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Frog Vibes
เข้าร่วมเมื่อ 24 ม.ค. 2019
We're Frog Vibes, we make games!
Our project lead, Stijn is working on a video series about game development titled: Stijn@Work
❤️ | Please support us by:
→ Sharing our videos
→ Joining our Discord: discord.gg/ajcfuZ7
🎮 | Our Games:
→ 5 Bucks for the Bus - Lost in a normal city for ordinary people.
→ Here Comes Niko! - The 3D platformer for tired people
→ Knight Trail - A silly little micro RPG.
Our project lead, Stijn is working on a video series about game development titled: Stijn@Work
❤️ | Please support us by:
→ Sharing our videos
→ Joining our Discord: discord.gg/ajcfuZ7
🎮 | Our Games:
→ 5 Bucks for the Bus - Lost in a normal city for ordinary people.
→ Here Comes Niko! - The 3D platformer for tired people
→ Knight Trail - A silly little micro RPG.
How 2D Mario lost its LEVEL TIMER. :(
Did you notice that Super Mario Wonder doesn't have a time limit on its levels? Isn't that a bit strange? Let's figure out what's going on here!
I'll be looking at how the level timer evolved from the arcade, to the NES, the Wii U and the Switch, by checking out Donkey Kong, Super Mario Bros., New Super Mario Bros. U, and even Mario 3D World.
❤️ | Please support us by:
→ Sharing this video
→ Watching more of my videos
→ Commenting
→ Joining our Discord: discord.gg/ajcfuZ7
🎮 | Our Games:
→ 5 Bucks for the Bus - Lost in a normal city for ordinary people.
Steam: store.steampowered.com/app/2719680/5_Bucks_for_the_Bus/
→ Here Comes Niko! - The 3D platformer for tired people
Steam: store.steampowered.com/app/925950/Here_Comes_Niko/
Switch: www.nintendo.com/us/store/products/here-comes-niko-switch/
→ Knight Trail - A silly little micro RPG.
Steam: store.steampowered.com/app/2390730/Knight_Trail/
🌎 | Follow us:
→ HereComesNiko
→ www.tiktok.com/@frogvibes?_t=8ke3cj6klCi&_r=1
I'll be looking at how the level timer evolved from the arcade, to the NES, the Wii U and the Switch, by checking out Donkey Kong, Super Mario Bros., New Super Mario Bros. U, and even Mario 3D World.
❤️ | Please support us by:
→ Sharing this video
→ Watching more of my videos
→ Commenting
→ Joining our Discord: discord.gg/ajcfuZ7
🎮 | Our Games:
→ 5 Bucks for the Bus - Lost in a normal city for ordinary people.
Steam: store.steampowered.com/app/2719680/5_Bucks_for_the_Bus/
→ Here Comes Niko! - The 3D platformer for tired people
Steam: store.steampowered.com/app/925950/Here_Comes_Niko/
Switch: www.nintendo.com/us/store/products/here-comes-niko-switch/
→ Knight Trail - A silly little micro RPG.
Steam: store.steampowered.com/app/2390730/Knight_Trail/
🌎 | Follow us:
→ HereComesNiko
→ www.tiktok.com/@frogvibes?_t=8ke3cj6klCi&_r=1
มุมมอง: 12 167
วีดีโอ
I made 100 songs for PirateSoftware's Heartbound
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I made 100 songs for PirateSoftware's Heartbound
Obscure design details in EVERY 3D MARIO GAME
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Obscure design details in EVERY 3D MARIO GAME
PLAYFUL DESIGN: the art of silly game mechanics
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Frog Vibes - October 2023 Annoucement! ⚔️🛡️🌳🌳🏰⛰️✨
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Frog Vibes - October 2023 Annoucement! ⚔️🛡️🌳🌳🏰⛰️✨
Here Comes Niko 2nd Anniversary Annoucement!
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Here Comes Niko 2nd Anniversary Annoucement!
Here Comes Niko! is available NOW for Nintendo Switch!
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Here Comes Niko! is available NOW for Nintendo Switch!
A Hat In Time | Frog Vibes Stream | Feb 16
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A Hat In Time | Frog Vibes Stream | Feb 16
Here Comes Niko! | Frog Vibes Q&A Dev Stream | Oct 20
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Here Comes Niko! | Frog Vibes Q&A Dev Stream | Oct 20
tanks rucls
this game looks really cool!! 🎶 i was so surprised to see the picture of HKU pop up because i study there too LOL
@@SilverKlapwijk It's a great place. Rip Interaction Design though
@@frogvibesgames yeah </3 did you study interaction design? 👀
by the way, I wanted to mention I really like how the game has themes about processing trauma and new beginnings. :) I think games can be the perfect way to explore these types of topics in a safe, gentle way. I'm putting here comes nico on my wishlist! :D
@@SilverKlapwijk Thanks! Some of the text turned out to be a bit heavy. Particularly around gender identity and familial relationships. So fair warning. I put it in there because I find it important to be open and honest about such things. Also, I studied Game Design. My partner studied Interaction Design. Which was a great course, just not popular enough to keep unfortunately. I think bits and pieces have been taken up by different courses at the HKU. It's great that we get to have both backgrounds at our studio, though.
@ Ah thank you for the heads up ❤️ And I agree with it being important to be open about these topics!
I am pretty interested in game design and love hearing people yap about game design. I think the timer system was sort of there by tradition by the time the New Super Mario games came by. I think timers work whenever putting people under stress and pressure in your games. I think it's super fun when you are scrambling to get to the finish. In that sense I think the timers in 3D World work great in the sense that it gives the player adrenaline when you almost run out of time and get the clock just in time to pass by. Those feelings are what makes time limits in video games so great. But when you take in context the slower moving aspect of most Mario levels, it really isn't a big aspect of it. I think most people would try to get the star coins and if they don't they'll just say, "I'll get it later" or "I don't care." Star Coins are there just for the aspect of replay ability and our human brains always like seeing stuff be complete, so getting all three Star Coins can send some satisfaction to our receptors. But I don't usually play games like that and usually go through them real quick and maybe get a few collectables along the way. I don't really care about getting that three stars on each level, but that's just my experience. Anyways, I think there are times where the Mario timer can be used effectively. Like in New Super Luigi U, where you have little time to complete each level. And that's the Mario timer at its greatest. Because when you hear that little jingle that you're running out of time you're like "OH GOD, GOTTA GET TO THE FLAG POLE," but that's really a one time thing. Doesn't mean you will have it again, but it won't feel the same as the first time you experience it. The timers felt mostly like an "arcade relic" in the more modern games and didn't really serve much purpose unless it was shortened. And that's where Wonder came in, because it is another form of Mario. Instead of just having levels, just have these little mini challenges that spice things up a little. The challenges serve a great purpose of instead of taking one little concept and stretching a whole level out of it, you can still show those concepts at a smaller scale. The challenges also serve as badge tutorials. And there's no point of having a timer when you are done a level in 30 seconds. And I think that's when the developers realized that the timer felt outdated in a sense and figured it would be probably be best to remove it. While it is present in some aspects, like the Wonder timers, which work because it has smaller time range and it makes it feel more frantic to get the Wonder Seed. Wonder feels like it is abandoning its arcade roots, which is a little sad, but I think it's for the better. I think the points system is only really good for multiplayer and who gets the crown or not. The crown is a good aspects because it makes the game feel more competitive during couch play. I think most people can live without the Mario timer and it doesn't really matter. Doesn't mean it should be obliterated, if there were a select handful of levels that have a shortened timer, that would be fine, but I don't think it needs to happen with every level in the game.
I know of a good book it’s the little book of hygge The danish secrets to happy living a good read
Love this video essay so much, such an interesting topic & great editing! Glad Scruffy introduced me to you!
I love your style
Nice short
amazing video, circumise me with your teeth.
:c
:c
@soy_limo :c
:c
@@soy_limo :c
:c
Cute oc!
Why did you remix the original NSMB theme and not the NSMBU theme? You never talked about NSMB in the original video.
The livestreams wouldn't be the same without your songs. 💛💜
Absolutely love the soundtrack. I bought the soundtrack yesterday and listen to it often when playing games.
i cannot describe how quickly my enjoyment of this video skyrocketed when the silly fluffy creature drawing appeared on screen >w< i love game design content too , totes checking out this channel :3
@@nykztv Thank you! I'm half bear half hamster. ʕっ•ᴥ•ʔっ
I found your channel! I loved Here Comes Niko and I didn't know you made the music for Heartbound till now, the music in that game is so good ~<3 Gotta subscribe! Also, I really like your lil scribbled avatar, it's really cute ^w^
@@PhunkieZero Thanks! Just updated my avatar for my latest video. Hope you like it.
Insightful observations
Determination. Hmmmmmm... I think this one word will flood the comment section
I actually would like to explore the levels without the time limits. Like I'm smashing every single enemy and finding every secret, and then suddenly the timer goes "you're running out of time" and I'm like somewhere in a secret location, I don't even know anything about it and I already have to run (I am saying this out of my Super Mario World experience but also applies to other mario games)
Super Mario Bros. Wonder doesn’t have a timer! 😮
th-cam.com/video/9pEW1Zw8NtM/w-d-xo.htmlsi=PEmk_sLJQu2YzpkH I made a video about that :)
Nintendo entertainment of system
Monkey
I never even realized that was a timer I lol
They removed it because they wanted the levels to be more exploration based than "A-to-B" based levels. It also allows newer players to not feel pressured
I have to admit I don’t really like the timer in Mario games. I prefer how a game like sonic superstars handles the timer where it counts up and after 10 minutes it just stops counting and it just flashes red making you feel stupid. The problem with a timer killing you after a while is that it kinda takes away my freedom. For example: I’ve been playing a level for a really long time now, I only have one life left so if I die I have to re-do the whole level again (wich was not an enjoyable process for me) so I decide to take the level slowly. Then when I’m almost finishing the level- I die because the timer was over… Now you could just say it’s a skill issue, wich it is, but if the timer didn’t kill me I would be able to get the level over with while other better players would feel rewarded for finishing the level so quickly. Everyone wins.
I really like yapping
It may be personal but, i seriously think this mario game looks off, horrible, made in paint, like if mario paper was done badly
I genuienly didn't realise how much the clock in typical mario levels effects the gameplay, the star coin was a great example. I do quite like the 3D mario collecting 10 second bonuses, same with the fruits in those spooky levels in Skyward Sword. It gives you a goal and big amounts of intensity and I find that really suits platformers, simultaniously being quick but also perfecting the jumps so you collect the extra time. I've always enjoyed experiences like that. I think Rayman Legends / Origins have levels that do a similar thing? Been a few years since I played them but I remember times of great pace and momentum
I learnt donky kong had a timer today, thx for that
They probably didn’t add the timer because of the wonder seeds.
bro forgot what a stop watch is
Underrated channel, i will definitely subscribe
You can't throw fire balls while running any more. There are things that should never be changed...
You can tho? what's stopping you?
the reason is because they removed the score system
have you played a donkey konh county game? none of them have timers and everyone who's played them agrees they're far better than 2d mario games
Not "everyone". I've played the Donkey Kong Country games, and as great as they are, I prefer 2D Mario.
@ explain how
@vladi3862 Firstly, I love the power-up system, and the various ways you can approach the levels with these power-ups (for a couple examples the Mini-Mushroom and SMB2 Mushroom's ability to ride on enemies, Penguin Suit's fun movement options, the satisfying rush of using the Starman to rack up points and 1-UPs). There's also way better multiplayer in the New series and even Wonder. I also like the sound design and arcade-y feel of the 2D Mario games a lot more; from the fireworks and 1-UP jingles, to the sweet audiovisual effects of the timer gradually being tallied up into your score. I also find it more fun to defeat enemies and collect coins in Mario than I find it to defeat enemies and collect bananas in DKC. This is largely due to how power-ups affect combat alongside versatile movement options like the spin-jump, ground-pound, and walljump. It's also due to the setpieces for gaining coins/bananas etc. between the games, and Mario really shines in this department due to the more versatility you have with combos due to things like shelled enemies, brick blocks which are largely inconsequential but add up quick to your score with precise movement, flowers you can quickly spin-jump to gain a coin from while still keeping your momentum, power-ups which you are often encouraged to trade out for due to the whopping 1000 points. This isn't to say DK doesn't do this well because there's plenty of examples (Animal Buddy rooms in DKC1, enemy combos via rolls in the older games, the various rolljumps to start combos in the newer DKC games) but I think Mario is a lot better in this regard.
That said I also think there's plenty of things DKC does better, like the cinematography and the way it strings its narrative between levels. I think these series are very close in quality.
@ crazy, because most 2d mario games have so boring and lazy level design, there's just platforms here and there of which half of them you can avoid if you're going fast, returns and tropical freeze are made in detailled 3d worlds, it's so detailled that you literally miss 90% of the stuff happening in the background in casual playthroughs because you're so focused on beating the level rather than on looking at the amazing background. that alone makes dkc so much better than mario in my opinion, i never cared for coins or scores because they're literally useless gameplay wise. you'll never run out of lives in any mario game unless you're goofing around in multiplayer. and don't even get me started on the floaty, annoying movement in the nsmb games, donkey kong feels so much smother to control
Sir Musty made a reaction to this on his 2nd Channel Sir Moresty
Nice video
I much prefer how the timer is handled in Vectorman or Sonic games. In Vectorman the timer is basically like a ticking clock (that's why the bomb SFX is used when you're about to run out of time) and yeah there's item that allows you to slow down the timer and by doing so it also double or triple your score while in Sonic well... the name of the game is going fast but I'll take a look at Sonic CD cause the game is exploration based and the timer is there to say, you can explore but don't do it too much and hell Rayman, Megaman or Kirby don't have timer except for speed challenge for Rayman and Crash Bandicoot
Nice video! Loved Here Comes Niko btw and can't wait to see what you make next (in terms of games and videos!) :)
Thank you for playing! Definitely working on some cool stuff atm
Holdon, this editing is actually really cool, hope this channel gets more popularity
Its not a bad thing its a benifit
Amazing video
I think all Mario games should have a hard mode, especially the 2D ones, for the people who like Mario, but also want a challenge. New Super Luigi U did this well.
The timer hasn't been there for over 40 years, there was no timer is super mario bros. 2.
This whole conversation is very fascinating to me and it really ties into this big shift in Mario design philosophy and why I personally don't love 2D Mario as much as I used to. I'm probably very much in the minority here but I think Mario is at its most pure fun when it's focused on the core left to right gameplay. Going fast through levels is almost like a risk reward mechanic because if you go fast you generally have to take more risks and the more risks you take the more the game rewards you at the end. The timer in the original games played into that design philosophy but as 2D Mario evolved and a bigger emphasis was placed on exploration, the more the timer started to become problematic. The game is trying to support these 2 different styles of gameplay, a slower more methodical approach where you carefully explore the levels to find secrets and running to the end as fast as possible. To combat this, they make the timer insanely long to allow for players to take their time but this is the worst of both worlds approach because now the player who enjoys running through the levels never feels pressured by it to keep moving and the players who enjoy taking their time feel that pressure instead, getting annoyed that the level boots them out for taking too long. Neither camp is happy. Getting rid of the timer is definitely an improvement for people who want to explore but I feel like it's further straying away from the straightforward fun gameplay I enjoyed to begin with. I don't think exploring the levels for star coins is a fun challenge. It slows the pace of the game, which ends up making it feel easier and less fun to engage with. The fact that you have to find them to unlock the fun post game levels makes them even more annoying. I'm not inherently against exploration based gameplay, and part of the reason why 2D mario is so genius is that it can support both and that new players have a style of gameplay thats easy and still very rewarding. It just feels like, as of late, they only support one style and not the other. Many people suggested stopwatch style timer that ticks up and I agree, I think that's the best way to do it. Give players a best time for every level and reward players regardless of how they want to engage with the gameplay.
I've never understood those who said that removing the Score Counter was "long overdue" It didn't seem to bother anyone. Why remove it?
Great analysis, but holy shit. The sound design for this video is absolutely insane. This must've been so much work. Amazing work!!!
@@BenZimmermannMusic Thank you!!
so I guess you could say... it's a timeless classic?
Timer was definitly a problem : if your stages suposed to be just runt trough - make it more obvious by level design, and/or make timer go up, not down If levels suposed to be explored-remove timer at all
Good! ❤
I never cared for the timer, It just prevents me from exploring to my heart’s content.
ooh i like the editing (ツ)👍
@@pixelatedluisyt thank you!