It's not about the number of buttons. It's about what they can do. The GameCube controller had analogue functionality on the L and R buttons; the controller registered not just when you pushed one of them, but how hard you pushed it (for lack of a more elegant explanation). Super Mario Sunshine used that functionality to control, amongst other things, the hovering with FLUDD. You could hover just off the ground, or a fair ways off the ground - your choice, depending on how hard you pushed the L and R buttons. IIRC there were some sections of Sunshine that required some degree of precision with this mechanic, and my concern is that without analogue functionality these sections might be pretty tough to navigate on the Switch version. (Not necessarily impossible. That remains to be seen. But very likely tougher. Maybe akin to trying to navigate the 3D sections of Super Mario 3D Land whilst playing on a 2DS. But those sections were not super easy to begin with, iirc, so I could see them becoming downright frustrating without precision controls available.)
Gamexplain says that you can use the GameCube controller via the Wii U/Switch GameCube adapter (how do they know?) but does this port (or whatever it ends up being) register the progressive pressure that you can apply on the GameCube triggers? It seems unlikely because the Switch controllers don't. It's a pity but I wonder how Nintendo has dealt with it. They have detailed Super Mario Galaxy new controls but not Sunshine new controls.
@StuTwo However, you can't be sure that nothing has been fixed yet. I was willing to see more but the video that @Dezzy posted doesn't have any new gameplay footage, it mixes the official trailer and original games footage as far as I can tell.
@BlueOcean I know. Hopefully they have got their hands stuck into the code at least a little and not simply dragged and dropped the original ROM and told an emulator to run it at a higher resolution.
@StuTwo Yes, it's not a Virtual Console release but three ports "optimised for Switch" according to Nintendo. This can be a disappointment (as remasters) or can have improvements that we haven't seen on the trailer.
@status-204 Thanks for clarifying this, that's what I expected (not what I wanted!) because the Switch controllers lack analogue triggers. I have the adapter but not the regular Switch but the Lite so that Gamexplain bait confused me a little bit.
Sunshine didn’t have full analog control, though (from what I hear). It had 2 thresholds of either half press or full press. This can be very easily emulated with buttons, one for a half press and another for a full press. Even if the game did use full analog control, it could be emulated with half press and full press. L for half and ZL for full.
Psalms 22:16 (1,000 yrs before Christ)
They pierced My hands and feet
Isaiah 53:5 (700 yrs before Christ)
He was pierced for our transgressions
Zachariah 12:10 (500 yrs before Christ)
They will look on Me whom they pierced
@JaxonH No, it does have full analog controls. But it's more complicated than that. The GameCube's trigger works like an analog button, so it registers the amount of pressure, but at the very end it also clicks like a regular digital button.
Depending on how much you pressed the button, it would shoot out water accordingly. If you clicked the trigger all the way, Mario will be locked in place and the camera zooms in for a more "over-the-shoulder" camera. So in a way it combines the functionality of an analog and digital button in one single trigger.
The "half press" is the analog part of the trigger, and it registers whether you press it only 10% or 80% for example.
@Zeldafan79 Yes, it's actually a big bonus. The GameCube version is 4:3 480p, the Switch version is 16:9 1080p (720p in handheld mode/Switch Lite). I have never played Sunshine outside GameCube (I almost never play on PC) so I think I will be quite impressed. Super Mario Sunshine is so beautiful.
Super Mario 64 is 4:3 960×720 on Switch but the frame rate is much smoother and the sprites are high-resolution. Widescreen support would have been nice and I wonder if the camera has been improved.
Super Mario Galaxy uses dynamic resolution scaling on Switch up to 1080/720p. It could be based on the Nvidia Shield port. I have only played the Wii version in wide-screen 480p so I'll notice the resolution upgrade as well but I think that the most noticeable upgrades are on Sunshine.
@status-204 I agree and I wonder how Nintendo has dealt with Super Mario Sunshine controls in this port. GameCube controls should be optional in the GC port like motion controls are optional in the Wii port.
@Octane Analogue controls are a fun way to control FLUDD.
@Octane if you press it all the way it just locks mario’s movement but you can control the fludd. To get it to over the shoulder you have to press Y on the gamecube.
We don't stop playing because we grow old; we grow old because we stop playing.
@1UP_MARIO You're right. I got them mixed up. Pressing the trigger all the way allows you to control the direction of FLUDD with the left control stick.
@Octane The Y button is the over-the-shoulder view for shooting still at different speeds, if you press the trigger all the way down it locks Mario's movement and FLUDD shoots at full speed so @1UP_MARIO is right.
So how will they likely map that to Switch? A half press mapped to a button and a full press mapped to a separate button is the only plausible approach I can think of.
Unless there’s never any need to do a half press. They could do 80% press on one button, and full press on another. Can’t really map it to the right analog if it controls the camera.
Psalms 22:16 (1,000 yrs before Christ)
They pierced My hands and feet
Isaiah 53:5 (700 yrs before Christ)
He was pierced for our transgressions
Zachariah 12:10 (500 yrs before Christ)
They will look on Me whom they pierced
I thought sunshine always supported widescreen natively.
I also 100% the game on the Wii u and played with a pro controller. The modders fixed the control inputs by addIng another button (Lz) for half press and R for full.
Also some got it running 60fps on a Wii
We don't stop playing because we grow old; we grow old because we stop playing.
@JaxonH They will probably remove the analog functionality all together. And have two separate buttons. One as a substitute for the analog press, and one for the full press.
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