Yup great posts thanksThanks RagnarokX, I've learned a lot from your posts here.
Very enlightening.
Yup great posts thanksThanks RagnarokX, I've learned a lot from your posts here.
Very enlightening.
This thread is stunning evidence of how perception of "game feel" can be altered via aesthetics.
Believe me, I'm not fond of the same thing in other Mario games either. I generally don't appreciate games wasting my time as a matter of fact.Soooooo...just like every other Mario game with a map screen before it? It does that so you can maybe choose a different route through the map.
Believe me, I'm not fond of the same thing in other Mario games either. I generally don't appreciate games wasting my time as a matter of fact.
If I wanted to choose a different level I'd pause the game and leave the current level from a menu, just like every other level based game.
Raganrokx doing the lord's work in this thread again.
Or if you like being correct. World isn't fit to clean NSMBUs boots.
I mean, there's a reason why tough platformers like Celeste, Super Meat Boy or even Trials get praised for their instant restarts. People generally do not like waiting around.I didn't realise your time was so precious and limited. Maybe you should play fewer games.
Well, if the animations of your game give the player the feeling that the physics are worse than they actually are, then maybe you should... I don't know... fix that?This thread is stunning evidence of how perception of "game feel" can be altered via aesthetics.
Can't exactly call this anything else than having low standards. The New Super Mario Bros games are at best decent but are nowhere near top tier as far as Mario games are concerned.
i remember going back to SMB3 some years ago and being quite taken aback with just how short the levels were.I think I've said it before, but I'll say it again.
SMW is overrated. Most of the levels are a series of gimmicks that don't go anywhere. There's no real sense of progression or difficulty. Oh and Mario looks like an idiot. I swear this game (and SMB3 to a lesser extent) get a pass simply because most of the Internet grew up with it.
Quite brave of you to insult players who prefer a different video game to you.
EDIT: You are literally saying that I am too stupid to understand Mario so that's why I like NSMBU.
Well, if the animations of your game give the player the feeling that the physics are worse than they actually are, then maybe you should... I don't know... fix that?
Do you think it is pure coincidence that the majority of people who hate on the NSMBU physics give the exact same reasoning? You can analyse jump arcs as much as you want but if the physics "feel" off then that's bad.
Same.i remember going back to SMB3 some years ago and being quite taken aback with just how short the levels were.
You literally said anyone who likes NSMBU has low standards. Twice, in fact.
They aren't slippery. I did testing on it back when SMM came out because some people were saying this. Here:
What I found is that all 3 games essentially have a p-meter. Obviously SMB3 has one cuz you can see it and we knew SMW had a hidden one, but I was surprised to find NSMBU is affected by one, too.
This is how SMB3, SMW, and NSMBU stack up on acceleration:
The red star is how far you have to run right from the very left edge of the screen to fill the p-meter and run at top speed starting with the p-meter completely empty. The blue star is how far you have to run right from the very left edge of the screen to refill the p-meter after having first run to the left at full speed.
What I found is that SMB3 has the slowest acceleration from 0 p and SMW and NSMBU are tied. However, SMW is the fastest at getting back up to top speed after stopping while SMB3 and NSMBU are tied.
So what about stopping? SMB3 has the worst skidding at full speed. You skid about 3-4 blocks. SMW and NSMBU take about 2 blocks, but NSMBU has a bit more of a pause on the stop that puts it about in line with SMB3 in how long it takes to change direction.
As for air control, SMB3 and NSMBU are about the same. If you run and jump from a platform and then reverse direction after jumping you will land on the spot you jumped from. If you do the same thing in SMW you will overshoot that spot by about 4 blocks.
In all 3 of the games you will only skid if you try to stop after landing a jump. If you try to stop before landing a jump, you will instead stop pinpoint. NSMBU adds an animation of Mario running in the direction you are holding, so this may lend to the perception that there is less control here. The jumps are no less precise.
In short, the long windup and cool down compared to SMB3 and SMW do not exist. NSMBU is a combination of aspects of those 2 games. It has the 0-100 acceleration of SMW and the 100-0-100 acceleration SMB3. It has the skidding distance of SMW but the similar stopping speed of SMB3. And it has the air control of SMB3. If any game would feel like it was on ice it'd be SMB3 due to the slower acceleration and longer skids.
It's especially telling with Mario Maker where all of the physics are the same (NSMBU physics) across all visual styles but people still perceive differences that don't exist.
Also:
Full speed jump arcs from all 4 games:
SMB:
SMB3:
SMW:
NSMBU:
Put 'em all together:
NSMBU's full speed jump arc is near identical to SMW's. SMB1's falls short and SMB3's is nuts.
Finally someone with some common sense. Super Mario World is way overrated and anyone that says it's better than NSBU is going purely off of nostalgia.
I wasn't exactly being serious when i made that claim and suggesting that standards for 2D Mario have gotten lower isn't exactly false nor is it insulting. It does baffle me personally that people are ok with Nintendo recycling 2D Mario for over a decade plus, instead of pushing that branch of the series in interesting ways.
Best post I've read on a long time, should be added to the OP. Thank you.They aren't slippery. I did testing on it back when SMM came out because some people were saying this. Here:
What I found is that all 3 games essentially have a p-meter. Obviously SMB3 has one cuz you can see it and we knew SMW had a hidden one, but I was surprised to find NSMBU is affected by one, too.
This is how SMB3, SMW, and NSMBU stack up on acceleration:
The red star is how far you have to run right from the very left edge of the screen to fill the p-meter and run at top speed starting with the p-meter completely empty. The blue star is how far you have to run right from the very left edge of the screen to refill the p-meter after having first run to the left at full speed.
What I found is that SMB3 has the slowest acceleration from 0 p and SMW and NSMBU are tied. However, SMW is the fastest at getting back up to top speed after stopping while SMB3 and NSMBU are tied.
So what about stopping? SMB3 has the worst skidding at full speed. You skid about 3-4 blocks. SMW and NSMBU take about 2 blocks, but NSMBU has a bit more of a pause on the stop that puts it about in line with SMB3 in how long it takes to change direction.
As for air control, SMB3 and NSMBU are about the same. If you run and jump from a platform and then reverse direction after jumping you will land on the spot you jumped from. If you do the same thing in SMW you will overshoot that spot by about 4 blocks.
In all 3 of the games you will only skid if you try to stop after landing a jump. If you try to stop before landing a jump, you will instead stop pinpoint. NSMBU adds an animation of Mario running in the direction you are holding, so this may lend to the perception that there is less control here. The jumps are no less precise.
In short, the long windup and cool down compared to SMB3 and SMW do not exist. NSMBU is a combination of aspects of those 2 games. It has the 0-100 acceleration of SMW and the 100-0-100 acceleration SMB3. It has the skidding distance of SMW but the similar stopping speed of SMB3. And it has the air control of SMB3. If any game would feel like it was on ice it'd be SMB3 due to the slower acceleration and longer skids.
It's especially telling with Mario Maker where all of the physics are the same (NSMBU physics) across all visual styles but people still perceive differences that don't exist.
Also:
Full speed jump arcs from all 4 games:
SMB:
SMB3:
SMW:
NSMBU:
Put 'em all together:
NSMBU's full speed jump arc is near identical to SMW's. SMB1's falls short and SMB3's is nuts.
It really depends how you look at it. If you compare the games without considering when they were released and how much they innovated, then I think many/most would agree that NSMBU is the very best one.The New Super Mario Bros games are at best decent but are nowhere near top tier as far as Mario games are concerned.
No i'm not and if you want to go down that road, please point that out to anyone else who thinks that many like SMB3-World for only nostalgia and nothing else.
"I'm not insulting people, but here is why people who like these games are unimaginative" I've already given why I like the New series because of it's verticality offered that doesn't exist in the older games but nah I'm just too unimaginative to appreciate the older games.
It really depends how you look at it. If you compare the games without considering when they were released and how much they innovated, then I think many/most would agree that NSMBU is the very best one.
If "how different it is compared to the previous games" is important to you, then you'll rate the classics much higher.
I agree that the NSMB games haven't changed things up enough! NSMBU is probably my favorite (though I love them all), but I really hope that Nintendo comes up with something drastically different for the next 2D Mario. I mean, it's been frikkin' 7 years since the last one! They just have to be cooking up something special.
It's something you can work with once you're aware of it, you just have to be more careful about running and make more liberal use of pressing backwards to stop yourself faster. It's just you don't normally think of Super Mario Bros differing in physics so much without telling you first in some way, because even by this point you already had a game establishing low traction and longer jumps specifically as a trait of Luigi.SMB3's sliding is completely out of control.
People who complain about NSMBU being "slippy" and praising SMB3 in the same breath are mental and just out themselves for not having played either games in the last 20 years.
I wasn't exactly being serious when i made that claim and suggesting that standards for 2D Mario have gotten lower isn't exactly false nor is it insulting. It does baffle me personally that people are ok with Nintendo recycling 2D Mario for over a decade plus, instead of pushing that branch of the series in interesting ways.
There's more imagination and inventiveness in NSMBU than 3 and World combined. I wonder how much you actually played to be saying these things.I didn't call people unimaginative but i do think the NSMB games (except the first one) are incredibly unimaginative. I admit i got grumpy but that's only because so many keep propping up NSMBU so much and treating everything that came before as nothing but nostalgia crap. Heck i have yet to even see what makes NSMBU so much better then the Wii entry. Because by and large that game offered everything NSMBU did. I guess NSMBU was a slight refinement
There's more imagination and inventiveness in NSMBU than 3 and World combined. I wonder how much you actually played to be saying these things.
SMW is overrated. Most of the levels are a series of gimmicks that don't go anywhere. There's no real sense of progression or difficulty. Oh and Mario looks like an idiot. I swear this game (and SMB3 to a lesser extent) get a pass simply because most of the Internet grew up with it.
This. Game feel is governed just as much by art and animation as it is controls and input latency. That's why devs spend so much time on that stuff, and it's totally subject to criticism. I'm glad people can be educated on how responsive Mario actually is, especially in comparison to SMB3, but at the end of the day it doesn't invalidate people's impression of the game feeling "slippery".Well, if the animations of your game give the player the feeling that the physics are worse than they actually are, then maybe you should... I don't know... fix that?
Do you think it is pure coincidence that the majority of people who hate on the NSMBU physics give the exact same reasoning? You can analyse jump arcs as much as you want but if the physics "feel" off then that's bad.
They aren't slippery. I did testing on it back when SMM came out because some people were saying this. Here:
What I found is that all 3 games essentially have a p-meter. Obviously SMB3 has one cuz you can see it and we knew SMW had a hidden one, but I was surprised to find NSMBU is affected by one, too.
This is how SMB3, SMW, and NSMBU stack up on acceleration:
The red star is how far you have to run right from the very left edge of the screen to fill the p-meter and run at top speed starting with the p-meter completely empty. The blue star is how far you have to run right from the very left edge of the screen to refill the p-meter after having first run to the left at full speed.
What I found is that SMB3 has the slowest acceleration from 0 p and SMW and NSMBU are tied. However, SMW is the fastest at getting back up to top speed after stopping while SMB3 and NSMBU are tied.
So what about stopping? SMB3 has the worst skidding at full speed. You skid about 3-4 blocks. SMW and NSMBU take about 2 blocks, but NSMBU has a bit more of a pause on the stop that puts it about in line with SMB3 in how long it takes to change direction.
As for air control, SMB3 and NSMBU are about the same. If you run and jump from a platform and then reverse direction after jumping you will land on the spot you jumped from. If you do the same thing in SMW you will overshoot that spot by about 4 blocks.
In all 3 of the games you will only skid if you try to stop after landing a jump. If you try to stop before landing a jump, you will instead stop pinpoint. NSMBU adds an animation of Mario running in the direction you are holding, so this may lend to the perception that there is less control here. The jumps are no less precise.
In short, the long windup and cool down compared to SMB3 and SMW do not exist. NSMBU is a combination of aspects of those 2 games. It has the 0-100 acceleration of SMW and the 100-0-100 acceleration SMB3. It has the skidding distance of SMW but the similar stopping speed of SMB3. And it has the air control of SMB3. If any game would feel like it was on ice it'd be SMB3 due to the slower acceleration and longer skids.
It's especially telling with Mario Maker where all of the physics are the same (NSMBU physics) across all visual styles but people still perceive differences that don't exist.
Also:
Full speed jump arcs from all 4 games:
SMB:
SMB3:
SMW:
NSMBU:
Put 'em all together:
NSMBU's full speed jump arc is near identical to SMW's. SMB1's falls short and SMB3's is nuts.
Imagine playing Mario instead of Luigi, what is the world coming to