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TopicI've always wondered if Symphony of the Night was doable on SNES.
WhiskeyDisk
07/06/17 3:23:24 PM
#20:


Dikitain posted...
WhiskeyDisk posted...
Foppe posted...
WhiskeyDisk posted...
Foppe posted...
Map the transformation and spells different to fit the controller?
Up+R, Up+L, Down+R for transformations?


that's...a terrible idea. almost as bad as games like the original Batman game that made simple things like jumping unintuitive to figure out. half the point of transformations like fog and bat was the ability to use them on the fly. i would only imagine that combos like that would negatively impact how smoothly SotN played.


Pressing Up+R cant be done on the fly?
How do you hold the controller?



Try doing that while jumping and attacking anything that flies.

That is still only pressing 3 buttons at once, not all that difficult.


You're not thinking about what would actually happen using those inputs if that's what you think. Plus, how many simultaneous inputs and button chords was the SNES controller even capable of?

Then what are you going to do about Alucard's back-dash?

Part of what made SotN and the other Castleroids special was the fluidity of combat and flexibility in combat the MCs had over the more traditional Castlevania games. We may as well try and theorize what a 16 bit version of DMC or God of War would play like but at best you'd get some janky Bionic Commando or Battletoads level of interface screw (yes, I know those we're 8 bit titles but you'd end up with the same level of stunted frame animation and lack of frame cancels, etc). Those games were designed for a certain control scheme and any amount of screwing with something as basic as those mechanics would make it a very different game.
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