Hi jeremy.

Different keys for different movement speeds would be an interesting idea, but wouldn't exactly replicate the mechanics of games like Marrio, sonic etc.

The hole point was that your character's speed wasn't uniform, neither was their stopping distance. Similarly how long you held the jump button down dictated how far you moved. There was then also a run button which, when held would also affect your movement speed, jump hight and stopping distance accordingly, indeed in some ways getting Mario to move correctly was almost like controlling a car in a racing game.

This created situations where you needed to time things very carefully. For example, in Mario brothers stage one there is a pit. You can walk to the edge and jump over with an average jump, however if you try run jumping, immediately after the pit is a goomba enemey, which drops down from above meaning if you run jump over or jump too far you might end up sliding streight into it.

The Mario games took these mechanics to the point of an art form, but every game had some degree of this sort of analogue control dictated by how you pressed your keys, which is one reason why the graphical games that are famous work on a more substantive level than just being tests of how quickly the player can react to on screen threats.

Though a fatigue system isn't a bad ideaa in itself, there was also no need for such complexities to keep games like Mario interesting to the player, sinse a combination of the mechanics of the game's engine combined with design of levels which tested the player's ability to understand and employ those mechanics in a number of varying situations was more than enough to create a hugely adictive challenge.

Beware the grue!

Dark.

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