Threw this together really quickly:
For anyone on the fence about buying the Switch version, here's a few extra things to consider:
Load times:
Wii U internal storage vs. Switch internal storage = The Switch is ~2 seconds slower loading Acorn Plains-1 as Mario.
Another Odd Control Choice:
Can't unpause the game by tapping the "+" button again after pausing. The Wii U version allowed this. Must hit "+" to pause and one of the face buttons to unpause.
The big one: Input latency. This might explain why GameXplain took up some issue with the jump spin being mapped to the jump button. The response time seemed longer on Switch.
I've played the Deluxe version for 15+ hours and never ran into anything like this.So do I have this right? When you're coming down from a jump and want to jump again and press A/B, the game thinks you want to twirl and will twirl the character. But if you wait for a small moment, it will think you want to jump so you can jump again, but by the time that moment is passed, you cannot time the jump properly?
I'd like to play this game with my sister and parents but my parents would have to be Toadette and Nabbit. Can Nabbit and Toadette both be played at once?
Gotcha. Would be nice to see the frame comparison with a more steady setup. It doesn't look like a huge difference on your video, but still kinda unacceptable.I don't understand the load times at all. The Switch should have the Wii U beaten. MK8D, BotW, and Tropical Freeze all beat out their Wii U counterparts by a decent margin in all of the tests I've sen.
The input latency is something I'm going to have to revisit and test again w/ a steady table and camera mount. From the two hours I played, it just felt slightly heavier on the Switch. Some of it could be attributed to the button travel or something else. It's debatable given how close the two versions are if it's even perceptible in gameplay or I'm losing my mind. The footage shows the Switch having an infinitesimally smaller amount of delay. Based on me trying to capture 720p/240 from an iPhone SE in one hand while balancing a controller on my knee.
Nabbit. You can't get hurt by enemies playing as Nabbit. Perfect for small kids.Is there an assist mode or something like the one found in Mario Odyssey, or is Toadette the only real help for younger players? Was thinking about buying and playing this with my soon to be 4 year old son, but it might be a bit too challenging?! He's playing SMO just fine, though.
Nabbit. You can't get hurt by enemies playing as Nabbit. Perfect for small kids.
If it's like every other first-party game, midnight Eastern Time, about 2 hours from now.
Come on Nintendo me and the wife are naked in bed and can't figure out what to do now that this isn't unlocked
Trying to play
Bought digital
Still saying I can't play yet
After internet check
Nabbit. You can't get hurt by enemies playing as Nabbit. Perfect for small kids.
I agree with this. They're both great game, but DKCTF feels a bit more repetitive with its gameplay and levels overstay their welcome. NSMBU keeps ideas moving and keeps them at a good length. And Mario Maker is a great play create share game, but it's awful for making legit Mario levels.IMO, this is the best 2D platformer Nintendo has ever released (I like it more than any of the DKC games & more than Mario Maker) and having a portable version is awfully tempting. On the other hand, I already own it on the Wii U so unless my disk breaks, I probably won't be rebuying it. But I highly recommend it to anyone who likes 2D platformers and hasn't played it before.
It's not a new move. In the original it was mapped to the shoulder buttons so there was no chance of making a wrong input.Just beat World 1 and encountered issues with the spin jump a grand total of zero times. On the contrary, I felt it gave me an extra degree of control over my jumps (playing in handheld mode in bed.)
Keep playing. Every level has unique gimmicks and there are over 90 of them. It has easily the best level design of any 2D Mario.This game just feels so plain and uninspired after playing games like Celeste. I don't regret my purchase, I just wish it took more chances with level design and controls. Not sure why they made hitting jump again the way to spin when R still does that. Hopefully a patch will allow us to turn that off.
I know. Just saying I haven't run into issues with it being mapped to the jump button and find it more comfortable than using the shoulder buttons.I agree with this. They're both great game, but DKCTF feels a bit more repetitive with its gameplay and levels overstay their welcome. NSMBU keeps ideas moving and keeps them at a good length. And Mario Maker is a great play create share game, but it's awful for making legit Mario levels.
It's not a new move. In the original it was mapped to the shoulder buttons so there was no chance of making a wrong input.
Not played the Wii U version so i kind of want this version however i am a little dissapointed in some of the changes they have made and they could have put a bit more effort into the gfx. Some of the stages could use some simple blur, fog and other fancy effects to give them a new coat of paint.
I mean... yes. Their B team handling this port is the best case scenario.Wait are you serious? There's more input latency? How is something like that not seen and prioritized as one of the most vital aspects of a platformer? Did they put their B team on this one?
Just reminding everyone that the jump button being used again for a spin comes from the implementation in Super Mario Run.
I know, but it seems like Nintendo liked that idea. Even though Super Mario Run is only one big button to play it.Yes but that's a totally different game, even the way it plays can't be compared.
Don't understand this so.. are people that are having issues just button mashing the jump button or something?Just beat World 1 and encountered issues with the spin jump a grand total of zero times. On the contrary, I felt it gave me an extra degree of control over my jumps (playing in handheld mode in bed.)
You're... totally right. Ha. Well, then it makes sense.I mean... yes. Their B team handling this port is the best case scenario.