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The Secret of Mario's Jump (and other Versatile Verbs)

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The bottom line

Versatile verbs, single actions that have several uses depending on how you perform them, let a game get deep, expressive play out of its most basic controls. They also make a game more satisfying and need fewer buttons, though they can be hard for players with disabilities.

Key takeaways

  • A basic verb is just "press A to do B", and a versatile verb gives one action many outcomes. 0:08
    • Mario's Donkey Kong jump had one standing jump and one running jump, no mid-air control, and the same animation every time.
    • In Super Mario 3D World, one jump changes length, height, angle and landing zone, and links into other moves like wall springs and shell bounces.
  • How long and how often you press a button can turn one verb into a choice. 1:56
    • In Mega Man X, a tap fires a weak pellet and a held button charges a stronger shot, so you trade small damage now for large damage later at the risk of being hit.
    • In Luftrausers you hold to shoot and release to heal, and in Motorstorm you hold to boost and release to cool the engine, which forces constant swings between two states.
  • Combining verbs creates new moves with new meanings. 6:06
    • In Psychonauts, attacking right after a jump unleashes the palm bomb.
    • Holding aim down sights modifies the fire verb, trading movement for accuracy.
  • Tying a button to analogue movement gives the deepest and most expressive control. 7:36
    • Mario's jump angle and distance depend on his direction and speed before you press A, so a big gap needs a run-up.
    • Crouch plus jump gives a backflip, running crouch plus jump gives a long jump, and a mid-air crouch gives a ground-pound. Each feels like the natural result of its two verbs, and none is required to finish the game.
  • Versatile verbs let a game do more with less, but they carry accessibility costs. 9:55
    • Linking heal to the shoot verb in Luftrausers removes the need for a dedicated heal button and cuts clutter.
    • Holding, multi-button and repeated-tap inputs can cause discomfort for some players, so the Game Accessibility Guidelines are worth checking.

Basically, versatile verbs let you do more, with less.

Game Maker's Toolkit

Chapter summaries

0:00 From basic verbs to versatile verbs

Mario's jump went from one fixed hop to many
JumpDonkey KongSuper Mario 3D World
Jump typesStanding or runningMany, varied by input
Mid-air controlNoneFull steering
What variesNothing; same animationLength, height, angle, landing
Links to movesNoneWall springs, shell bounces
The button stayed the same, but what the player can do with it multiplied.

A verb is a player action, and a versatile verb packs many uses into one action.

  • Versatile verbs put choice and expression into a game's most basic controls. 1:00
    • Verbs are the actions a player can perform.
    • They are a good starting point for action games.
    • The simplest verb is just press A to do B.
    • The same idea applies to every button, so the rest looks at how a button can be used.

1:48 Holding and releasing a button

Holding a button matters only when it costs something
ButtonMega Man XCooked grenadeLuftrausers
HoldCharge a bigger shotBurn the fuseFire the gun
ReleaseFire the blastThrow itRepair the ship
ChoiceSmall damage now vs big laterSafe bounce vs timed burstOffence vs defence
RiskHit while chargingExplodes in your handKilled while shooting
In Owlboy, holding just fires slower than hammering the button, so there is no choice and no depth.

Holding or releasing a button matters only when it forces a tradeoff.

  • Holding a button adds nothing unless it creates a choice. 1:55
    • In Owlboy, holding fires slower than hammering the button.
    • So there is no choice to make.
    • Mega Man X has armour that allows an even longer charge for deadlier shots.
    • In Mario, a tap gives a short hop and a hold gives more height.
  • The cooked grenade is a modern charge shot built on risk and reward. 2:50
    • A quick throw bounces before it explodes.
    • A held grenade can blow up in mid-air, on impact or in your hand.
    • Players must learn the grenade's invisible timing window.
    • The question is how far you are willing to push it.
  • Releasing a button can be a move too. 3:59
    • In Luftrausers, letting go of the throttle allows sharp turns.
    • In Dark Souls, stamina recovers more slowly while the shield is up.
    • The player drops the shield to recover faster, which puts them at risk for a few seconds.
    • Eyes dart between the stamina meter and the enemy.
    • In Motorstorm, players release at the best moments, like corners or mid-air.

5:04 Repeated presses and combos

A second press with a timing window, or a chain of buttons, turns a plain verb into a skill.

  • A second press can trigger a different action inside a timing window. 5:14
    • The double jump asks you to pick the perfect moment for the second leap.
    • In Gears of War, a well-timed second reload press boosts the next shots.
    • More mid-air jumps give the manic feel of Ms. 'Splosion Man.
    • The reload bar adds tactical bite to a basic verb.
  • Combos chain presses into stronger attacks, and more buttons make them richer. 5:50
    • A punch followed by two more jabs becomes a powerful attack.
    • Adding other buttons gives combos new meanings.
    • Verbs can take on whole new meanings when you combine them.
    • Same-button combos are the simple version.

6:16 Timing and analogue input deepen combinations

Combinations get deeper when they depend on timing and on how you move the stick.

  • Chaining one verb right after another needs timing and memory. 6:21
    • The second verb must land inside a specific window to start a new move.
    • It can be a simple transition or a large move set.
    • Players have to learn and memorise how the verbs interlink.
    • The two verbs sit on two different buttons, unlike a repeated press of one.
  • Linking a button to analogue movement makes the deepest connection. 7:22
    • In Yakuza 0, Kazuma's punch is a pointless swing unless you first move him next to an opponent.
    • Mario can move in mid-air and change his jump with a spin or an abrupt turn.
    • In Donkey Kong, left and right jumps could be two dedicated arcade buttons.
    • Later Mario games need the stick's fine control, so direction and jump stay separate.
    • The advanced moves are optional extras for pro players chasing secrets or faster times.

9:22 Why versatile verbs pay off

One jump button, many ways to shape it
That versatility makes the jump fun, satisfying and expressive with only a handful of buttons.

One flexible verb gives Mario a jump that is fun, satisfying and expressive before any level exists.

  • Versatile verbs are satisfying to use. 10:00
    • Squeezing the NES controller makes Mario jump higher.
    • Releasing shoot in Devil Daggers pulls gems toward you.
    • Brawler combos give the "thumb gymnastics" of linking attacks.
    • They can force rapid-fire decisions or give expressive tools for many situations.
  • Mario's one jump carries many variations. 10:39
    • Press or hold, the verb before and after, the run button and the stick all change it.
    • With the raccoon suit, holding floats and releasing drops.
    • In Super Mario 64, well-timed repeated presses unleash a triple jump.
    • All this works with a tiny handful of buttons, before Nintendo designs a level.
    • It is only part of the secret, so this is a "part one".

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Shows how a single action that changes meaning with how it is performed (a versatile verb) can create tactical choices, player expression and simpler controls from one button. The worked example of Mario's jump, from Donkey Kong's 'press A to do B' to the many outcomes in Super Mario 3D World, makes it worth watching.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript171 lines
0:02

Super Mario is famous for his jump, but it wasn't always so great. In his very first game, Donkey Kong, Mario's leap was incredibly simple. You could do one jump while standing still, and another while running. You can't move in mid-air, and the animation is the same every single time you press the button. When it comes to verbs - which are the actions that a player can perform in a game - this jump is pretty basic. The standing jump, for example... is no more complicated than 'press A to do B'.

0:37

But in more recent games, like Super Mario 3D World, the plumber's jump is way more interesting. You can change the length, height, angle, and landing zone. You can transition in and out of different moves. And spring off walls and bounce on koopa shells. Far from 'press A to do B', this one verb can lead to a massive number of different outcomes. Mario's jump is just one example of, what I call, "versatile verbs", which is where one action can have multiple uses - depending on how you perform it.

1:11

And these are a great starting point for action-orientated games. Because, as I hope to show you in this video, it means interesting gameplay - full of tricky choices and player expression - can be derived from the most fundamental interactions with the game. Plus, they often make the game more satisfying, and reduce the number of buttons that a game needs to have. So, on this episode of Game Maker's Toolkit, I'm going to look at a number of terrific games, to find different ways to design versatile verbs.

1:48

Because verbs are driven by buttons, it's useful to think of the different ways that a button can be used. For example, what's the difference between pressing a button, and holding it down? In some games, not much. In others, like Owlboy, you're actually at a disadvantage if you hold the button because the hero's fire rate is slower than if you hammer the button in rapid succession. There's no choice to make. But in Mega Man X, you can press the fire button to shoot a tiny low-powered pellet, or hold that same button down to charge up a bigger and more powerful blast.

2:27

If you've unlocked this piece of armour, you can hold the button down for even longer to charge up even more deadly shots. To fire, you let go of the button. With this set-up, we get an interesting tactical choice between doing a small amount of damage immediately, or doing a large amount of damage in the future - and risking getting hurt while the shot charges. A more modern take on the charge shot, is the cooked grenade.

2:54

You can throw a grenade immediately and it will bounce around a bit before exploding - or you can hold onto a grenade for a couple seconds, and then throw it, so it explodes in mid-air, or upon impact, or in your hand. Whoops. This time the decision is about risk versus reward. How far are you willing to push it, and how well do you know the invisible timing window of the grenade? And in Mario, you can tap the button for a short hop, or hold the button down for longer to give yourself more height.

3:31

But here's a different way to think about holding buttons. In the game Luftrausers, you hold a button down to fire your gun - but the only way to repair your ship is to release that same button. This means you have to make a choice between offence and defence, and you'll swing between the two throughout the battle. When you're shooting, you're terrified of getting killed, and when you're healing you're anxious to get back into the fight, giving the game a feisty back-and-forth feel.

3:59

Also in Luftrausers, you need to let go of the throttle if you want to make sharp turns, so you can pull off that sweet move where you whip around and blast away at the bogies on your tail. Developer Vlambeer really knows the thrill of letting go of a button. Or how about in Dark Souls, where your stamina meter restores more slowly if you're holding your shield up. So to get your energy back sooner you've got to drop your shield and put yourself at risk for a few seconds - your eyes will be darting back and forth between the stamina meter and the enemy who's about to kick your arse.

4:34

And then you've got Motorstorm - which is a bit like the cooked grenade of racing games. You hold a button to boost your car forward - but hold it too long and your car will explode. So you've got to release that same button to let your engine cool. You spend the entire race nursing this button, trying to push your car to its absolute limit and then letting go for a quick cooldown at the optimal time, like around corners or in mid-air.

5:04

A button can also be pressed more than once. Not like this! I'm talking about verbs where pressing the button once leads to one action, and pressing it again leads to another - almost certainly with a timing window on that second press. So you've got moves like the double jump, where you have to choose the perfect time to fire off that second leap. Throw in a few more mid-air jumps, and you get the manic thrills of Ms. 'Splosion Man.

5:32

Or how about the reload button in Gears of War. Press it again when the line is in the right spot on this bar and you'll get a damage boost on all your next shots. It takes one of those super basic 'Press A to do B' type verbs, and gives it this satisfying, tactical bite. And, of course, there are combos in action games. A simple punch can transition into a more powerful attack if you follow it up with two more jabs of the same button.

6:01

Things get much more interesting, however, if you start adding in more buttons to your combos. Because verbs can take on whole new meanings when you combine them. Look at Psychonauts: you've got a basic attack, and a jump. But perform the attack after jumping, and you unleash a devastating palm bomb move. That's an example of using one verb directly after another - within a specific timing window - to transition into an entirely new move.

6:30

It's a lot like the previous example, but this time with two different buttons. This sort of combination requires timing, and a skilful understanding of how and when different verbs interlink - whether that's a simple transition or a much more complex move set that players will need to learn and memorise. Aim down sights in a shooter works slightly differently: you can press the trigger to fire wildly in a general direction, or you can hold down the aim button to fire with more accuracy - but usually at the expense of player movement.

7:04

It doesn't work for every game... but, hey, it's a good example of how you can hold down one button, to modify another verb. Combining two buttons is one thing - combining a button with an analogue stick - or some other fine-grain input device - opens up a whole new world of fun. Now, in any game about moving around a space, you're going to have a relationship between movement - and many of the game's key verbs. Because, Kazuma's punch is just a pointless swing at thin air, if you haven't first moved him next to an opponent.

7:36

But games can forge an even deeper connection. Which brings us back to this guy. The angle and distance of Mario's jump, is directly connected to his horizontal direction and speed before you press the A button. The only way to clear a massive gap, then, is to start with a run-up. You can also move in mid-air, and perform different jumps by starting with a spin, or an abrupt turn. So, back in Donkey Kong, you could effectively just turn Mario's left and right jumps into dedicated buttons on the arcade cabinet.

8:12

But in every other Mario game, the d-pad or analogue stick allows for such a nuanced modification of your leap, that the two must be kept separate. Mario's jump can also combine with the crouch button for all sorts of new moves. Crouch and then jump for a tall backflip, or crouch while running before jumping for a long-jump. Or crouch in mid-air for a ground-pound... which can transition into another springy leap. That might sound complicated.

8:41

But there are a few things to note. One, is that the moves feel like the natural outcome of the combined verbs. So, this isn't an excuse to squeeze yet another action onto the controller, by having it be the outcome of pressing two, unrelated buttons. Instead, by thinking of it in terms of combining verbs - instead of combining buttons - it's easier to think about what move would intuitively arise from their combination.

9:06

The other thing to note is that you almost never need to do any of these advanced moves to get to the end of a Mario game. They're just extra skills for pro players who want to express themselves, or collect certain secrets, or reduce their completion time. So, these are all different ways to make verbs that are incredibly versatile. And with these, you can make actions that force the player to make loads of rapid-fire decisions - or give the player really expressive verbs that can be used to overcome all sorts of situations.

9:41

There are other benefits too. In Luftrausers, for example. you could heal your ship by pressing a dedicated button, or by picking up health packs. But by linking heal to the shoot verb, the game gets rid of a lot of clutter and complexity. Basically, versatile verbs let you do more, with less. These verbs are also quite satisfying to use. Whether that's the tactile thrill of squeezing your NES controller to make Mario jump higher; or the breathless tension of letting go of the shoot button in Devil Daggers, to make gems attract to you; or the thumb gymnastics of linking up combo attacks in your favourite brawler.

10:18

But there are drawbacks to keep in mind, too. These versatile verbs can be troublesome for those with discomfort or disability issues, that can arise from holding buttons, pressing multiple buttons, or repeatedly tapping buttons. I'd recommend checking the game accessibility guidelines for more on this. So, by looking at Mario's jump through this lens, we can see how this one verb can be modified, depending on whether you press or hold the button, whether you transition from or into different verbs, whether you're holding the run button before you hit jump, and depending on how you move the analogue stick before and during his leap.

11:02

Plus, if you're wearing the raccoon suit, you can choose to hold the button to float, or release it to drop immediately. And in Mario's other games, like Super Mario 64, you can even press the jump button repeatedly, with good timing, to unleash a ridiculous triple jump. This intense level of versatility means that before Nintendo even designs a single level, Mario's jump is fun, satisfying, and expressive - and it does all that with just a tiny handful of buttons.

11:35

And so, is this the secret to Mario's jump? Well, sort of. It's definitely a big part of the equation. But there's a bit more to it than that, and more things to consider when making engaging verbs. So, consider this video a 'part one', of sorts, and I'll be back in the future with more ways, to make more interesting actions for your games.. If you like this sort of video, please consider supporting me on Patreon. Special thanks to the people on screen, who donate five dollars, or more, per episode of Game Maker's Toolkit.

12:10

All done! Okay! Good stuff. Right, I'm about to leave the internet for about two weeks while I go play Zelda non-stop. So, see you around.