Author Topic: Mario 64 improved?  (Read 9530 times)

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Offline NinGurl69 *huggles

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RE: Mario 64 improved?
« Reply #25 on: November 30, 2006, 12:59:06 PM »
Indeed.

The resolution advantage the VC version has is plain as day, which is why the pixels are not gigantoid.

Using composites for the N64 shots wouldn't make the gigantoid pixels go away.
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Offline wandering

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RE: Mario 64 improved?
« Reply #26 on: November 30, 2006, 01:23:55 PM »
Quote

The resolution advantage the VC version has is plain as day

If by advantage you mean disadvantage.

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Offline Smoke39

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RE: Mario 64 improved?
« Reply #27 on: November 30, 2006, 02:45:03 PM »
N64 definitely has anti-aliasing.  It's just that anti-aliasing can only do so much when the pixels are so big.
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Offline Edfishy

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RE: Mario 64 improved?
« Reply #28 on: November 30, 2006, 03:44:24 PM »
I'm glad someone finally made a comparison, and I am equally as glad that N64 games will be rendered at the highest resolution possible on the Wii.  This'll make four-player games a real treat.  

Offline Entroper

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RE:Mario 64 improved?
« Reply #29 on: November 30, 2006, 04:27:38 PM »
Quote

Originally posted by: Bartman3010
Super Mario 64 does indeed run faster, since its not using N64 hardware, though some of the nifty effects are gone, such as the Invisible Cap Mario doesnt look like colored static as was on the original; just transparent.


I believe this is due to them not porting over the procedural texture effects programmed for the N64's graphics processor.  I also noticed similar changes in Ocarina of Time for the Gamecube (on the bonus disc that came with Wind Waker); the Twinrova fire/ice "splash" effects on the floor were quite different, and the nasty purple gloom stuff that haunts Kakariko and covers Bongo Bongo when he dies were replaced with just a bland brownish blob.