Interesting.In [url=http://nesdev.com/bbs/viewtopic.php?p=67135#67135]this post[/url], psycopathicteen wrote:I think what is perceived as acceptable for an oldschool 2D platformer has changed a lot since it's heyday. Pixelized graphics and low color count were frowned upon back then, but now they are perfectly accepted for oldschool 2D fans, however choppy animation was perfectly acceptable back then, but not by today's standards.
So what should animators working on a platformer aim at? For a character roughly the size of Super Mario, how many frames do players expect for a walk or run cycle? And how many for a jump? SMB1, SMB3, and SMW have a three-frame run for each form of Mario. SMB1 and SMB3 have one frame for jump; SMW has one for rising and one for falling, with the cap resting noticeably more loosely on Mario's head in the falling frame. Cool Spot and Disney's Pinocchio for Game Boy and Super NES, on the other hand, have a lot more frames.
And what for top-down adventures and RPGs? Link's Awakening and Pokemon have about two frames for each direction.