![]() Or make the original games into Switch Online releases, with online gameplay and maybe a mashup of the old maps of the SNES and GBA games combined, but sold as its own thing, and tested as such. Or try a Mario Maker but racing as a micro-app - SNES Mario Kart almost had a track editor, so build that into a new game. Do a brand new game in the classic style ala Contra/Castlevania ReBirth. (Looking at how good these Mode7 games look, I'd actually more think Nintendo would try a new game, or maybe a remastered or "Plus" edition, of F-Zero or Mario Kart. The clean-up functions of Mode7 and background gradients and look really nice, I'd like to see some of that, but I don't feel it's too common that retail emulators get into things that aren't just applying an after-filter over the existing graphics. ![]() Slowdown elimination is similarly a great improvement, but that's messing with the clock and playing a bit too deeply with the game's expected performance (plus, in some cases, the slowdown is actually seen as a benefit that actually gives the game some gravitas and wow-factor, though I'm not sure if kids these days get that same feeling of awe in seeing a game so overwhelmed that it starts to crawl, maybe they just see that as old games running crappy?) Realistically, I don't know that it can get there for some of these features? Widescreen modifications inherently change the game, in ways that are pleasing sometimes (if patched really, really well) and I just don't see that being a proper feature of a professional game package. That, and the HD Background Color Radius, which smooths out a lot of the color gradient banding (if it looks normal to you at first, look at the image below left-to-right.) Would like to see what RPGs might do (I assume a set-apart battle screen typically would replicate BG tiles like Mario Kart's bottom screen?) I'm also curious about how Street Fighter would work (Chun Li in particular is always a problem for widescreen hacks.) Lots of doors are opened with tech like this, should you choose to use it.ĭespite how intriguing widescreen SNES seems, the super-clean Mode 7 is what excites me most of all as just a nicer way to enjoy old games. (I can't remember if enemies are fully present in Super Metroid when you enter their area? I know enemies in Metroid 1 stall when offscreened but I don't recall pattern behavior in SM.) ![]() (In fact, looking at the Super Metroid clip, it looks like it's running "true widescreen"? The enemies animate in the deadzone and follow their movement patterns in areas that would be offscreen in 4:3. Also, the doc says there's background patching allowed per game that allows MODers to hack each single game to work best for the Widescreen implementation chosen. Still, an amazing hack for games if you choose to play that way, and where it works well, it's really an extraordinary feature. (I say 'affect' because the game still exists as normal in the center of the screen, but it looks like it'd get very distracting and potentially confusing to see the rest of the gamemap real estate but to have it be a dead zone in beat-em-ups in particular, offscreening enemies can be a big part of the combat mechanics/challenge, and the invisible wall makes you think you have more room to play than you do platformers as well show more of what you're coming up on, but then don't show the pickups or obstacles on those maps, so it would potentially make games easier and harder to play than normal.) Yeah, you can see by the last couple games (Buster, Turtles in Time, Final Fight) that widescreen has severe limitations that 'affect' gameplay in certain types of games.
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