You mean a mod? :)
Is your TV in game mode? It honestly sounds like you have some major input lag and you just weren't aware of it because most modern games are designed around it.Why am I constantly slipping around like I'm on ice? Every jump I make is like two blocks away from where I wanted to jump. I was really excited to play this due to everyone saying it's the best 2D Mario but nah dude.
Dropping fact bombs yet again.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 across all visual styles but people still perceive differences that don't exist.
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.
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.
My experience with it wasn't as severe as yours, but when the game first came out I made the exact same complaint and absolutely everyone acted like I was crazy. Like there was just a very slight looseness/slipperyness to the controls, and it drove me crazy from start to finish of the game.
I have come to the conclusion that this game sucks.
I was super excited for it to come out on Switch, got it at midnight beat within 2 days.
Nothing left to come back to, not fun to pick up and play.
Physics and "wah wah" make no sense.
I agree with this, people just get so bent out of shape over the visual and music style, that they ignore this.
[raises hand] Or at least the best one since SMW, especially when combined with NSLU.
They're the same, though. The only difference is the camera zooms out in NSMBU. And the SMM version uses low framerate animated textures for enemies and dynamic objects instead of full 3D modelsI definitely prefer the feel of the Super Mario Maker version physics over what I've been playing.
People who are averse to nostalgia.
When are people going to learn that just posting "can a mod fix the title" in the thread never works. You need to use the report function to report the thread to a mod and ask them to change the title that way.
Yes I thought that more people knew that. Anyway I just reported it, lets see if it works lol.Unless you were already told it's fairly counter intuitive?
Why can only mods edit titles, anyway?