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