< Return to Video

The Bizarre Animation of MR. GAME & WATCH

  • 0:01 - 0:03
    Hello, and welcome to New Frame Plus,
  • 0:03 - 0:06
    a series about video game animation.
  • 0:06 - 0:08
    By overwhelming demand, you folks have voted
  • 0:08 - 0:11
    for the next Smash Bros character we talk about to be...
  • 0:11 - 0:13
    Mr Game & Watch.
  • 0:13 - 0:14
    And I can see why!
  • 0:14 - 0:15
    He’s weird.
  • 0:15 - 0:16
    Look at him.
    He's flat.
  • 0:17 - 0:19
    He’s basically just a silhouette.
  • 0:19 - 0:22
    His moves all have like three frames of animation...
  • 0:22 - 0:23
    No one else is like this.
  • 0:23 - 0:27
    How does this even WORK in a game like Smash,
    where pretty much every other character is
  • 0:27 - 0:32
    fully 3D and operating at a
    silky smooth 60 frames per second?
  • 0:32 - 0:34
    Let’s get into it, shall we?
  • 0:38 - 0:43
    Mr Game & Watch isn’t so much a
    character as an amalgamation.
  • 0:43 - 0:46
    A stand-in representing a whole series
    of games from the 80s.
  • 0:46 - 0:50
    Yes, before there was GameBoy,
    even before there was NES…
  • 0:50 - 0:52
    there was Game & Watch.
  • 0:52 - 0:56
    Game & Watch was this whole line of of handheld
    games that Nintendo produced
  • 0:56 - 0:58
    between 1980 and 1991.
  • 0:58 - 1:03
    Each one of these devices
    usually contained a single, very simple game
  • 1:03 - 1:05
    played on a liquid crystal display,
  • 1:05 - 1:08
    similar to that old CASIO watch
    you used to wear in middle school
  • 1:08 - 1:10
    (you... Cool Person).
  • 1:10 - 1:12
    But here’s the thing about LCDs:
  • 1:12 - 1:15
    you can’t really move the crystals
    in those displays around.
  • 1:15 - 1:17
    They can only be turned ON or OFF.
  • 1:17 - 1:20
    And that makes it pretty hard to animate…
  • 1:20 - 1:21
    ...uh, anything.
  • 1:21 - 1:26
    But! Say you were to place those crystals
    in several different locations on the screen,
  • 1:26 - 1:30
    and then had them switch ON or OFF
    in response to the player’s button presses…
  • 1:30 - 1:34
    if you did that, it would almost
    SORT OF create the impression
  • 1:34 - 1:37
    of a character or object moving across the screen!
  • 1:37 - 1:41
    THIS is the origin for Mr Game & Watch’s
    weird movement style.
  • 1:41 - 1:44
    And they way it’s been implemented in Smash
    is actually pretty clever!
  • 1:45 - 1:48
    So in animation, we have this thing called
    “Key Poses”
  • 1:48 - 1:53
    (also sometimes referred to as “Extremes”,
    that's the more traditional animation term,
  • 1:53 - 1:54
    but in many cases they’re kind of interchangeable).
  • 1:55 - 1:58
    Anyway, Key Poses are the
    critical poses in an animation
  • 1:58 - 2:02
    which most clearly communicate
    the “story” of the action.
  • 2:02 - 2:06
    They’re the extreme points
    which define the path of motion.
  • 2:06 - 2:08
    Remember in that previous episode about Link’s attacks
  • 2:08 - 2:12
    where I highlighted these Windup,
    Attack and Follow-Through poses?
  • 2:12 - 2:17
    I would call all of these Key Poses (or Extremes)
    for Link’s basic attack.
  • 2:17 - 2:23
    Even without all the frames in between,
    these frames tell the story of what’s happening.
  • 2:23 - 2:26
    If you look at old school 8- or 16-bit sprite animation,
  • 2:26 - 2:31
    those game characters operated
    almost exclusively through key poses.
  • 2:31 - 2:33
    From Mario’s jump...
  • 2:33 - 2:35
    ...to Simon’s whip...
  • 2:35 - 2:37
    ...to Mega Man’s run,
  • 2:37 - 2:41
    all of these animations are built using
    just a handful of key poses,
  • 2:41 - 2:45
    the fewest poses possible to
    adequately portray the action.
  • 2:45 - 2:50
    If you look at Mr. Game & Watch in Smash,
    you’ll see that he also operates on Key Poses...
  • 2:51 - 2:52
    ...kind of.
  • 2:52 - 2:57
    All his moves and attacks are, of course,
    derived from his whole library of handheld games,
  • 2:57 - 3:00
    but when you look at the character
    movement in those old games,
  • 3:00 - 3:03
    because of that old display technology,
  • 3:03 - 3:05
    there’s something... disjointed about it.
  • 3:05 - 3:11
    There are so few poses available and the characters
    cover so much distance at a time...
  • 3:11 - 3:15
    there's very little connective tissue between
    each new pose and position on screen,
  • 3:15 - 3:20
    so those characters tend to feel a little
    erratic in their movement as a result,
  • 3:20 - 3:23
    and none of their actions feel
    like they have any force behind them.
  • 3:23 - 3:26
    This presents an interesting problem for Smash:
  • 3:26 - 3:32
    how do you replicate that weird, choppy,
    slightly-disorienting quality of movement?
  • 3:35 - 3:41
    The first thing the animators have done here
    is use as few frames of animation as possible.
  • 3:41 - 3:47
    Mr. Game & Watch’s attacks are all constructed
    using maybe three poses, sometimes just two!
  • 3:47 - 3:53
    All his moves are built on key poses, just like
    those 8- and 16-bit characters I described before,
  • 3:53 - 3:57
    but it doesn’t feel like there are quite
    ENOUGH key poses in there to completely
  • 3:57 - 4:00
    sell the physicality of the actions he’s performing.
  • 4:00 - 4:04
    Old Game & Watch titles just could not
    take advantage of most of the animation principles
  • 4:04 - 4:06
    that we'd use to convey force or impact,
  • 4:06 - 4:10
    and Smash’s animators have actually
    preserved some of that effect
  • 4:10 - 4:13
    in not only the posing of Mr. Game & Watch’s moves,
  • 4:13 - 4:16
    but also the very even, flat timing of them!
  • 4:17 - 4:19
    You won’t see him actually SWING a chair.
  • 4:19 - 4:21
    He just holds the chair this way...
  • 4:21 - 4:23
    ...and then he holds it THAT way.
  • 4:23 - 4:26
    And, for Mr. Game & Watch, that constitutes an attack.
  • 4:26 - 4:32
    This is a character that REALLY relies on
    Smash’s dust clouds and hit pauses and
  • 4:32 - 4:35
    effects explosions to get
    any sense of impact to his moves.
  • 4:35 - 4:39
    For any other character,
    that would be an animation problem.
  • 4:39 - 4:42
    But for Mr. Game & Watch, it is exactly that problem
  • 4:42 - 4:46
    that makes his moveset feel faithful
    to the source material.
  • 4:46 - 4:51
    But one of my favorite things about Mr. Game & Watch’s
    animation - and it’s the thing that I think
  • 4:51 - 4:55
    really makes this whole animation aesthetic work -
    is the way the animators have managed to
  • 4:55 - 5:00
    recreate the erratic, disorienting
    quality of his movement.
  • 5:00 - 5:02
    You can REALLY see this in his run.
  • 5:02 - 5:05
    Just for comparison, let’s look at
    Mega Man’s old run again...
  • 5:05 - 5:10
    It’s built from just three poses, but you
    can see how each one of those Key Poses
  • 5:10 - 5:12
    leads from one to the next.
  • 5:12 - 5:14
    Step-and-step-and-step-and-step...
  • 5:14 - 5:16
    You can see him putting one foot in front
    of the other,
  • 5:16 - 5:20
    you can see the nice up-and-down bob
    on his body with each stride...
  • 5:20 - 5:24
    Just three poses, but still enough
    to clearly communicate a run.
  • 5:24 - 5:27
    But with Mr. Game & Watch, and I LOVE this,
  • 5:27 - 5:31
    these poses barely communicate
    the action of running AT ALL.
  • 5:31 - 5:34
    NONE of these poses connect to each other
    in a logical way.
  • 5:34 - 5:38
    It’s like they took a bunch of individual
    run cycle poses,
  • 5:38 - 5:41
    and then they completely randomized
    what order they play in
  • 5:41 - 5:45
    so you’re left with an erratic jumble of poses
    that make no sense together.
  • 5:46 - 5:48
    That is really clever!
  • 5:48 - 5:51
    It’s not exactly how characters moved
    in the old Game & Watch days,
  • 5:51 - 5:55
    but it does sell the FEELING
    of how they moved in those games.
  • 5:55 - 5:59
    This brings us to the next question: how has
    Mr. Game & Watch’s animation
  • 5:59 - 6:01
    been adapted to work in Smash?
  • 6:01 - 6:06
    Well, there is one VERY BIG change,
    and you’ve probably already picked up on it.
  • 6:06 - 6:09
    In those old Game & Watch titles,
    like I mentioned before,
  • 6:09 - 6:12
    the crystals in those old LCD displays couldn't move.
  • 6:12 - 6:15
    So the characters couldn’t really “move” either.
  • 6:15 - 6:19
    They could only disappear and reappear
    in a new position simultaneously.
  • 6:19 - 6:23
    But that is not how Mr. Game & Watch
    moves in Smash. At all.
  • 6:23 - 6:27
    Sure, there might be a nice, stuttery pop to
    the way he switches between poses,
  • 6:27 - 6:29
    but his movement around the battlefield?
  • 6:29 - 6:33
    The tracking of his POSITION... is silky smooth.
  • 6:33 - 6:38
    See, limiting the visual information that
    Mr. Game & Watch’s posing conveys is one thing,
  • 6:38 - 6:40
    you can get away with that.
  • 6:40 - 6:43
    But his position on screen at any given moment?
  • 6:43 - 6:44
    No no.
  • 6:44 - 6:47
    Positional data is CRUCIAL to Smash Bros gameplay.
  • 6:47 - 6:52
    If Mr. Game & Watch popped around the screen in
    Smash the same way he did in his handheld games,
  • 6:52 - 6:55
    effectively teleporting around the stage nonstop,
  • 6:55 - 6:57
    he would be a nightmare to fight.
  • 6:57 - 6:59
    And to CONTROL, for that matter.
  • 6:59 - 7:03
    So, even though it defies
    the character’s source material,
  • 7:03 - 7:06
    for the sake of gameplay,
    Smash’s animators made the concession
  • 7:06 - 7:11
    of having Mr. Game & Watch’s position on screen
    update at a smooth 60 frames per second,
  • 7:11 - 7:14
    just like any other character on the roster.
  • 7:14 - 7:16
    And thank goodness for that.
  • 7:18 - 7:21
    This gets back to that same thing I was saying
    in the Mario episode:
  • 7:21 - 7:25
    animating a Smash character is all about
    finding the balance between
  • 7:25 - 7:31
    representing that character’s origins AND
    making them functionally work as a Smash fighter.
  • 7:31 - 7:35
    At the end of the day, that’s the big
    animation challenge for ALL of these characters.
  • 7:35 - 7:38
    And that had to be HARD with this guy, right?
  • 7:38 - 7:43
    Like, so much of what makes those old games
    distinct is their extremely limited animation.
  • 7:43 - 7:49
    You really CAN’T have Mr. Game & Watch
    move around like any other character
    and still FEEL like himself.
  • 7:49 - 7:53
    And I love that they found an elegant solution to that:
  • 7:53 - 7:56
    preserving the stiff, stuttery posing style
    of the source material,
  • 7:56 - 8:01
    while also being willing to make
    big concessions for sake of visual clarity.
  • 8:01 - 8:06
    His movement is still erratic and weird and
    it FEELS like it shouldn’t work,
  • 8:06 - 8:12
    but it totally does, because all the
    visual information you really NEED is in there.
  • 8:12 - 8:13
    Cool as heck, right?
  • 8:13 - 8:15
    Anyway, I hope you enjoyed this!
  • 8:15 - 8:18
    And let me know down in the comments if there
    are other characters you’d like me to dig into.
  • 8:18 - 8:21
    If you want to hear more about Smash animation,
  • 8:21 - 8:23
    here’s a playlist of all the characters I’ve covered so far.
  • 8:23 - 8:26
    Have a good one, and I’ll see you next time!
Title:
The Bizarre Animation of MR. GAME & WATCH
Description:

more » « less
Video Language:
English
Duration:
08:38

English subtitles

Revisions