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by beetwenty
2361 days ago
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This is probably only true if you're thinking of the complexity in terms of board-game style complexity, with characters and items and abilities that you can enumerate in a list. That's the type of thing that digital computers are pretty good at doing and analog systems aren't, so in our digitally-soaked culture we tend to appreciate it more and associate it with being "more complex". But it also hit a saturation point in the 90's, right around the time SMW came out in fact - there are plenty of early 90's PC wargames and RPGs that are just baffling to play because they model the playspace in a way that makes for spreadsheet UI. Detailed physics and AI, on the other hand, is a thing that is largely beyond the ability of the SNES platform, and that's something that started to pick up along with 3D gaming. We don't greatly appreciate these things in video games because we can pretty easily play with blocks and balls or find live opponents in the real world, but it's a realm that still has a lot of untapped potential. |
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The physics it implements is cartoony in that max velocity is capped such that acceleration is limited, but it's an implementation of verlet integration, more or less.
You can see the devs playing with it in a few levels. For example there's that long vertical fall with multiple objects falling along with you that leads into the 8th world.
Or a few levels where an enemy causes chaos with a turtle shell.