Super Monkey Ball Banana Mania - Conservation of Momentum Issues on Sloped Surfaces
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- Опубліковано 11 вер 2024
- A big part of the feel of SMB is using your momentum to bank off surfaces and throw yourself over gaps. For some reason, sloped surfaces in Banana Mania very quickly erode all of your forward momentum, even if the slope is not directly against you. This is the stage I found it most apparent on, as I usually fly through this stage but had to basically re-learn the way it was possible with Banana Mania's physics, which results in a clear solution that's way clunkier and less fun to do. Despite it being most obvious on this stage, you can feel the affects of it throughout the game.
Control in the air is also really fucked up, I'll try to make a comparison that makes that very apparent in the future.
Thanks for this. It's maddening how it controls compared to the originals, and I completely regret getting the digital deluxe edition. I'm not mad...I'm just disappointed
@Luke it's extra frustrating, because I can forgive the other faults the game has, like the mini games being worse but the main game HAS to be perfect and this.........ugh
Yeah, there’s something fundamentally wrong with the physics. Even Normal SMB1 stage 2 is busted now, you can very easily go beyond the flower pots which was never intended in the original level design (you had to go full speed to get the banana bunch). And stage 15 is significantly harder on Banana Mania but for the wrong reasons, making it an exercise in trial and error.
While there’s nothing inherently wrong with new physics, they don’t really belong in a game where every stage was fine tuned around different physics…
That’s unity for you. The engine requires retooling in order for it to match the original games and I guess that was too much for the devs so they went with a “close enough” solution
It feels like shit tbh. Hopefully this wasn't by design but I'm starting to have second thoughts of this game. I hope this wasn't a ploy to get the player to rely on the helper mechanics because I only want to play it the classic way.
For the main game, I feel this might have been done to make control a bit easier and appeal to the wider player base. Sega has had a history over many of the previous games of making the gameplay a lot more family-friendly, with the simplification of the courses, barriers etc. Here, you have a bit more control of the ball as the resistance is increased, it's very easy as a casual player to over-correct movements and fall out because of that - my runs ended so many times as a kid because the momentum would carry so easily - this change I feel, makes it less likey, but at the cost of making you feel much heavier.
I used to play SMB1 all the time as a kid, but could only ever get halfway through moderate. It's a shame that Mania doesn't feel quite the same, but then again, I appreciate the easier control/slower movement, so it might be more possible to get to some of those levels I never could as a kid. Still, no kidding, this game gets just as hard as the original, if not more so - but at least you can be a little more certain of your movements, rather than having your progress dependent on the will/mastery of the physics engine, as it was in SMB1.
Regardless, Moneky Target's new animation-based physics are tragic.
it legit pissed me off how such a simple stage as switches is nearly impossible to get consistently, i dont get why they messed up the physics so badly
This is the reason that Warp and Long Torus are now insanely difficult compared to their counterparts. Maintaining speed to stay on sloped surfaces is nigh impossible.
Long torus has always been a pain in the ass
@@miscellaneoof True, but now it feels as though the margin of error for actually staying on rounded slopes has become EXPONENTIALLY finer. I could first try Long Torus and the Gamecube level M10 almost every time I played them, but it took me over 20 minutes for each of them just figuring out how overcome these insane new physics.
I think both the new game fans and hardcore fans have valid points. But in my opinion stages should have been built around the new physics (maybe even having new stages entirely tbh) or went the extra mile to tweak the physics to be almost indistinguishable from the OG. While I'm more of a Casual SMB player I have run into certain stages that were MUCH harder than the original due to these changes. I doubt this will be changed but I heard the PC version is adding in mods for better controls!
They should give a patch mode for the original physics
HOW DO YOU FUCK UP THE PHYSICS OF ALL THINGS
Even as someone who only played the originals a few times the difference was immediately noticeable. What kindof physics are these? Does the monkey ball now have engine braking to stop acceleration down the slopes or something?
SEGA does what Nintendon’t after all 😔
Fr I’d noticed that the physics were wonky (same with audio design) since the reveal and I’m disheartened that this wasn’t just early footage roughness. Imo the biggest changes that should be made are:
Proper momentum handling
Letting the monkey rotate in the ball
Having the rolling noise match ball speed
The lack of these three things really give a weird sense of detachment from the ground and surrounding physics-based obstacles
The monkey does rotate (though it doesn’t look as good) but the speed required for it to happen seems much higher.
I just wanted an hd version of 1
I knew remaking the game in a new engine would suck ass
using square deadzone helps a lot if you're not using that already
I knew they were gonna botch this but my hype to replay 2 blinded me into pre ordering
I hope Sega sees this. Also the camera I wish would be more responsive. It always feels like it has a delay. The physics just feel wrong. I really want to like Banana Mania so much. I bought the game to support the release and after playing for a few hours tonight I can’t help but feel like the physics ruin the whole game.
SEGA DOES IT AGAIN
I am seeing a lot of comments about being pissed off with sega... i mean, Banana Mania is not perfect, and it is built with a different scheme. Different controls and physics are ALWAYS, and i mean it, ALWAYS going to change in a remake. They take an old game and they recreated with a bunch of new things. Don't blame the developers to mess up something they haven't worked on before. Sega just supervised SMB1 and SMB2, AV developed those games. And since this remake is built with Super Monkey Ball Banana Blitz HD engine, it is going to be different of course, and since the developers aren't the ones from AV, of course, they will not try to completely mimic the original controls.
Different doesn't always mean mess up, it just takes time to get used to, like in Crash Bandicoot N'Sane Trilogy and Super Mario 64 DS.
I knew shit felt wrong on the first stage when it just felt heavy in comparison, I beat Cross Floors in Mania by slowly inching my way over each part somehow since trying to beat it normally eroded momentum halve way through.
How they managed to fuck this up, I will never know.
what a shame, thanks for the vid
This is why ill keep playing Super Monkey Ball 1 and 2 on dolphin netplay with the bros
The one thing they had to keep the same, unbelievable
What was so hard about that?
i wanna beat up the genius who decided to make this in unity
@@sangan3202 But good, accurate remakes are also made in Unity. I wanna know who decided NOT to apply the physics of the original games when making the move to Unity
I think Unity is one of the problems. It's not a great engine and refining the default physics would be a serious amount of work. Monkey Target is also ruined. Looks good, controls like crap.
Why can’t sega use the same art style and physics as 1 and 2?
Bruh
>t-posing gon gon
Jesus christ this looks bad