Difference between revisions of "Jario!"

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'''Q: When does Jario appear in your G-M usage timeline?'''
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==Background==
  
A: Somewhere around 1995 or 1996. It was after ''[[Ricci's Cow Hunt]]'', and mostly inspired by a bonus level I threw in there for a whim. I was already pretty much done with Game-Maker, but I continued to tinker half-heartedly with small projects. This was something without ego attachment that captured my attention momentarily. I soon realized it wasn't worth expanding.
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'''When does Jario appear in your G-M usage timeline?'''
  
'''Q: The graphics of Jario looks very similar, if not undistinguishable from SMB, which is esp. impressive for a scanner-less era. How did you proceed? '''
+
Somewhere around 1995 or 1996. It was after ''[[Ricci's Cow Hunt]]'', and mostly inspired by a bonus level I threw in there for a whim. I was already pretty much done with Game-Maker, but I continued to tinker half-heartedly with small projects. This was something without ego attachment that captured my attention momentarily. I soon realized it wasn't worth expanding.
  
A: Back in the early '90s, game magazines were full of huge, pixelly photographs of game screens. I just dug up some photographs and started transferring, dot-for-dot. Different tile sizes required a bit of adaptation, but it was fairly straightforward.
+
'''The graphics of Jario looks very similar, if not undistinguishable from SMB, which is esp. impressive for a scanner-less era. How did you proceed? '''
  
'''Q: Jario shows clearly that most of SMB core mechanics can only be poorly emulated by G-M. Have you learnt interesting lessons in that attempt ?'''
+
Back in the early '90s, game magazines were full of huge, pixelly photographs of game screens. I just dug up some photographs and started transferring, dot-for-dot. Different tile sizes required a bit of adaptation, but it was fairly straightforward.
  
A: I think I was beyond the point of huge lessons. It was more a waning bit of curiosity, to see how well I could bend the engine. As it turns out, not well at all. Didn't even bother to animate the character.
+
'''Jario shows clearly that most of SMB core mechanics can only be poorly emulated by G-M. Have you learnt interesting lessons in that attempt ?'''
  
'''Q: Why has Jario been discontinued ?'''
+
I think I was beyond the point of huge lessons. It was more a waning bit of curiosity, to see how well I could bend the engine. As it turns out, not well at all. Didn't even bother to animate the character.
  
A: I guess at that point I just wasn't willing to put the effort in to adapt it into something that did work. If I'd hit on the idea a couple of years earlier I might have come up with something half-interesting. By 1996 I was basically burned out.
+
'''Why has Jario been discontinued ?'''
 +
 
 +
I guess at that point I just wasn't willing to put the effort in to adapt it into something that did work. If I'd hit on the idea a couple of years earlier I might have come up with something half-interesting. By 1996 I was basically burned out.
  
 
==Links==
 
==Links==
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<videoflash>VSxN2X897iw</videoflash>
 
<videoflash>VSxN2X897iw</videoflash>
  

Revision as of 08:59, 3 December 2010

Jario
FULL ENTRY COMING SOON!


Background

When does Jario appear in your G-M usage timeline?

Somewhere around 1995 or 1996. It was after Ricci's Cow Hunt, and mostly inspired by a bonus level I threw in there for a whim. I was already pretty much done with Game-Maker, but I continued to tinker half-heartedly with small projects. This was something without ego attachment that captured my attention momentarily. I soon realized it wasn't worth expanding.

The graphics of Jario looks very similar, if not undistinguishable from SMB, which is esp. impressive for a scanner-less era. How did you proceed?

Back in the early '90s, game magazines were full of huge, pixelly photographs of game screens. I just dug up some photographs and started transferring, dot-for-dot. Different tile sizes required a bit of adaptation, but it was fairly straightforward.

Jario shows clearly that most of SMB core mechanics can only be poorly emulated by G-M. Have you learnt interesting lessons in that attempt ?

I think I was beyond the point of huge lessons. It was more a waning bit of curiosity, to see how well I could bend the engine. As it turns out, not well at all. Didn't even bother to animate the character.

Why has Jario been discontinued ?

I guess at that point I just wasn't willing to put the effort in to adapt it into something that did work. If I'd hit on the idea a couple of years earlier I might have come up with something half-interesting. By 1996 I was basically burned out.

Links