Son.Ralph.Funk
Member
I've been playing with nunchuk/wiimote, but how does it work with wiimote on it's side? With the nunchuck there is analog movement. Do you hold down attack to run with wiimote on side?
Son.Ralph.Funk said:I've been playing with nunchuk/wiimote, but how does it work with wiimote on it's side? With the nunchuck there is analog movement. Do you hold down attack to run with wiimote on side?
Jintor said:Waggle
outside of hacking the Wii, no non-waggle controlset
Super Meat Boy, is that you? :lolmanueldelalas said:When Ami talks about trial and error, he is talking about stuff like this:
http://www.youtube.com/watch?v=3C1BSbq5aB0
Son.Ralph.Funk said:I wasn't asking how you roll with Wiimote on it's side, I was asking how you run (instead of walking slowly). With the nunchuck there is at least several different walking/running speeds.
No mind, I'll read the instruction booklet (which I haven't even touched).
Son.Ralph.Funk said:I've been playing with nunchuk/wiimote, but how does it work with wiimote on it's side? With the nunchuck there is analog movement. Do you hold down attack to run with wiimote on side?
There's nothing wrong with my setup. Different strokes for different folks.Nabs said:loose?! maybe somethings wrong with your setup.
heringer said:Can't say I'm enjoying this.
I don't know, the controls are just too loose for my liking. I like platformers with crazy precise controls. DKR controls just feels unresponsive to me, and I'm not talking about the waggle.
Oh well.
schennmu said:What? The game is crazy precise. Use NES control scheme.
Thank you. That's exactly what I mean. I'm still on World 3, so maybe I'll get used to it, but so far It's really hampering my enjoyment.KevinCow said:I can see what he means. DK definitely has a lot of weight to him, especially when he's in the air. It's not as easy to adjust your jumps when you're already in the air as it is in other platformers. And on ground, it takes DK a little while to get up to speed or change directions.
I think it's something you get used to, though.
wtf. if there's one thing this game isn't, it's rushed. it had a fairly long development time for a 2d platformer and there's so much polish and attention to detail.[Nintex] said:Obviously rushed for the holiday season.
seriously, uh, what game are you playing? this sounds nothing like the dkc returns I'M playing.[Nintex] said:There's no difficulty curve at all and the game is just a random unassorted mess of platform levels and control issues with a jungle theme.
I just played the Cliffs and it was just plain bad, they even re-used the first boss and gave him some sort of shield.jarosh said:wtf. if there's one thing this game isn't, it's rushed. it had a fairly long development time for a 2d platformer and there's so much polish and attention to detail.
seriously, uh, what game are you playing? this sounds nothing like the dkc returns I'M playing.
[Nintex] said:I just played the Cliffs and it was just plain bad, they even re-used the first boss and gave him some sort of shield.
The cliff is my favourite world in the whole game. All the stuff happening in the background and foreground, collapsing platforms included. :O Don't forget the fossils and dinosaurs! I'm loving it and the level of polish is amazing! I also love the fact that he doesn't float around like mario. The feeling of weight is just right for me.[Nintex said:]I just played the Cliffs and it was just plain bad, they even re-used the first boss and gave him some sort of shield.
You mean like Very Gnawty and Really Gnawty from DKC and Krow and Kreepy Krow from DKC2?[Nintex] said:I just played the Cliffs and it was just plain bad, they even re-used the first boss and gave him some sort of shield.
heringer said:It's not like there's lag to an imput, it's just the way the physics of the game were made to behave. It doesn't have that split second responsiveness of New Super Mario Bros or Super Meat Boy because Donkey Kong is supposed to be heavy and the game tries to reproduce the feeling of a heavy gorilla running and jumping. It's a design choice for sure, but one that I can't say I like.
every other boss in the original dkc was a clone and they all had extremely simplistic patterns and went down super fast. the "re-used" boss in dkcr you mention had many completely new attacks and behaved very differently overall. the fight as a whole played out uniquely too with how the terrain kept collapsing. it was also the only instance of a re-used boss (i wouldn't even call it that personally) that i encountered so far.[Nintex] said:I just played the Cliffs and it was just plain bad, they even re-used the first boss and gave him some sort of shield.
[Nintex] said:Wtf I had to encounter the same boss twice and found a nasty bug
This game is good, but not as great as NSMBWii. Some levels are just bad and not fun at all. 'Yay everything collapses around you!' ugh. There's no difficulty curve at all and the game is just a random unassorted mess of platform levels and control issues with a jungle theme. Not to mention the bosses, some are copied from Jungle Beat, others are copied in the game itself. Obviously rushed for the holiday season.
playing it with the remote sideways too. never had a problem. controls feel tight and responsive. tried with the nunchuck but i much prefer this. rocket barrel physics made sense and always felt right too, i like those levels. not a big fan of the mine cart levels though.evilromero said:I played the entire game with the sideways Wiimote. Are people saying this isn't ideal? I didn't even notice there to be any issues. And I guess I'm in the minority but the rocket levels weren't an issue either. Were they too hard for some or did they just not understand the physics?
The flying bird is like almost the same.Shiggy said:Which bosses were copied from DKJB (don't have the game, I'm just interested)?
[Nintex] said:Wtf I had to encounter the same boss twice and found a nasty bug
This game is good, but not as great as NSMBWii. Some levels are just bad and not fun at all. 'Yay everything collapses around you!' ugh. There's no difficulty curve at all and the game is just a random unassorted mess of platform levels and control issues with a jungle theme. Not to mention the bosses, some are copied from Jungle Beat, others are copied in the game itself. Obviously rushed for the holiday season.
Maffis said:The one-hit kills on the cart levels really piss me off. I hate those maps. The normal ones are great, but I can't stand those cart levels. World 4 is to blame.
apana said:Also wanted to say that the game looks amazing on my Plasma, doesn't get that whole grainy look like other Wii games do. Also the rocket levels are basically like calculator or Iphone games like SF Cave.
If you read the Iwata asks you can kinda get the implication that it was rushed.Willy105 said:A re-occurring character means it's rushed?
I get what you are trying to say, but surely there are better examples than that.
schennmu said:You're insane. This game smokes NSMBWii.
evilromero said:I played the entire game with the sideways Wiimote. Are people saying this isn't ideal? I didn't even notice there to be any issues. And I guess I'm in the minority but the rocket levels weren't an issue either. Were they too hard for some or did they just not understand the physics?
ohhhhhhhhhhhhhh.Dascu said:Wait, you can do a jump in mid-air during a roll?
So that's how you get those puzzle pieces and KONG letters.
Dascu said:Wait, you can do a jump in mid-air during a roll?
So that's how you get those puzzle pieces and KONG letters.
daakusedo said:Seeing the gallery for the golden temple it seems that it was intended to be a complete world and that's frustrating when you see some of the concepts.
Amir0x said:Super Meat Boy is easily on par with Yoshi's Island (and Yoshi's Island is one of my favorite games of all time) and infinitely better than DKCR. See, Super Meat Boy is about platforming. There's no mine fuckin' cart worlds or diversionary rocket barrel levels or some retarded riding on a rhino or some shit. Or endless repeat banana bonus rooms for puzzle pieces. Or stopping to blow fucking dandelions. Or fucking awkwardly stomping the ground so you can pop open a cactus or some shit. It's platforming.. straight up. With some of the best platforming physics/momentum/controls in the business. Where it matters, SMB wins. And what matters in platforming is ultra precise controls with no lag, no input foibles based around waggle, no literal trial-and-error like DKCR so often is.
You said SMB is trial-and-error, but there is no trial-and-error in the game. Not even once. In fact, it pretty much betrays your intent since it says you don't know what trial and error means. In SMB, you always know exactly how to get to the end. You always know exactly what your obstacles are. You always know exactly how fucking brutal it's going to be. It's not like DKCR where you're riding a mine cart and fuck some bomb blows up the track and you die because you didn't memorize that part or the precise moment when you should launch yourself to make another track. No, in Super Meat Boy the only thing between you and the goal is your skills. And the more you improve, the further you get. No controls stand in your way, no diversionary crap fills the rims, no wasted levels. Even bosses are platforming challenges.
DKCR has one thing over meatboy, obviously, and that's a bigger budget and there's more shit going on in the background and such. Like, if you need your platformers to constantly be throwing, um, bugs at you and like collapsing rolling tracks then you'll prefer it to SMB.