Comment by chongli
21 days ago
I’m familiar with all of those games. They’re few enough in number that I see the same small set brought up every time I make this point.
I think they’re the exception that proves the rule. There are fewer of them (noteworthy ones anyway, I’m sure there’s a long tail of obscure ones) than there were popular games of this kind on the original NES. I think Derek Yu’s release of UFO-50 is indicative of his similar need to scratch that itch!
I think noteworthy is the key. Others with tight controls and timing that I can think of (that are less known) are Downwell, Caveblazers, Celeste, Super House of Dead Ninjas, Tiny Barbarian DX, VVVVVV.
And these are just ones that I've personally played.
I have heard of Celeste and I have played through VVVVVV. I will check out the others.
Celeste is kind of an example of what I was talking about though. The game gives you a ton of movement options and "floaty" air control with a lot of maneuverability. NES games never did that. The controls were simple and highly responsive, but generally very "committal."
The only recent game I know of with controls that really felt like a NES game was La Mulana. That game did not allow you to reverse directions in the air after a jump. Once you jumped forward you were fully committed to the arc of that jump.
I see what you're going for. We're sort of struggling to come up with a common nomenclature . For me when I hear floaty controls I think of games where the physics are loose (SMB) as opposed to tight controls (Megaman).
Personally, I really hate being forced to commit to a jump direction like you would in Castlevania.
But there are quite a few NES games that give you control in the air: Megaman, Ninja Gaiden, SMB2 as Peach, Contra, etc.
Different strokes for different folks.
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