>different engine >'bonus modes' are only on like 10 levels and are poorly implemented >day one dlc >unlockable jump ability that breaks everything and doesnt DQ your times
i'm a monkey ball autist and really dissapointed with what ive seen
i'm fine with difficulty adjusters and i like all the other ones, because it doesn't change the fundementals of the game, additional time, slowdown, you're still actually doing everything as it's standardly laid out.
The jump however lets you bypass entire levels effortlessly and is always constantly there. it's cool as thing to frick around with sure but man does it obliterate shit and i wish something that lets you break the entire game was maybe tucked a bit more to the side.
the acceleration has been changed. It's noticibly harder to change directions going faster, and it's for sure enough to throw you off if you're used to the original games, a lot of old tricks not being possible anymore too. at the same time the acceleration changes make moving slowly easier which can help for a lot of those smb1 technical balancing levels especially for newer players. so it depends. i can see someone who isn't that married to the original games liking it better, but for me it killed it
>Accessibility option >Not active by default >Has to be bought >Half way down the options menu to toggle >Only usable in Story and Challenge modes >Can't be used for Ranked or minigames
It is tucked away. Majorly.
That's their choice. It's an option for newcomers and it isn't even available by default. If you or others don't want to use it, you never have to do so. It can even be something that never enters your Options menu if you don't spend the points on it in the shop to begin with. You have to go out of your way just to have access to it.
The jump isn't usable in Ranking Challenge mode. Which is to say that your actual online times aren't affected by the inclusion of jump as an accessibility option for normal play.
Considering that twitter video of the guy recreating his super technical runs in this game almost perfectly and the developers themselves calling the physics very faithful outside of a the tilt of the stage and increasing movement speed when rolling forward, I figure the one that doesn't over exaggerate is correct. Unless there are performance issues, things look pretty good.
An interview for reference regarding physics changes:
https://nintendoeverything.com/super-monkey-ball-banana-mania-developer-interview-physics-camera/
IF I COULD GET THE NSP I COULD BE READY
Is the original VA really not back? I heard mention that he might have been in side modes. Did he actually tick off Sega or was that just nonsense?
I'm baffled how he's not back, he made such a big deal of it with nick robinson and so on
Maybe it was a result of making a big deal of it? Maybe he's actually in the game somewhere.
>he made such a big deal of it
That's why.
And now he's calling Sega racist.
>different engine
>'bonus modes' are only on like 10 levels and are poorly implemented
>day one dlc
>unlockable jump ability that breaks everything and doesnt DQ your times
i'm a monkey ball autist and really dissapointed with what ive seen
OH NO NOT OPTIONAL DIFFICULTY ADJUSTERS
i'm fine with difficulty adjusters and i like all the other ones, because it doesn't change the fundementals of the game, additional time, slowdown, you're still actually doing everything as it's standardly laid out.
The jump however lets you bypass entire levels effortlessly and is always constantly there. it's cool as thing to frick around with sure but man does it obliterate shit and i wish something that lets you break the entire game was maybe tucked a bit more to the side.
the acceleration has been changed. It's noticibly harder to change directions going faster, and it's for sure enough to throw you off if you're used to the original games, a lot of old tricks not being possible anymore too. at the same time the acceleration changes make moving slowly easier which can help for a lot of those smb1 technical balancing levels especially for newer players. so it depends. i can see someone who isn't that married to the original games liking it better, but for me it killed it
>Accessibility option
>Not active by default
>Has to be bought
>Half way down the options menu to toggle
>Only usable in Story and Challenge modes
>Can't be used for Ranked or minigames
It is tucked away. Majorly.
evidently not enough because ive already seen videos where people just turn it on at the first sign of a level that looks hard
That's their choice. It's an option for newcomers and it isn't even available by default. If you or others don't want to use it, you never have to do so. It can even be something that never enters your Options menu if you don't spend the points on it in the shop to begin with. You have to go out of your way just to have access to it.
The jump isn't usable in Ranking Challenge mode. Which is to say that your actual online times aren't affected by the inclusion of jump as an accessibility option for normal play.
the leaderboards will be hacked so who cares
NintendoLife said the new engine is shit but GamesBeat said its better than ever. Who's right?
Considering that twitter video of the guy recreating his super technical runs in this game almost perfectly and the developers themselves calling the physics very faithful outside of a the tilt of the stage and increasing movement speed when rolling forward, I figure the one that doesn't over exaggerate is correct. Unless there are performance issues, things look pretty good.
An interview for reference regarding physics changes:
https://nintendoeverything.com/super-monkey-ball-banana-mania-developer-interview-physics-camera/
is this coming to pc?
How are the physics in this game? I don't even want them to be 1:1, just to be actually fast and allow for cheese unlike Banana Blitz.
It's correct physics but the stage tilt acceleration is slower.
AKA, you can't thwack the monkey as easily or pull off the old speedrun strats.
Is the game launching in 3 minutes or 3 hours
3 hours on switch, 3 minutes on Playstation