2 Changes in the game (Shoshinkai 1995 Prototype)ĭuring an interview by Nintendo Power magazine, Shigeru Miyamoto stated that he had the idea for a Mario 3D game during Star Fox's development.The existing control schemes for that games work pretty much ideally for its purposes (well, once you set it up to use WASD+mouselook, which it does support, even vanilla shit, Romero designed his stages against that kind of control scheme). The existing control schemes for that game work pretty much ideally for its purposes (well, once you set it up to use WASD+mouselook, which it does support, even vanilla shit, Romero designed his stages against that kind of control scheme).īut all of 3D games? I can't make that kind of blanket statement SM64's controls would be downright terrible for non-platforming games, like Doom. (Said snap-behind-back button mitigates the problems a fair bit, at least, since you can line jumps up horizontally by hugging a parallel wall and making the camera angle perpendicular to it, but it's still less-than-ideal.)īut all of 3D games? I can't make that kind of blanket statement SM64's controls would be downright terrible for non-platforming games, like Doom. SM64DS has a much better camera, including a much-needed "snap camera behind your back" button, but then you're hampered by digital controls instead of not analog, unless you actually use that thumb-strap thing. It'd be a bit better with a far better camera, though like, it was one of their first stabs at 3D, so the camera's flaws are excusable to a degree, but it's still kind of iffy. Incidentally, that Mario 64 record was beaten around a week after that was set by the same guy, though he never uploaded it to Youtube.įor third person platforming, SM64 is certainly up there. That with the camera often having very limited range it could turn/stay in largely due to it being the first game to do SOOO many 3D features. SM64 also has this problem with trying to turn around and Mario doing a sort of U-turn. ![]() ![]() Like in SM64 you only have a couple frames to do wall kicks before you fall down, in Mario Sunshine you'll slide down the wall and have plenty of time. I feel like Mario 64 had more control OPTIONS, you can't do jump kicks (And I think long-jumps) for example in Sunshine, but overall SM64 was harder to control. The current Mario Sunshine any% record is a lot faster, too: Incidentally, that Mario 64 120-star record was beaten around a week after that was set by the same guy, though he never uploaded it to Youtube. Then Galaxy games simplified this even more, then Mario 3D world brought a bunch of stuff back but basically made it all useless because you can do everything with regular running and jumping. ![]() You get a very different comparison when you're looking at SM64 VS most of Sunshine and SM64 VS the levels of Sunshine where you lose the FLUDD. That with the camera often having very limited range it could turn/stay in largely due to it being the first game to do SOOO many 3D features.Īlso Sunshine's hover nozzle made getting from place to place easier, requiring less precision, but didn't necessarily make for the best platforming experience. For example in SM64 you only have a couple frames to do wall kicks once you hit a wall before you fall down, in Mario Sunshine you'll slide down the wall and have plenty of time.
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