I was trying to think of which games created certain mechanics that became popular and copied by future games in the industry.
The most famous one that comes to my mind is Assassin’s Creed, with the tower climbing for map information.
I was trying to think of which games created certain mechanics that became popular and copied by future games in the industry.
The most famous one that comes to my mind is Assassin’s Creed, with the tower climbing for map information.
100 coins = 1UP and warp zones? And… you think they’re from Crash Bandicoot?
Well, when I was writing that, after midnight I will add, I had this feeling that Mario was doing this thing earlier but for me Mario stands as an icon for the first level design overall as a golden standard for introduction to mechanics and really efficient use of memory for data, and one of the first uses of dynamic music… So you are totally right, Mario brought a lot of things, I’ve just played Crash much more.
Fair enough.
My point is that the reason you played this game so much is that it existed because of Super Mario.
Thus the answer to OP’s question in relation to this would be Super Mario Bro’s, from which Crash is derived.
Well then… To stay true to the history, we probably would have to go back to Galaxian from ‘79, which introduced 1-UPs / additional lives, bonus stages and player upgrades, plus simple summary / statistics for hits and misses.
See but the question isn’t “originated”.
It’s “popularised”.
Which Mario clearly did, outpassing both “Galaxian” and Crash in terms of popularity.
I know that Crash is bigger for you, but in the big picture, comparing Mario to Crash is like comparing Pokemon to Digimon.
https://vgsales.fandom.com/wiki/Mario
Super Mario Bros. 1985 NES, estimated revenue $1,652,300,000
Have to scroll quite far down this list https://en.m.wikipedia.org/wiki/List_of_best-selling_video_game_franchises to find Crash.
See, you are right and that’s exactly why I started with “This might be a little on the side of the main topic”…
Hmm. Fair enough, fair enough.
You’ve likely listened to the same or similar lectures I have on level design and I seriously apply those lessons to every single game and UI I have influence over!