Every platformer is physics-based by definition because the main character can jump. It's called gravity and it's certainly a physics concept. How closely physics in a platformer match real world ultimately doesn't matter because making jumping as realistic as possible is a sure way to create a platformer that sucks.
Ok but we're talking about momentum here which Mario 1 has plenty of. You need to use it more in the Lost Levels, but in 1 you have more opportunity to speed through levels without breaking your momentum. Maybe you didn't notice it as much because of that, or because you went through the levels very slowly.
The problem was that I wasn't playing Lost Levels enough LMAO. (And no, Doki Doki Panic DOESN'T count)
3 months ago
Anonymous
What
3 months ago
Anonymous
I meant to say that I didn't give Lost Levels a chance. Definitely seems like an official Kaizo answer.
3 months ago
Anonymous
Come to think of it, when has Nintendo ever went out of their way to make a game brutally difficult outside of Lost Levels?
3 months ago
Anonymous
Ya I don't know how much of Mario 1 you played, but it's pretty easy besides maybe the last couple worlds. In Mario 2 JP you really need to pay more attention to momentum. There's parts where you need to do the maximum longjump possible, for example, so you need to build up speed.
You can still notice it in Mario 1 too, if you speed through the levels like you would a Sonic level. You get into a flow where the run button ends up being like an accelerator pedal, and holding backward is sort of like drifting. It can be easier to get past stuff and make jumps if you're in this flow instead of taking a slow and steady approach.
And you seem like more of a Sonic fan, so I'll school you on some Mario history: When Doki Doki Panic began to be devised, it was intended to be a Mario sequel. So there's still a lot of Mario in it, and I might argue that it's more of a sequel than Japan's was, which was more like Zelda's Second Quest--an extra difficult set of levels for players who mastered the first game. Anyway I don't want to go debate about that but that's my take on it.
3 months ago
Anonymous
Thanks for schooling me, because I wasn't around during that time. I honestly don't play Mario as much as I do Sonic, so I'm inevitably going to have bias on my part.
3 months ago
Anonymous
Me neither but wikipedia is our friend
3 months ago
Anonymous
Wikipedia would be worthless without its citations, so I'm very thankful for that.
People praise Sonic and I guess they must be onto something, but I can't get into that game no matter what, it's supposed to be fast but I just feel like I'm cheated whenver I hit an enemy and lose me rings, maybe I just suck but it makes me not enjoy the game
Freedom Planet started as a Sonic fangame but it really doesn't play the same. It does have slopes and physics based movement but the majority of stage interactions are going to come through interacting with the stage gimmicks instead of strategically using terrain.
Also there's a large focus on stopping for combat whereas Sonic's "combat" system (bouncing off enemies) is really just an extension of its movement mechanics.
Marvel Land has some physics based platforming, although it's mostly dedicated to moving platforms. It was originally released in arcades in 1990, before Sonic, then it was ported to the Sega Genesis.
Yes.
Of course there were others, but nothing where it was such a huge focus of its platforming and fun factor, often being tame or even just a gimmick, here it was the entire point.
What is physics-based gameplay?
Exactly as it sounds. You roll into a ball down a hill, then you go faster. Spring Hill's a good example of this.
*Yard
Mario 3 had slopes before Sonic. You could also maybe make a case for Marble Madness on NES, albeit it's technically not a platformer I guess
OP is specifically talking about slopes I think, just needs to find a better way of wording it
Holy shit, I forgot about SMB3's ice levels. Honestly, they were some good-ass levels.
>changed them to boring ass normal underground stages on SNES and GBA
Man, Mario 3 is so fricking good
>You roll into a ball down a hill, then you go faster.
so pinball physics? how about any pinball game?
>was this the first PLATFORMER to have physics based gameplay
i HATE that hedgehog
Y'all are just a bunch of Robotniks.
This
Funny pic lel.
Every platformer is physics-based by definition because the main character can jump. It's called gravity and it's certainly a physics concept. How closely physics in a platformer match real world ultimately doesn't matter because making jumping as realistic as possible is a sure way to create a platformer that sucks.
Ahh, so that technically makes Mario one of the "first"? It certainly explains the amount of polish it has compared to other platformers of the era.
Also, slippery surfaces were a thing in videogames before Saniyv.
So, like gravity and motion? I think all of them have that.
didn't we have this moronic thread already
My apologies, perhaps I didn't lurk hard enough of warosu. Either way, I think it's a nice discussion to have.
I hate the blue man
Dr. Ivo Alfonso Robotnik, Duke of Stratford-upon-Egg
Has an IQ of 300, yet he STILL can't catch that damn Hedgehog.
>int vs dex
Psycho Fox had exaggerated momentum physics, it came out 2 years before sonic. Didn't have any hills though I don't think
>Anthro Platforming Mascot BEFORE Sonic
Ok, I'm SO playing that.
Mario has momentum.
I think he has significantly more momentum in SMB3/SMW. Those were Mario's best 2d games in my opinion.
I don't think you've given Mario 1 a good play because it has tons of momentum, maybe more than World.
I have played SMB1, but I've always liked the controls of SMB3/SMW more. (I'll admit, SMB1 has a frickton of great speedrunning tech.)
Everybody does. Because they reduced the amount of momentum heavily. Mario 1 has the most by far.
I mean, you can't go wrong with minus world.
Ok but we're talking about momentum here which Mario 1 has plenty of. You need to use it more in the Lost Levels, but in 1 you have more opportunity to speed through levels without breaking your momentum. Maybe you didn't notice it as much because of that, or because you went through the levels very slowly.
The problem was that I wasn't playing Lost Levels enough LMAO. (And no, Doki Doki Panic DOESN'T count)
What
I meant to say that I didn't give Lost Levels a chance. Definitely seems like an official Kaizo answer.
Come to think of it, when has Nintendo ever went out of their way to make a game brutally difficult outside of Lost Levels?
Ya I don't know how much of Mario 1 you played, but it's pretty easy besides maybe the last couple worlds. In Mario 2 JP you really need to pay more attention to momentum. There's parts where you need to do the maximum longjump possible, for example, so you need to build up speed.
You can still notice it in Mario 1 too, if you speed through the levels like you would a Sonic level. You get into a flow where the run button ends up being like an accelerator pedal, and holding backward is sort of like drifting. It can be easier to get past stuff and make jumps if you're in this flow instead of taking a slow and steady approach.
And you seem like more of a Sonic fan, so I'll school you on some Mario history: When Doki Doki Panic began to be devised, it was intended to be a Mario sequel. So there's still a lot of Mario in it, and I might argue that it's more of a sequel than Japan's was, which was more like Zelda's Second Quest--an extra difficult set of levels for players who mastered the first game. Anyway I don't want to go debate about that but that's my take on it.
Thanks for schooling me, because I wasn't around during that time. I honestly don't play Mario as much as I do Sonic, so I'm inevitably going to have bias on my part.
Me neither but wikipedia is our friend
Wikipedia would be worthless without its citations, so I'm very thankful for that.
Momentumkino launcherino?
The game with REAL blast processing
That reminds me of all the euro demos that pull off cool physics shit.
fricking kino game
Gimmick! came out later but is on the NES
People praise Sonic and I guess they must be onto something, but I can't get into that game no matter what, it's supposed to be fast but I just feel like I'm cheated whenver I hit an enemy and lose me rings, maybe I just suck but it makes me not enjoy the game
If you want to play some REFINED sonic, play the hacks instead. Sonic Classic Heroes and Sonic 3 Complete are my go-tos.
boy, I sure do hate hedgehogs!
Nothing like sonic with all of its movement being reactive to a wide range of geometry. Sonic really did change how platform games were designed.
Exactly, it gives me a sense of freedom I don't get with other platformers.
Only thing that comes close is umihara kawase which is much more deliberate and careful rather than chaotic like sonic.
Would you say Freedom Planet also counts, or is that outside the scope of /vr/?
Never played it
Me neither, but I've heard great things about it. Definitely seems like something I should play soon.
Freedom Planet started as a Sonic fangame but it really doesn't play the same. It does have slopes and physics based movement but the majority of stage interactions are going to come through interacting with the stage gimmicks instead of strategically using terrain.
Also there's a large focus on stopping for combat whereas Sonic's "combat" system (bouncing off enemies) is really just an extension of its movement mechanics.
>Stopping for combat
I guess that sounds no different than Sonic Heroes, which is a game I ADORE.
It's up there with mania on decent non-retro sonic/soniclikes.
Freedom planet takes obvious inspiration from sonic but plays often differently.
Another big inspiration is rocket knight.
Marvel Land has some physics based platforming, although it's mostly dedicated to moving platforms. It was originally released in arcades in 1990, before Sonic, then it was ported to the Sega Genesis.
>ported to the Sega Genesis
Uhhhhhh based?
Uhhhhh obviously? homosexual memespeaker.
Hey now, memes are funny.
What else is funny to you? Loud noises?
Like farts and michael winslow making siren and horn sounds?
What is it with japs and trailer bodies?
it's called an after image from walking slightly fast, americans wouldn't understand
I sorta understand thanks to Sonic 3 AIR.
Genetic memory. Ninjas could do it.
He's technically a werehedgehog
Yes.
Of course there were others, but nothing where it was such a huge focus of its platforming and fun factor, often being tame or even just a gimmick, here it was the entire point.
Sonic 1's still a masterpiece.
uhh... super mario 1
>what is Donkey Kong
You can jump and barrels roll down a slope. Great physics!
>It only counts if I say it counts...just because okay?!?!
It wasn't, but it might aswell have been.
It's not
>donkey kong has gravity
Donkey kong has physics
So no, Sonic isn't the first.