No spoilers here.
So don’t worry if you haven’t seen the movie…
But I was just watching an interview with Shigeru Miyamoto (creator of Super Mario Brothers) at the Variety Magazine’s office shortly after the launch of the Super Mario movie.
And he was talking about:
His first Mario memory!
The reason Mario was designed the way he is now – back in the day, video game consoles could only support very limited pixels.
Mario had to fit in a 16 x 16 pixel square.
Which was tough work. So he came up with some artistic shortcuts.
… giving Mario a beard and big nose so he didn’t have to draw the mouth…
… giving Mario a hat, so he didn’t have to draw the hair…
… making the character as distinctive and memorable as possible…
… while still fitting in the pixel box.
So if you were wondering why it was Super Mario Brothers.
And not a Super Mario Sister.
Or Super Monkey Brother.
They were limited by technology back then. And it sort of reminds me of the constraints of SVG technology too. Because people often ask me:
“Aurelia, can I turn your hand-drawn PNGs into SVG format?”
And my answer is always…
“NO! Because SVG format can’t support high-levels of hand-drawn detail. That’s why they’re only in PNG format.”
I’m working within constraints too.
Getting maximum beauty, with minimum detail.
I developed a method I call “Turnip Magic”.
It allows me to add much more fine aesthetic details within the SVG constraints, making my wreaths even lovelier, but still scalable.
And I’ve added this magic to my latest wreath line.
If you wanna see the best of hand-drawn detail combined with the best of SVG scaling technology, go down this pipe to check out one of my latest:
Aurelia “Hops Like Mario” Nobleia