kupo15
Smash Hero
Easy. If your going to make a good retro games, at least make the controls similar since they were just about perfect. Here are all the differences between this and the old games that I noticed really quickly:
Controls:
Rolling: You roll by shaking+left/right. In the past, rolling was done by simply pressing the Y button. No direction is needed. True story. I couldn't figure out how to roll in DKCR with the wiimote version but it was no problem with the CC.
PHYSICS DIFFERENCES: In DKC if you hit an enemy, your roll time was extended and your speed increased. Now I find myself getting hit out of a roll when I try to roll past a line of enemies that are close to each other.
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Running and grabbing items: Used to be the same button a the roll but now they are two separate buttons. This is unnecessary and makes things sloppy. There is no point in making an actual grabbing animation. All games that I've played that has an awkward "missed grabbed" animation was very awkward and sloppy feeling. 1 button for all of these actions is much simpler, intuitive and worked perfectly in DKC. Why change it?
Air control: This is much weaker than in DKC (I should have guessed since its a recent trend in Nintendo games) The problem with this is apparent with the roll jump. I love how the roll jump gives you so much momentum but the natural physics is too weak to make it easily controllable. Its not impossible just sloppy.
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Getting hit: If you got hit in mid air, after switching you automatically do a midair jump to help get your footing back. In DKCR, that jump doesn't happen. There is also little to no point in the pause that takes place when you are hit since you aren't switching out monkeys anymore.
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***My number 1 mechanic complaint!!
BOUNCING OFF OF ENEMIES!!:
In DKC when you bounced off of enemies, if you wanted the super jump all you had to do was hold the jump button as you bounced. Simple and it worked and felt so good. In DKCR you have to time the jump button. Rather pointless. Also, your air control is weak in comparison.
This is the worst part. The animation. A weak bounce does this weird arm dangle hop thing and the strong one does the flip....that is NOT continuous!! You may think that this is just superficial but trust me, it really is a major flaw. In DKC, since you are in the flip the entire time until you touch the ground, your flip hitbox is active the entire time!. But in DKCR since one jump doesn't flip and the second only flips for the first half second, you are completely vulnerable to getting hit out. This means that hitting enemies from below is barely possible.
Its also happened to me where two enemies are far apart and I end up getting hurt by the second one because I didn't land "perfectly" center on top of them and ended up hitting the side. In DKC this wasn't a problem because you would be in the flip animation thus it would count as a hit instead of getting hurt but in DKCR the flip animation ended ages ago.
DKC rule. Once you bounce off of someone, you are totally invincible throughout the entire jump unless you hit something that is not able to be killed.
I'm sure I'll find other fundamental differences.
Controls:
Rolling: You roll by shaking+left/right. In the past, rolling was done by simply pressing the Y button. No direction is needed. True story. I couldn't figure out how to roll in DKCR with the wiimote version but it was no problem with the CC.
PHYSICS DIFFERENCES: In DKC if you hit an enemy, your roll time was extended and your speed increased. Now I find myself getting hit out of a roll when I try to roll past a line of enemies that are close to each other.
----------------
Running and grabbing items: Used to be the same button a the roll but now they are two separate buttons. This is unnecessary and makes things sloppy. There is no point in making an actual grabbing animation. All games that I've played that has an awkward "missed grabbed" animation was very awkward and sloppy feeling. 1 button for all of these actions is much simpler, intuitive and worked perfectly in DKC. Why change it?
Air control: This is much weaker than in DKC (I should have guessed since its a recent trend in Nintendo games) The problem with this is apparent with the roll jump. I love how the roll jump gives you so much momentum but the natural physics is too weak to make it easily controllable. Its not impossible just sloppy.
----------------------
Getting hit: If you got hit in mid air, after switching you automatically do a midair jump to help get your footing back. In DKCR, that jump doesn't happen. There is also little to no point in the pause that takes place when you are hit since you aren't switching out monkeys anymore.
-------------------
***My number 1 mechanic complaint!!
BOUNCING OFF OF ENEMIES!!:
In DKC when you bounced off of enemies, if you wanted the super jump all you had to do was hold the jump button as you bounced. Simple and it worked and felt so good. In DKCR you have to time the jump button. Rather pointless. Also, your air control is weak in comparison.
This is the worst part. The animation. A weak bounce does this weird arm dangle hop thing and the strong one does the flip....that is NOT continuous!! You may think that this is just superficial but trust me, it really is a major flaw. In DKC, since you are in the flip the entire time until you touch the ground, your flip hitbox is active the entire time!. But in DKCR since one jump doesn't flip and the second only flips for the first half second, you are completely vulnerable to getting hit out. This means that hitting enemies from below is barely possible.
Its also happened to me where two enemies are far apart and I end up getting hurt by the second one because I didn't land "perfectly" center on top of them and ended up hitting the side. In DKC this wasn't a problem because you would be in the flip animation thus it would count as a hit instead of getting hurt but in DKCR the flip animation ended ages ago.
DKC rule. Once you bounce off of someone, you are totally invincible throughout the entire jump unless you hit something that is not able to be killed.
I'm sure I'll find other fundamental differences.