




chris_the_wing wrote:Looks more like a GBA (Or Lynx) game, but yah, cool.





TheLastBlade wrote:Does that mean it would control better? Hyuk hyuk hyuk.


bound_for_earthbound wrote:Eh... it's kind of cool I guess. But it still seems like starfox to me.
If Kid Icarus did make it to SNES, I honestly think it would have been a proper continuation of the platforming shooter genre it started as. Sort of Kid Icarus's answer to Super Metroid.

Jerome wrote:chris_the_wing wrote:Looks more like a GBA (Or Lynx) game, but yah, cool.
You mean because of the sprite scaling?
Well, Yoshi's Island used a Super FX chip for that, so it could have been done.

chris_the_wing wrote:The GBA and Lynx both did sprite scaling, yes, and so did the SNES even without the aid of an FX chip, and it was FAST, check this out

Jerome wrote:chris_the_wing wrote:The GBA and Lynx both did sprite scaling, yes, and so did the SNES even without the aid of an FX chip, and it was FAST, check this out
You sure that was actual scaling? Looks to me more like just switching to higher-res sprites as the objects get closer, like what was done with Super Mario Kart and F-Zero on SNES, or even games like Space Harrier on Genesis. Not that that couldn't work decently in some games, but it's not quite the same thing. If you'll notice, the objects exhibit a slight but noticeable jump from one size to another, which would fit with this. From what I've read, the SNES didn't have hardware for scaling sprites, only backgrounds.
In any case, though, the Kid Icarus mockup does look approximately 16-bit, so they succeeded in that regard whether or not it's perfectly accurate from a technical perspective.


chris_the_wing wrote:But then there's this
Completely ignoring the walls this has tons of sprite scaling, the lights, items (first aid etc), plants, tables & enemies. So what's the verdict? Could the SNES do actual sprite scaling, it sure looks like it does.



Reynard wrote:chris_the_wing wrote:But then there's this
Completely ignoring the walls this has tons of sprite scaling, the lights, items (first aid etc), plants, tables & enemies. So what's the verdict? Could the SNES do actual sprite scaling, it sure looks like it does.
The SNES had no hardware sprite scaling capabilities. At all. Anytime you see it in a typical game without custom chips it's simply clever use of background layers. In the case of Wolf3D, while it IS scaling, I am positive that it is doing it entirely in software, which would explain the absolutely craptacular resolution required to do it and retain a playable frame rate.


WesFX wrote:WesFX

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