that looks extremely good
I enjoy a bespoke combination left to the discretion of the programmer of what is ideally an in-house, proprietary physics engine. You should be able to control the slide/stick effect by pushing your movement joystick directly against the angle that the wall makes wrt your character, as displayed on screen by the position of the camera. Less push means more slide. THESE ARE analog joysticks are they NOT ???
Even though I generally needed a Max to get through that pyramid in Strider as a kid, I suspect emulation lag makes pulling that jump off even worse for people playing it for the first time in the modern era.
NES Strider is honestly probably in my top 20 games.
I gotta replay nes strider itâs so fucking good
The only time i ever beat NES strider, I somehow glitched through half the final level and I never could do it again.
Video that sanctumsys linked me to on why the strider wall jump is like that.
Psudeoregalia feels like how I wanted every old 3D platformer to feel. I think something about the lingering active hitbox of the kick gives it some of the qualities of a wall hug wall jump, where the timing is long and generous, but unlike a wall hug it feels a little less automatic since you arenât glued to the wall
Iâd also say NES Batman is really good
The meetup convinced me that we need to mention Galleonâs walljump in this discussion.
Plus, when do you pick it up? I feel like itâs like 5 out of 7 islands when they finally deign to introduce the mechanic.
Always thought it was funny how every Ratchet and Clank game has a walljump that you use maybe once in the tutorial level and never again
seems like it follows the titanfall 2 formula of âgive the player an air jump after wall jumpingâ which i think is pretty important in making a first person wall jump feel fluid and not just a canned animation
titanfall 2 also notable for having the best first person grappling hook which has a ton of expression because you move in the direction youâre looking, not in the direction you grappled, which lets you do all these really nice swings instead of being just a straight line zip. when you get good you can do circles around a pillar, for example
yeah severed steel owes a lot to titanfall, it just takes the cake for me because the way the movement and health system tie together (steelâs health bar is a 4 leaf clover representing lucky near misses instead of her physical resilience + the constant automatic fire youâre taking from all angles will take off all 4 leaves instantly BUT youâre completely invulnerable when diving/sliding/wallrunning and slowing time is free while youâre mid-air) really encourages the player to constantly push their ability to move fast. it reminds me a lot of bangai-o of all games in that way, where youâre constantly negotiating with your own sense of self-preservation because being right in the thick of extreme danger can actually be the safest and most effective spot for you once youâve got yr head around like, staying oriented while flipping 360 degrees in 3d space
itâs the game i most thought âthereâs no way i can be good at thisâ from the trailers but it gives me such a feeling of accomplishment when i use 4 jetpack guys to flying kick my way across a giant pit like PS2 Shinobi even tho my sense of âoh fuck youâre falling!!!â never really turns off at any point due to the intensity of the first person perspective
you accidentally trigger it a lot of times when you donât want to
appreciated the puzzle where you freeze two waterfalls and jump between them
Pseudoregalia is absolutely my favorite in a 3D game i love that you acquire an upgrading wallkick instead of a double jump and have to learn how to manage your wallkicks like theyre a consumable resource, and each one even has a slightly different S/FX to keep you aware of how many âusesâ you have before landing, and your jumping & climbing moveset is built around them while never superceding them. its closest 2D counterpart is your dash + wallcling from Celeste which i will name as an honorable mention even though i agree with Artee that a wall cling is a subtly but importantly different mechanic. co-signing everything Wizball said as well
Super Mario 64 is my runner-up for 3D wall jumps. theyâre perfectly tricky-yet-doable enough to be satisfying, and at almost the perfect ratio of useful:mandatory â i kinda wish you had to apply them once or twice more, but the whole structure of SM64 means that stars where you need it are skippable anyway. also âWall Kicks Will Workâ is my 2nd most memorable star goal name after âMetal-Head Mario Can Move!â and i love that in the world of Super Mario 64 those are statements of equal value
For 2D itâs got to be Super Metroid i will forever love that it is a completely optional skill that, like SM64âs is both tricky but eminently doable and even having a remedial knowledge in it adds texture to every single playthrough (e.g. maybe you donât have the patience to wall-jump and ball-bounce all the way out of Norfair on first visit, but you can definitely get good enough to shortcut some powerups and generally make controlling Samus feel more fluid)
And god, Dechoras and the Etecoons my favorite â80s post-punk band the fact that two of your major optional, unspoken skills are taught to you by cute lil alien guys completely through animation. who you also have an optional chance to rescue in the endgame if you just feel like being a nice super player. i love Super Metroid so fucking much dude
Did you manage to pull one off? Itâs really hard to get the timing down and itâs usually not even worth it.
I didnât even know the maneuver existed, or at the very least have no memory of it!