> 00:05:16.967 Ultimately, it’s FINE. 00:05:16.992 --> 00:05:18.900 Like, this pose being a little bit weak 00:05:18.925 --> 00:05:21.438 isn’t going to have a negative impact on gameplay or anything. 00:05:21.460 --> 00:05:24.200 It could just look a little nicer is all. 00:05:24.620 --> 00:05:30.060 And really, that minor flaw is far outweighed by everything this animation does right! 00:05:30.088 --> 00:05:32.734 One of my favorite things about this triple jump 00:05:32.759 --> 00:05:37.179 is that it is intentionally not animated like an person jumping on solid ground. 00:05:37.204 --> 00:05:40.142 It’s animated like someone jumping on a trampoline. 00:05:40.167 --> 00:05:43.078 Each successive jump gives Mario more height. 00:05:43.103 --> 00:05:46.148 The second jump is, like, textbook posing for 00:05:46.173 --> 00:05:49.455 “I’m jumping on a trampoline trying to get as high in the air as I can”. 00:05:49.507 --> 00:05:52.800 This animation is operating on pure cartoon logic, 00:05:52.825 --> 00:05:56.677 BUT it’s cartoon logic that perfectly reinforces the mechanics of 00:05:56.702 --> 00:05:59.667 how this triple jump works in game, and I love that. 00:05:59.692 --> 00:06:02.933 I also love how the landing animations can sort of double 00:06:02.958 --> 00:06:05.633 as a crouch leading into the next jump in the chain, 00:06:05.658 --> 00:06:08.944 which gives them the feeling of an anticipation (kind of) 00:06:08.969 --> 00:06:10.961 without sacrificing responsiveness. 00:06:10.986 --> 00:06:13.977 And I love how each jump builds in excitement, 00:06:14.002 --> 00:06:18.533 going from basic jump to trampoline bounce to a big acrobatic flip, 00:06:18.560 --> 00:06:23.240 and with Mario himself audibly having more and more fun the higher up he gets. 00:06:23.480 --> 00:06:24.440 MARIO: "Hoo-hoo!" 00:06:24.660 --> 00:06:26.060 MARIO: "Wa-haaaaa!" 00:06:26.940 --> 00:06:31.200 Seriously, despite its age, and despite how primitive these graphics might be, 00:06:31.224 --> 00:06:34.823 this animation succeeds on just about every level! 00:06:34.848 --> 00:06:36.675 It’s visually appealing to look at. 00:06:36.700 --> 00:06:39.593 It gives the player all the visual feedback they need. 00:06:39.618 --> 00:06:41.367 It feels pretty darned good to control. 00:06:41.392 --> 00:06:43.636 AND, on top of all that functional stuff, 00:06:43.661 --> 00:06:46.365 it even manages to express character personality! 00:06:46.390 --> 00:06:48.825 Even factoring in my little nitpicks before, 00:06:48.850 --> 00:06:53.349 this animation succeeds in just about every way I would expect an animation to 00:06:53.374 --> 00:06:55.000 in a game released today. 00:06:55.025 --> 00:06:57.374 It is SO successful that the triple jump 00:06:57.399 --> 00:07:00.519 became a mainstay of 3D Mario games after this. 00:07:00.544 --> 00:07:03.296 It even found its way into some of the 2D Mario games. 00:07:03.321 --> 00:07:07.633 And I think the greatest testament to how strong this original animation was 00:07:07.658 --> 00:07:13.003 is the fact that they have changed so little about it, even 20+ years later! 00:07:13.020 --> 00:07:15.560 Look at the triple jump in Super Mario Odyssey. 00:07:17.020 --> 00:07:19.640 Sure, there is a lot more detail in there now. 00:07:19.658 --> 00:07:22.130 Mario's got animation on his hands and fingers. 00:07:22.155 --> 00:07:25.728 There’s some bounce on his nose, and his hat can flop up and down on his head, 00:07:25.753 --> 00:07:26.866 which looks AWESOME. 00:07:26.891 --> 00:07:31.098 But underneath all of those polishy details, it’s the same three jumps! 00:07:31.123 --> 00:07:34.273 Classic jump, trampoline jump, double flip. 00:07:34.298 --> 00:07:36.767 The biggest change they’ve made is to that first jump, 00:07:36.792 --> 00:07:39.733 which actually fixes all the problems I had with the original! 00:07:39.758 --> 00:07:43.064 It still succeeds in evoking that classic jumping pose, 00:07:43.089 --> 00:07:47.164 but this final pose reads WAY clearer than the Mario 64 version 00:07:47.189 --> 00:07:49.863 and is pretty appealing from just about any angle. 00:07:49.888 --> 00:07:52.085 This anticipation pose is less awkward 00:07:52.110 --> 00:07:54.810 and it works way better for the end pose he’s headed toward. 00:07:54.835 --> 00:07:58.433 Having Mario’s feet spread wider apart in midair looks great, 00:07:58.458 --> 00:08:02.100 and having him reverse which foot is in front as he punches his fist in the air 00:08:02.125 --> 00:08:05.831 helps to tie everything his body is doing together in a really nice way. 00:08:05.856 --> 00:08:11.267 Other than that? Basically the exact same move, working just as well decades later. 00:08:11.292 --> 00:08:17.365 It is amazing to me how many of Mario’s animations in Super Mario 64 work this well. 00:08:17.390 --> 00:08:20.533 And that Nintendo pulled this off on their first attempt 00:08:20.558 --> 00:08:24.400 at building a 3D platformer is pretty incredible. 00:08:24.587 --> 00:08:25.773 But I think that'll do it! 00:08:25.825 --> 00:08:29.116 Thank you very much to Zach Vaul for suggesting this topic! 00:08:29.141 --> 00:08:32.529 If you would like suggest an animation for a future analysis video, 00:08:32.554 --> 00:08:36.285 then considering supporting the show like all of these lovely folks here. 00:08:36.310 --> 00:08:39.510 Thanks for watching, and I will see you next time! 00:08:39.535 --> 00:08:52.158 [music]