Fan-Art: Kid Icarus: Uprising as an SNES game

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Fan-Art: Kid Icarus: Uprising as an SNES game

Postby robometal cowboy » 05 May 2012 18:06

Fan-Art: Kid Icarus: Uprising as an SNES game
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Thanks to BadassBill for the heads up!

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Fan-Art: Kid Icarus: Uprising as an SNES game

Postby LegendofSantiago » 05 May 2012 18:07

I'd play it
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Fan-Art: Kid Icarus: Uprising as an SNES game

Postby BAB » 05 May 2012 18:29

Would be a nice use of Mode 7.
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Re: Fan-Art: Kid Icarus: Uprising as an SNES game

Postby MasterofMonster » 05 May 2012 18:33

Extremely cool, actually~
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Re: Fan-Art: Kid Icarus: Uprising as an SNES game

Postby chris_the_wing » 05 May 2012 18:48

Looks more like a GBA (Or Lynx) game, but yah, cool.
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Fan-Art: Kid Icarus: Uprising as an SNES game

Postby BigLord » 05 May 2012 18:50

@BAB
Thought of the same thing :D
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Fan-Art: Kid Icarus: Uprising as an SNES game

Postby TheLastBlade » 05 May 2012 19:20

Does that mean it would control better? Hyuk hyuk hyuk.
Bang.

See you, Space Cowboy...
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Re: Fan-Art: Kid Icarus: Uprising as an SNES game

Postby Jerome » 05 May 2012 19:22

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.
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Fan-Art: Kid Icarus: Uprising as an SNES game

Postby mintgreen » 05 May 2012 19:33

SNES version would look twice as good as this. Just look up screenshots of Axelay.
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Fan-Art: Kid Icarus: Uprising as an SNES game

Postby Blue_Falcon » 05 May 2012 19:40

Looks nice, but being a rail shooter/3D action game on SNES, it would probably play terribly.
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Re: Fan-Art: Kid Icarus: Uprising as an SNES game

Postby Sir Tobbii » 05 May 2012 20:01

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

Nope, you're gonna have to use the Super Scope. :3
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Re: Fan-Art: Kid Icarus: Uprising as an SNES game

Postby bound_for_earthbound » 05 May 2012 20:23

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.
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Re: Fan-Art: Kid Icarus: Uprising as an SNES game

Postby Jerome » 05 May 2012 21:01

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.


Agreed.
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Re: Fan-Art: Kid Icarus: Uprising as an SNES game

Postby chris_the_wing » 05 May 2012 22:58

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.

I said that more because of the low resolution. 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


Youtube doesn't really do it justice, I think it ran at 60fps.
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Re: Fan-Art: Kid Icarus: Uprising as an SNES game

Postby Jerome » 05 May 2012 23:12

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.
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Re: Fan-Art: Kid Icarus: Uprising as an SNES game

Postby chris_the_wing » 06 May 2012 00:31

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.

Good point, I could swear I've seen sprite scaling in SNES games though, like Bowser in Super Mario World, the Foot Soldiers being thrown towards the screen in TMNT: Turtles in Time, certain boss's in Super Metroid, that plane that flies by and shoots the missiles in the first level of Contra 3, umm, the space ship battles in Star Trek:TNG.

Okay, so what is the common element here, I guess it's that mainly only one object scales at a time, so that must be using the SNES background scaling feature in a creative way to mimic a sprite.

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.
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Re: Fan-Art: Kid Icarus: Uprising as an SNES game

Postby honeybo » 06 May 2012 01:28

I'm actually the guy that created this screenshot, kind of surprised to see it on here.

I do agree that a Super Nintendo sequel to Kid Icarus probably would have been a straight up platformer, like the original, but this wasn't meant to be a Super Nintendo sequel to Kid Icarus, so much what Kid Icarus Uprising would have looked like done in the SNES era. I imagine the onfoot sequences would basically play like the original, though, I just never got around to making that screenshot.

I don't think any effect I've used here is anything the SNES couldn't do, as I modeled the screenshot directly on Hyperzone and Axelay.

Anyway, hope you guys enjoyed, regardless of any potential technical inaccuracies.
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Re: Fan-Art: Kid Icarus: Uprising as an SNES game

Postby Reynard » 06 May 2012 03:54

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.
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Fan-Art: Kid Icarus: Uprising as an SNES game

Postby Master Mo » 06 May 2012 04:24

Graphically this looks like Space Harrior... Cool!
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Fan-Art: Kid Icarus: Uprising as an SNES game

Postby thorn-rock » 06 May 2012 08:29

Pretty cool. Except the land sections would have never existed.
Also mode 7 FTW!!! ^^
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Re: Fan-Art: Kid Icarus: Uprising as an SNES game

Postby chris_the_wing » 06 May 2012 13:44

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.

Okay, so to round up the discussion, the SNES didn't have hardware sprite scaling but had the ability to scale sprites through a software game engine. This ability had limitations in resolution and frame rate but was possible on the SNES without an FX Chip. Looking at the fully textured walls and a dozen or so sprites being scaled at a time in Wolf3D we can extrapolate that the Kid Icarus SNES screen is possible.
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Fan-Art: Kid Icarus: Uprising as an SNES game

Postby WesFX » 06 May 2012 20:57

Sorry, I'm stuck on the idea of how this would look in motion. And sound. And control.

Nothing but negative, ugly, grating, annoying things.
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Re: Fan-Art: Kid Icarus: Uprising as an SNES game

Postby honeybo » 06 May 2012 23:40

WesFX wrote:WesFX


Not sure how I conveyed any sound in this mockup... And similar games like Axelay and Space Harrier looked, played, and sounded just fine.
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