Comment by vunderba

22 days ago

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.

    • I do like games with air control, I just also like the old school non-air-control games.

      Modern platformer devs seem to be very much heavily biased to the air control side, where characters can maneuver in both directions at high speed to a far greater distance than their jump height. I really don't like that level of control, as it leads to the need to make level designs based on large amounts of horizontal movement in the air. It's a style of gameplay that came out of Super Mario World's infamous cape powerup, which severely undermines the challenge of that game.

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