Dear Reader:

You are viewing a story from GN Version 3.1. Time may not have been kind to formatting, integrity of links, images, information, etc.

Super Mario Bros. dev team explains why the clouds/grass are just palette-swapped

by rawmeatcowboy
11 December 2009
GN Version 3.1

A portion of an Iwata Asks: Vol. 2 interview with Iwata-san, Tezuka-san and Nakago-san…

Iwata: I have the impression that throughout the entire series, the games have been put together with a very solid commitment to not “betraying the player’s expectations” or “spoiling their enjoyment”. But with the Famicom, you would have been working with a great deal of limitations. Did trial and error play a large part in the process?

Nakago: Yes, of course. For instance, we had to display all the graphics on screen using only 256 components.

Iwata: Yes, that’s right. Later on, a new integrated circuit would increase the number of available bytes, but at the time of Super Mario, the Famicom allowed a game cartridge to be able to contain just 256 components, each one of which consisted of 8 X 8 dots.

Nakago: Right. That’s why we strived to make the items take up as little space as we possibly could.

Iwata: And Tezuka-san would do things like put wings on the Koopa Troopas and suggest that you call them Koopa Paratroopas! (laughs)

Tezuka: (laughs)

Nakago: We’d use the same image for both clouds and grass, just changing the color.

Iwata: The clouds and grass look like separate objects, but actually they both use the same graphical elements.

Tezuka: Yes. It was fun back then when we’d have to come up with ideas like that.

Nakago: Even with mushrooms and flowers, we’d be looking to limit the bytes we used, so we’d draw half of the object then flip it around to display it.

Iwata: That’s why these objects are all symmetrical.

Nakago: That’s true of the stars too. They’re symmetrical. There was the advantage that you could get an object that was double the size using only half the bytes.

Full interview here

 
Pinball FX on Nintendo Switch