3D platform jumping

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Voor
Posts: 1467
Joined: April 14th, 2015, 8:08 pm

3D platform jumping

Postby Voor » October 16th, 2015, 6:57 pm

Anybody else struggle with this, or am I just getting too old? Been spending time with Super Mario Sunshine, and have had more success with the FLUDD system, which occurred when I learned how to use it to control my jumps. But enter the levels where the FLUDD is taken, and FAIL! Having the hardest time making jumps and judgin distances. Maybe it's the camera...maybe it's me.

I didn't seem to have this kind of trouble with Matio 64, but looking back, I do remember never feeling like I was never in 100% control of the jumping mechanics.

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Rev
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Joined: April 7th, 2015, 7:31 pm

Re: 3D platform jumping

Postby Rev » October 16th, 2015, 11:37 pm

Nah, I doubt you're getting old. I struggled with this as well on older 3D platformers. I think more recent 3D platformers have found ways to make the jumps much easier to land. For example, Super Mario Galaxy introduced the ability to get a sort of third jump by wigglying the Wii mote (this also happened in NSMB as well but this was the first 3D Mario to do this). This doesn't sound like it would be that beneficial, but it aloud you to slightly adjust your jump to help with landings. All the new Mario games have something similar to this and it seems to be a new staple in Mario's arsenal. Other games like Bayonetta 2 had wings (same concept basically), or items to allow you to do this. I don't think nearly as many older 3D platformers did this which made the jumps harder. FLUDD is good for balancing out your jumps, but you're right, the game is harder on the stages where you lose it. I don't think it is a case of getting older, more so adjusting to older games.

shootingstar
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Joined: October 15th, 2015, 6:58 pm

Re: 3D platform jumping

Postby shootingstar » October 17th, 2015, 1:36 am

I have grown up with these 3D platformers and never had this sort of issue. I can make the jumps in games like Mario 64 with little trouble. I usually don't have too many problems with the camera either. Usually if I have trouble making the jumps in a platform game, then I consider it to be a bad game.

But again, I did grow up with these games, so maybe I'm just used to these games in a way that only someone who grew up with them can be. I'm going to assume you guys grew up on 2D platformers so maybe you guys just never 100% got used to 3D platforming as a result?

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Rookie1
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Joined: August 6th, 2015, 7:42 am

Re: 3D platform jumping

Postby Rookie1 » October 17th, 2015, 4:39 am

3D platformers frustrate me to no end. I think the N64 is when I gave up on them. Its like Nintendo was used to their library of awesome platform jumpers so naturally all of their N64 titles will be platform based. Brilliant!

Mario 64 was so frustrating. Constantly having to adjust the camera around only to fall to my doom because I couldnt judge the dimensions of the jump. And then there was the FPS platformers like Turok which were even more frustrating.

Shapur
Posts: 269
Joined: July 31st, 2015, 8:10 pm

Re: 3D platform jumping

Postby Shapur » October 18th, 2015, 1:49 am

I've always had trouble with 3D platformers. They just don't work great. Without depth perception there is no way you can really tell how far the next platform is(even tougher with super blurry textures *cough*N64*cough*.

I'm curious to try one in actual 3D like the 3DS. Maybe I'll pick up one for the PS3 that supports it.

CaptainCruch
Posts: 586
Joined: July 17th, 2015, 11:26 am

Re: 3D platform jumping

Postby CaptainCruch » October 19th, 2015, 6:13 am

I just played through Rayman 3D (3DS), just a remake of the 15-year old Rayman 2 and I thought it was alright, didn't have much trouble with it. But yes, I had those jumping issues with Sonic Adventure (GameCube) and especially with Tomb Raider 1 (Saturn), a game I truly detested for it. I had even troubles getting through the tutorial.

jon
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Joined: April 9th, 2015, 4:30 pm

Re: 3D platform jumping

Postby jon » October 19th, 2015, 3:04 pm

I thought 3d platformers like Super Mario 64 and Banjo Kazooie were some of the only N64 games that didn't have blurry graphics. In fact, I wish they made more games like that. On SM64 there were some really aggravating spots to jump. Big Tiny world was just a nightmare, I'd sometimes spend a half hour or more than I needed to.

shootingstar
Posts: 52
Joined: October 15th, 2015, 6:58 pm

Re: 3D platform jumping

Postby shootingstar » October 19th, 2015, 5:08 pm

Hmm well considering I'm currently outnumbered by 5 people, I think I might have found the explanation for the decline of the number of platformers released to market. 3D platformers have always been one of the genres I've been the best at but I guess for most people it's not the easiest thing to get used to. Interesting to think about.


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