Author Topic: Think about the bonus levels in Super Mario Sunshine...  (Read 1406 times)

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Offline lastexit

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Think about the bonus levels in Super Mario Sunshine...
« on: September 15, 2005, 08:53:39 PM »
Remember how they were the FUNNEST levels in that game?  

Now imagine how much better they are on revolution.  As the cylinder rotates you keep pace with light twisting of the wrist to hold your balance.  It speeds up.  To a pace impossible with an analog thumbstick.  You twist back and forth, get near the end, flick the controller up to the next cylinder, pull the trigger to duck the swinging axes above your head, twisting to the left at the same time to avoid being thrown from the cylinder...

In the regular mario sunshine game I could never really get into the water pack.  Too hard to control.  Why?  Because the analog thumbstick is a vertical tool and the waterpack in the game is HORIZONTAL.  My brain is working too hard, making it less fun.  The waterpack, with subtle twisting and up and down motions, is infinitely more fun with this controller.

The Gamecube backwards compatibility is going to prove to be a big deal.  Revolution may have been in the planning stages far longer than any of us realize.  Mario Sunshine could very easily be adapted to this control scheme and immediately become better.

How about Fzero on GC?  That game is HARD.  One big reason is the sublte, quick movements necessary with the analog stick.  Once again the brain has to think too much and it slows it down.  The NATURAL physical reaction is to move your entire wrist or hand left to right, not just a slight thumb movement.  Forcing yourself to use the thumb stick takes the VISCERAL out of it.  Until you have logged many hours and even then 10 minutes or so into a new session it is not natural.  You are not one with the controller.  Nintendo seeks to take this part out of the game.  The Revolution controller brings you CLOSER to the experience.

This thing is going to be lots and lots of fun.

As has been said elsewhere, if you're not liking it you probably lack imagination.  

Remember the first time someone new would play Super Mario Bros on the NES?  This was a new type of experience.  They had never played a video game like this on this type of controller.  What did EVERYONE do?  They moved their hands up to jump and flinched with both hands, moving the controller around.  Then you laughed at them because moving the controller around didn't make anything happen.  

Now, moving the controller makes stuff happen.  Welcome to super mario bros on revolution, where your 8 year-old sister's initial reaction, to JUMP with her hands when mario needs to jump, actually works.


Offline Bill Aurion

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RE: Think about the bonus levels in Super Mario Sunshine...
« Reply #1 on: September 15, 2005, 09:06:58 PM »
The possibilities are endless...
~Former Resident Zelda Aficionado and Nintendo Fan~

Offline Michael8983

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RE: Think about the bonus levels in Super Mario Sunshine...
« Reply #2 on: September 16, 2005, 04:34:42 AM »
"It speeds up. To a pace impossible with an analog thumbstick"

That's a good point. Even though analog sticks can be tilted to degress we are prone to pressing them to their limits and there's really no way they could be re-designed to change that. Therefor developers must keep a character's top-speed at an acceptable rate and that's the rate you'll be traveling through pretty much the entire game unless you actually put the effort into moving at a slower pace which few people ever do. However, with the much less limited scope of the tilt-controller, all that would be changed.

Imagine a Sonic game where you can literally make Sonic run so fast his entire world is nothing but a blur. You literally have to watch the degree you tilt your controller to make sure he doesn't go so fast as to make the terrain impossible to navigate. You could change speed with ease as you become more comfortable with your abilities and you control the direction of that speed with a kind of precision never possible before. Sonic's the best example of this because he's known for moving at high speeds and perhaps most in need of the kind of precise movement the new controller will allow but all games would benefit from this innovation.

I could even see more realistic titles where your character might begin to stumble and eventually trip and fall if you try and force him/her to run beyond his/her physical limits or maneuver him/her
too roughly. Insteadly of running at the standard top speed into a wall and simply stopping on a dime like we've been doing in games for years, you smash into the wall and fall backwards. With the kind of precision in speed and direction of the REV controller, you no longer have an excuse for doing such things and you will face the consequences. All this may sound annoying to some but it would allow for a kind of realism in control as well as degree of mental interactivity we've never seen implemented in a game. You would "feel" you character like never before.