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Why Mario's Triple Jump Animation Is So Good

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    Hello,
    and welcome to New Frame Plus!
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    This is a series
    about game animation,
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    and today I would like to look at
    just one animation from Super Mario 64
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    (technically three animations, I
    guess, depending on how you count).
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    We are going to look
    at Mario’s triple jump.
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    But first, for context,
    a brief history lesson!
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    Mario’s jump is the most
    important action in his move-set,
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    and in prior games, the animation
    of that jump had always been simple.
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    In the original
    Super Mario Brothers,
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    the jumping animation consisted
    of just a single key pose;
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    one frame of animation that Mario would
    hold on from the moment he left the ground
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    to the moment he landed.
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    That jump got its first animation
    upgrade in Super Mario Brothers 3.
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    Now if you were small Mario the
    jump was basically the same,
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    but if you were big Mario, then that jump
    was given an additional frame of animation.
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    One pose for ascending,
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    and then a second pose with his
    arms tucked back in for the descent.
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    Still simple,
    but this is a nice addition!
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    It lends the move a
    hint of physicality.
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    It also adds a subtle visual indication for when
    Mario has reached the peak of his jumping arc.
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    By Super Mario World,
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    not only did both versions of Mario
    now have those two frames of animation,
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    but that second pose was sweetened
    with some nice extra detail!
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    This time, Mario’s descending pose
    actually suggests some overlapping motion,
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    with his hat, feet and other hand
    trailing behind his center of gravity.
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    Which is not bad for a
    16x24 clump of pixels!
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    So how does this
    jump translate to 3D?
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    Well the jump didn’t
    evolve so much as multiply.
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    One of the biggest fundamental
    changes Nintendo made
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    to Mario-style platforming when they
    adapted it to 3D environments
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    was to give Mario a
    variety of jumping actions:
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    back-flips, long
    jumps, wall kicks…
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    a whole kit of verticality tools, each with
    specific strengths and situational utility.
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    Even the standard
    jump became three,
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    a succession of jumps that a skilled player
    could use to reach even higher ledges.
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    This is the triple jump. Press A
    and Mario will do his standard jump.
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    Press A again the instant Mario lands,
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    and he’ll follow that up with a
    second, even higher jump.
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    And if you happen to be moving forward
    when you land and you Press A one more time,
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    Mario will do a third,
    even higher jump.
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    And each of these jumps has a unique
    animation, so let’s just go one by one.
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    The first jump in the set is basically Mario’s
    classic jump animation adapted to 3D.
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    It’s not exactly the same
    pose, but it’s pretty close.
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    And the animation is even structured
    somewhat similarly to the classic jumps
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    in that it's fundamentally
    built from just two poses:
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    first this (kind of
    awkward) anticipation pose
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    that Mario snaps to as soon
    as he leaves the ground,
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    and then this final pose which he
    reaches at the top of the jump.
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    It’s still just two key poses,
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    only now the 3D character is able to
    smoothly interpolate between them.
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    And Mario will hold on that second
    pose until he hits the ground.
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    Then comes the second jump.
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    Mario starts out a little hunched
    over with his elbows raised,
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    and then he extends his entire body, as if he's
    reaching for every inch of air he can get.
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    And this time, he shifts to
    a third pose as he descends,
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    his arms and one leg
    trailing behind the body
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    as he looks down toward where he’s about
    to land and extends a leg to catch himself.
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    Now, if you don’t press A to keep this
    chain going after either of these,
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    Mario will either play a short landing
    recovery animation when he hits the ground OR,
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    if you happen to be pressing
    in any direction on the stick,
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    Mario will snap into his running
    animation almost right away.
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    But if you do keep that chain
    going, you’ll get to the third jump,
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    which is my favorite: a
    triumphant double front flip.
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    Or... technically a front layout, front tuck? I...
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    I don’t know gymnastics, I'm sorry.
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    But I do love the
    variation here!
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    Having Mario’s first flip be a
    layout with his body fully extended
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    and then having him tuck
    into a ball for the second
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    lends this third jump this
    wonderful midair texture
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    that keeps it visually
    interesting throughout.
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    And if you happen to land without
    running on this third jump,
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    you will get a new landing animation,
    a flourishy gymnast’s salute.
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    Just so you can recognize
    how good he did.
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    Now, there are some
    nitpicks worth making here,
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    and most of them have to do
    with the first jump in the set.
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    I like that this animation is trying to
    evoke the feeling of Mario’s classic jump
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    (at least in theory), but I don’t
    really love either of these two poses.
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    This starting pose
    feels especially weird.
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    Like, this is an awkward pose to hit: left
    leg raised, torso twisted to the right,
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    right arm in the air,
    head tilted down…
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    the upper and lower body seem to
    be doing two disjointed things.
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    The line of action on this pose is…
    non-existent, as far as I can tell.
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    I recognize that this is meant
    to set up the main pose later.
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    Like, it’s sort of a windup before he
    punches his fist in the air... kind of?
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    But it’s not really
    working for me.
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    And honestly the main pose
    could be stronger too.
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    The silhouette is
    pretty muddy here.
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    The right arm is almost
    lost behind the head,
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    and his left arm
    gets lost in the leg.
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    Things do look a little better if
    you have the camera rotated around
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    to his side or to his front, but the
    silhouettes still aren’t great there.
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    And besides, the gameplay camera is going to
    be positioned behind Mario most of the time,
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    so that is the angle you are most often
    going to be seeing this animation from.
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    Ultimately, it’s FINE.
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    Like, this pose being a little bit weak
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    isn’t going to have a negative
    impact on gameplay or anything.
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    It could just look a
    little nicer is all.
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    And really, that minor flaw is far outweighed
    by everything this animation does right!
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    One of my favorite things
    about this triple jump
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    is that it is intentionally not animated
    like an person jumping on solid ground.
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    It’s animated like someone
    jumping on a trampoline.
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    Each successive jump
    gives Mario more height.
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    The second jump is,
    like, textbook posing for
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    “I’m jumping on a trampoline trying
    to get as high in the air as I can”.
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    This animation is operating
    on pure cartoon logic,
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    BUT it’s cartoon logic that
    perfectly reinforces the mechanics of
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    how this triple jump works in
    game, and I love that.
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    I also love how the landing
    animations can sort of double
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    as a crouch leading into
    the next jump in the chain,
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    which gives them the feeling
    of an anticipation (kind of)
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    without sacrificing
    responsiveness.
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    And I love how each jump
    builds in excitement,
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    going from basic jump to trampoline
    bounce to a big acrobatic flip,
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    and with Mario himself audibly having
    more and more fun the higher up he gets.
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    MARIO: "Hoo-hoo!"
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    MARIO: "Wa-haaaaa!"
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    Seriously, despite its age, and despite
    how primitive these graphics might be,
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    this animation succeeds
    on just about every level!
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    It’s visually
    appealing to look at.
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    It gives the player all the
    visual feedback they need.
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    It feels pretty darned
    good to control.
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    AND, on top of all
    that functional stuff,
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    it even manages to express
    character personality!
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    Even factoring in my
    little nitpicks before,
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    this animation succeeds in just about
    every way I would expect an animation to
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    in a game released today.
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    It is SO successful
    that the triple jump
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    became a mainstay of 3D
    Mario games after this.
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    It even found its way into
    some of the 2D Mario games.
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    And I think the greatest testament to
    how strong this original animation was
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    is the fact that they have changed so
    little about it, even 20+ years later!
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    Look at the triple jump
    in Super Mario Odyssey.
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    Sure, there is a lot more
    detail in there now.
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    Mario's got animation on
    his hands and fingers.
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    There’s some bounce on his nose, and his
    hat can flop up and down on his head,
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    which looks AWESOME.
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    But underneath all of those polishy
    details, it’s the same three jumps!
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    Classic jump, trampoline
    jump, double flip.
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    The biggest change they’ve
    made is to that first jump,
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    which actually fixes all the
    problems I had with the original!
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    It still succeeds in evoking
    that classic jumping pose,
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    but this final pose reads WAY
    clearer than the Mario 64 version
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    and is pretty appealing
    from just about any angle.
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    This anticipation
    pose is less awkward
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    and it works way better for the
    end pose he’s headed toward.
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    Having Mario’s feet spread wider
    apart in midair looks great,
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    and having him reverse which foot is in
    front as he punches his fist in the air
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    helps to tie everything his body is
    doing together in a really nice way.
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    Other than that? Basically the exact same
    move, working just as well decades later.
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    It is amazing to me how many of Mario’s
    animations in Super Mario 64 work this well.
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    And that Nintendo pulled this
    off on their first attempt
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    at building a 3D platformer
    is pretty incredible.
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    But I think that'll do it!
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    Thank you very much to Zach
    Vaul for suggesting this topic!
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    If you would like suggest an
    animation for a future analysis video,
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    then considering supporting the show
    like all of these lovely folks here.
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    Thanks for watching,
    and I will see you next time!
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    [music]
Title:
Why Mario's Triple Jump Animation Is So Good
Description:

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Video Language:
English
Duration:
08:53

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