Even something as simple as giving the characters a more distinct animation for bouncing off of an enemy or springy platform at full height instead of just jumping off of them, that's a brilliant fusion of style and substance. The expression work, Mario's hat bouncing around and seeing Mario's hair depending on the animation. The fluid animations at 60 FPS, being able to differentiate in scale for different moments, the smooth size changing during the Bowser Jr.(?) fight, the stretching during the lights out segment, all that kinda stuff. But you also have the benefits of models, too. You got the strong focus on posing and key frames, the 3/4ths perspective for clarity, the snappiness and exaggeration of the classics, that's all there. Wonder is doing a fantastic job of applying the things that made the classic 2D sprites so effective into the animations and model work while also doing things that would not be possible (or at the least would be incredibly difficult) with 2D sprites. Easy way to prove this was with Mario Maker - all of the main game styles use NSMBU physics, but the snapper animations made the other styles feel better to play, especially when turning around. I always found that NSMB physics felt off, but it wasn't the fault of the physics strictly. Click to expand.This is super important, I agree.
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