actual answer: it's because they had now idea how to develop a platformer back then and they were working with 40 KB of total memory, so they made it so the game literally forgets the stuff on the left and blocks your passage.
>they had now idea how to develop a platformer back then
they knew exactly how to program a platformer back then you moron, if anything programming a game entirely in assembly under such strict limitations is a lost art
They were competent programmers, but video game development was a relatively new thing and many developers were learning on the job. Just comparing SMB1 to SMB3 shows how the devs got so much more out of the same console with additional experience and knowledge.
And the reason we don't program games in assembly anymore is because we don't have to. Higher-level programming languages are far easier to use and debug, which is why games have considerable expanded in scope since then. And modern compilers can turn that code into more efficient machine code than what any human could do in assembly.
Why can't I go to the left? What are they hiding over there?
Yeah no.
The actual reason was that they needed to cram the level description in a format as compact as possible.
The format they came up with could only be read from "left to right" 'cause it was using the previous blocks as reference for the next one, so readying right to left would be a fricking pain and they decided to not bother with that. That's why you can't "rewind" the level.
The exact algorithm is explained here, if you aren't a ten-second attention sperg and have enough brain to understand basic maths and assembly:
I miss being a kid and thinking that it made perfect logical sense that there were giant secret cities just outside the barriers that developers didn't want us to see for some reason
Why is the original super mario bros the only time we ever see eye hills in their budding form?
Clearly they morph off of the main stem at some point but the ones in that game are always vestigial growths, only displaying the new eyes
>mario lore autism
in mario 2 there are actually eye hills that use the same sprite as the clouds and they are a different object from the regular hills, which are given a more grassy texture
They've had plenty of time to grow in Yoshi's Island and Dinosaur Land. They were a new arrival to the Mushroom Kingdom (hitched a ride on baby Mario) and hadn't germinated into a true invasive species yet.
To keep idiots like you from getting lost.
World 0
It's a deconstruction of mortality, you can't go back, only forward until you reach the end...
What said.
actual answer: it's because they had now idea how to develop a platformer back then and they were working with 40 KB of total memory, so they made it so the game literally forgets the stuff on the left and blocks your passage.
>they had now idea how to develop a platformer back then
they knew exactly how to program a platformer back then you moron, if anything programming a game entirely in assembly under such strict limitations is a lost art
They were competent programmers, but video game development was a relatively new thing and many developers were learning on the job. Just comparing SMB1 to SMB3 shows how the devs got so much more out of the same console with additional experience and knowledge.
And the reason we don't program games in assembly anymore is because we don't have to. Higher-level programming languages are far easier to use and debug, which is why games have considerable expanded in scope since then. And modern compilers can turn that code into more efficient machine code than what any human could do in assembly.
Yeah no.
The actual reason was that they needed to cram the level description in a format as compact as possible.
The format they came up with could only be read from "left to right" 'cause it was using the previous blocks as reference for the next one, so readying right to left would be a fricking pain and they decided to not bother with that. That's why you can't "rewind" the level.
The exact algorithm is explained here, if you aren't a ten-second attention sperg and have enough brain to understand basic maths and assembly:
>maths
asian spotted
>To jump or Not Too Jump
>Too
Certified moron.
I bet there's a 12 hour long youtube video about this
BRAVO MIYAMOTO
there were no princesses in that castle.
I miss being a kid and thinking that it made perfect logical sense that there were giant secret cities just outside the barriers that developers didn't want us to see for some reason
OP BTFO
is there anything beyond there? or is that all there is? what if mario jumped?
Oh my hekkin science is that an empty space? Bruh this game is scary as af frfr
How did Mario get there then?
the stork brought him
Why is the original super mario bros the only time we ever see eye hills in their budding form?
Clearly they morph off of the main stem at some point but the ones in that game are always vestigial growths, only displaying the new eyes
>mario lore autism
in mario 2 there are actually eye hills that use the same sprite as the clouds and they are a different object from the regular hills, which are given a more grassy texture
They've had plenty of time to grow in Yoshi's Island and Dinosaur Land. They were a new arrival to the Mushroom Kingdom (hitched a ride on baby Mario) and hadn't germinated into a true invasive species yet.
Mario's past. Just like your past, he can't go back.
All that’s left is the past. All that’s right could be the future.
are you ready to go down the rabbit hole?
>Somecallmejohnny screaming NOOOOOO at his tv
You wanna go left? Fine
?t=198
this sucked, kys zoomer
Like it or not, the future is now old man. These pasta baits will continue
the future can suck my low-hanging balls
That's a part of the future yes