Sentient Computer
kiwifarms.net
- Joined
- Jun 19, 2025
Mario, in his original SMB form, was a 16x16 pixel bitmap whose resting form was more like 16x12. Miyamoto admitted that his design was influenced by his tininess. His moustache, big old nose, overalls, etc., were all there to create a beloved character with these limitations. The original SMB game is famously a 41kb file, which also can't entirely be explained by low graphics resolution and a purely synthesized soundtrack. Making SMB was an exercise comparable to limited animation and data compression combined.
Then came the Wii.
Super Mario Galaxy takes the Mario aesthetic born out of limitation and maximizes it to the fullest capabilities of the Wii.
Mario doesn't pick up and eat a 1-up mushroom. He just runs into it, as per tradition.
We still have bricks and the occasional question cube, alongside more grandiose level designs.
Even with the orchestra, synths are a big part of the soundtrack still.
Mario's wonky mechanics, where he can somehow glide in mid-air and change his direction at will, are on beautiful display with the added element of multi-directional gravity.
The Wii was admittedly underpowered for its time. No HD or even digital out, limited polygons, and fewer games trying to imitate real people.
So to make a masterpiece on it... take a serendipitous work of limited animation and pad it all the way out! Mario will never look real anyway, so why not create a beautiful game around him?
Then came the Wii.
Super Mario Galaxy takes the Mario aesthetic born out of limitation and maximizes it to the fullest capabilities of the Wii.
Mario doesn't pick up and eat a 1-up mushroom. He just runs into it, as per tradition.
We still have bricks and the occasional question cube, alongside more grandiose level designs.
Even with the orchestra, synths are a big part of the soundtrack still.
Mario's wonky mechanics, where he can somehow glide in mid-air and change his direction at will, are on beautiful display with the added element of multi-directional gravity.
The Wii was admittedly underpowered for its time. No HD or even digital out, limited polygons, and fewer games trying to imitate real people.
So to make a masterpiece on it... take a serendipitous work of limited animation and pad it all the way out! Mario will never look real anyway, so why not create a beautiful game around him?