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Comment by chongli

17 hours ago

Those may be some amazing games you listed but none of them scratch the itch that some folks have for twitchy NES games. For some reason, modern indie developers never try to emulate the tight, twitchy, highly responsive controls of NES games. Instead, they go for floaty, slow acceleration-based, more forgiving controls.

The puzzle games in your list have no equal though. The NES is pretty light on puzzle / adventure games, though it did receive really nice ports of the MacVenture games (Deja Vu, Uninvited, Shadowgate) as well as Maniac Mansion, and it has a couple of unique ones with Nightshade and Solstice that blend in a bit of action while remaining primarily adventure games.

A large part of this is because the latency on modern TVs can be anywhere between 4.7ms and 150ms so games have to allow for a lot of slack in their input.

The NES and SNES had 1-3 frames of latency depending on the game.

  • Don't modern TV's come with a game mode to reduce this latency (turns off any kinds of image processing)?

    I have a 12 year old Samsung LCD monitor that is advertised as 2.5ms

Oh they absolutely do - you just might be unfamiliar with them. I grew up playing Ninja Gaiden, Megaman, etc. There's definitely an audience for 2D games with extremely tight controls. Off the top of my head:

- Shovel Knight

- Spelunky 1/2

- Rogue Legacy

- Cuphead

Dark Souls and Hollow Knight were among the listed titles, come on.

  • Those may be difficult games but they don't have the twitchiness of a game like Super Mario Bros. They're on the order of 1/4s to 1/2s maneuvering (with great anticipation) whereas SMB is loaded with 1 frame tricks (1/60s). It's an order of magnitude difference.

    • This still feels like a lack of knowledge on the medium, and a bit of faffery around the meaning of "twitchiness". There are still a ton of momentum platformers being made, UFO 50 alone has like 5 included. Even ones with full on mechanical restrictions, such as Yelow Taxi Goes Vroom, which tried hard to go the opposite way, and has has no conventional jump button to preserve momentum with, it's almost entirely about precision setup and aerial readjustment.

    • Huh? 1 frame tricks are the top shelf of speedrunning moves, definitely breaking how the games are designed to be played by orders of magnitudes.

      Speedrunners use 1 frame tricks in more modern games as well. It is considered extremely hard even amongst the already insane speedrunning community, no matter whether the game is SMB, Odyssey, or anything recent.

      2 replies →

NES games are pretty darn slow and not very twitchy at all compared to something like Super Meat Boy. I’m not into the genre too much but I know there are quite a few more of them. And Street Fighter still requires very exact frame execution if you want to take it to the extreme.

I’m as nostalgic as anyone, but games today are just so much better in every way.