![]() ![]() (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. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |