[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/vr/ - Retro Games

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


Why couldn't Gunpei and his team get this to at least control as well as SMB1? As it is, this is probably the single worst controlling of all the 2D Mario platformers. Feels like complete shit to play
>>
all you people do anymore is bitch and moan. do you even like retro games?
>>
>>12540148
i think op might like smb1
>>
>>12540149
I do. I thought SMB1 controlled like shit too at first since I started with World, but the more I played it, the more I got the hang of it and took a liking to its physics. Land on the other hand just never feels good
>>
>>12540135
When the Game Boy came out Super Mario Land was awesome and really fun to play. I've replayed it recently at it is the same. The only thing you can say about this game is that it is too short, but even that is ok. This is for a portable handheld and you could plausibly beat it one sitting
>>
>>12540135
The Game Boy's only competition at the time were LCD handheld games, so Super Mario Land was actually pretty mindblowing compared to them and didn't need to do a lot for that to be the case.
People forget how innovative the GB display was at the time. Gunpei Yokoi basically had the idea that instead of putting static sprites on an LCD screen, you could just put rows of dots instead and build sprites/backgrounds with them while still being as power-efficient. Outside of crazy expensive business devices, there was nothing else like it at the time.
>>
>>12540135
If you think that's bad, compare Castlevania: The Adventure to the NES ones.
>>
>>12540135
It's kind of amazing that this thing ended up getting games like Link's Awakening, Pokemon RGBY and DK Land 2.
>>
>>12540135
Repurposed Metroid code. Classic Nintendo strategy of selling old shit with new coat of paint.
>>
File: 14c.jpg (8 KB, 207x253)
8 KB JPG
>>12540262
>>
>>12540135
It's a game from 1989 even before Mario 3 was released

Get over it
>>
>>12540283
Mario 3 controls like ass compared to Mario 2
>>
>>12540283
No, it isn't. Mario 3 released in 1988 in Japan.
>>
>>12540135
It's a good game and I like how it doesn't feel like a "real" Mario game.
>>
>>12540196
Atari Lynx came out at basically the same time as the Game Boy
>>
>>12540135
my guess would be that as a launch title they didn't yet have the experience to finesse a more complex smb1 style momentum system.
>>
Get good
>>
Proof that it's a launch title--it runs at 60 fps which developers quickly learned not to do because it caused smear on the Gameboy's screen. This obviously isn't an issue if you played SML on a GBA as I've done, but on an original Gameboy it smeared like hell.
>>
>>12540283
SMB3 came out in Japan in 88 though.
>>
>>12540217
SML is only 64k while later Gameboy titles had 2 or 4 megabit ROMs, Pokemon Yellow was 8 megabits.
>>
Explain me what's wrong with controls. I've seen this spouted left and right with not a single fact to back it up. I never had an issue with them on release and I don't have it now.
>>
>>12542417
The momentum is badly calibrated leading to a lot of unintended deaths.
>>
>>12542529
>Badly calibrated?
Why? Is not like it's inconsistent.
Sounds like a skill issue to me.
>>
SMB1 physics on a small, dimly lit Game Boy display sounds like a pain. It needed to be slightly slower and floatier overall so it wouldn't feel uncontrollable. The game probably could be tweaked to find a sweet spot in the middle, but that's my guess.
>>
>>12542529
get fucking good
>>
>>12542731
I want the game to be good
>>
>>12542751
It already is. Always was.
>noooo! good game bad!
Yawn
>>
At some point we have to come to terms with the fact that boomers were often wrong about the quality of some of these games. The "classics" aren't so classic.
>>
>>12542792
This.
The games that you like? You don't actually like.
>>
>>12542792
>>12542795
SML is a launch game for an 80s era handheld so it gets a pass from me. Plus, I’ve always kind of liked its unique graphing calculator aesthetic.
>>
>>12542792
>we
speak for yourself little buddy. don't worry about what other people are thinking
>>
>>12541880
SML was the pack-in launch title in Japan and was expected to be elsewhere. Having a cheaper to produce cartridge would save Nintendo money.
>>
>>12540135
there was no autismo like miyamoto on the team that deeply cared about movement
>>
>>12540135
git gud. You can beat this game in 30 to 40 minutes. If you can't handle the physics you haven't played enough games.
>>
ENTER
>>
>>12543767
I don't think they had larger ROMs at launch. Gameboy ROMs had to use smaller die sizes than what the ROMs in the main consoles used and I would assume that in 1989 they only had 32k and 64k ROMs available in small enough nodes.
>>
>>12541880
>SML is only 64k while
So it's basically equivalent to a NES CNROM game for how much content it can have.
>>
>>12543853
Yes, that's it. The smallest Gameboy carts were also only 32k which is slightly less than a NES NROM cart (40k).
>>
>>12542417
I'm not exactly sure what triggers it but the game will often lock you into a vertical fall and take away air control if you switch directions a certain way before jumping. maybe they added it to make hitting the small question blocks easier but I mostly just find it randomly unhelpful.
>>
>>12543843
important history thing is that there was a huge RAM shortage in that 89-92ish era, similar to what we've had recently.
>>
>>12543929
This is the kind of thing only a tr00ned out speed runner would notice or care about.
>>
>>12540135
>feels like shit to play
Yeah for like 5 minutes til you get used to it. The game plays perfectly fine
>>
>>12543974
no it's not an obscure thing, happens pretty frequently.
>>
>>12543843
i think the standard node size back then was 1.5 um and mask ROMs >64k probably had too large of a die to fit in the chicklet-sized chip packages Gameboy carts used. eventually as newer, smaller nodes were introduced this would have ceased to be an issue.
>>
smb1 = osp
smb3 = cpma
sml1 = ?
>>
>>12543974
One of the dumbest posts I've ever read on here. It's a very simple short PLATFORMER. Running and jumping is basically all you do, with the exception of those two random ass shooter levels. Of course people would notice it
>>
>>12543839
A sml game with dk 94 controls and sprite work woulda been amazing.
>>
>>12540135
They realized Wario was better so they saved the good gameplay for him, this is why Miyamoto had Yokoi killed
>>
>>12540160
>I thought SMB1 controlled like shit too at first since I started with World, but the more I played it, the more I got the hang of it and took a liking to its physics
In 3 and World, the game gives you the same amount of horizontal control in the air and on the ground
In SMB1, you do have some air control, but way less than on the ground. If you're running at full speed and jump, you won't be able to completely change direction mid-air, at most you'll stop your horizontal movement
I actually like SMB1 physics because it gives more weight to Mario
>>
>>12542792
UPVOTE!



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.