Emperor-Palpsy

Emperor-Palpsy

Put me down you numbskull! Arrgghh!

Comments 603

Re: Soapbox: Since When Did Physical Releases Stop Being About Physical Games?

Emperor-Palpsy

Call me lazy, but I’m past messing around with carts/discs. And with Switch being such a portable device, I couldn’t imagine not just having my library installed on the device itself.

For me the lure of carts is purely nostalgia driven, because there was no alternative back in the day. I grew up with the Sinclair Spectrum (cassettes), NES and owned subsequent consoles; my memories are rooted to those large slabs of plastic and card boxes.

But today? I’m in my Thirties and just want to get straight into/out of a session when I get a chance. It possibly boils down to ones lifestyle.

The only physical Switch game I kept was BoTW, for the simple reason it was my first Switch game and was a landmark moment for me - so the emotion is tied to the product.

And as far as pricing goes, if the eShop variant is more expensive, wait for the inevitable sale or just buy the Game Vouchers (£42 per game, plus £4 back on eShop credit).

Re: Talking Point: What's Your Comfort Food Game?

Emperor-Palpsy

It's funny you write this article as, at the moment, I'm isolating with the corona virus.

I was laying in bed this morning, off work for the first time in years, when I had a flashback to my school days. It would be around this time of year when I would begin to either feign (or 'slightly' exaggerate) a cold, which presented me a rare opportunity following a day off school... an all-day-SNES-in-bed.

This was before the N64, and so my go to - my 'comfort food' as you call it - was a title that actually just recently released on Switch Online - Super Mario All Stars.

As a NES owner, the jump to 16-bit was huge. I didn't own an Amiga like many friends, so as my first SNES game, All Stars was a revelation. I have fond memories of looking at all these recreated sprites and artwork, and the new sampled soundtrack that was so addictive. It looked and sounded so immersive, you couldn't help but be sucked into SMB3's worlds.

I never got round to completing SMB2. Unlike today, you were pretty much left to your own devices, magazines and school friends to figure things out (That applied to life in general...), so it was always too difficult for me.

And so here I am in my thirties, a fully grown adult, reliving a favourite childhood pastime in my hands, battling a virus that feels like the flu on steroids. I may not be feigning it this time, but the feeling of escapism still remains.

Oh - and I'm proud to say I've reached World 4 in SMB2 - finally!

Re: Review: FIFA 21 - EA Insults Switch Owners Yet Again With This Half-Baked Effort

Emperor-Palpsy

@scully1888 This is likely because, with the PS/XB/PC versions of the game essentially 'one', EA can't justify reprogramming the legacy version of the game to feature those new elements you talk of.

After all, this isn't a simple case of drag-and-drop - all these elements tie into various aspects of the software that isn't present on the Switch version.

I do understand the pain though. I've played FIFA since the mid-Nineties and would love to get back into it.

Re: Review: FIFA 21 - EA Insults Switch Owners Yet Again With This Half-Baked Effort

Emperor-Palpsy

I do at the very least understand a couple of points; that the 'full' (current) version of FIFA would require significant optimisation to fit onto a 16GB game card, let alone a 32GB version; and Frostbite likely is very taxing on the CPU.

This may not be the easiest franchise in the world to port over, and from a technical standpoint I actually don't expect to see the latest bells and whistles, but what I do disagree with is the pricing. If they're going to give us a product that is essentially last-gen in nature, the pricing should reflect this. £30 tops.

Re: Video: New Super Mario 3D All-Stars Trailer Shows Off Fresh Footage And Features

Emperor-Palpsy

@Realness On a purely technical level it wouldn't be impossible - but it would, however, be very difficult to do and not strictly necessary.

The earliest first-party N64 games were written in assembly code, which in simple terms means that the studio (Nintendo, and sometimes Rare) 'wrote' the game on its purest and most optimised format possible, which was to instruct the hardware itself how it should behave. This is almost the opposite method of programming a game through typical developer tools, which is more akin to using LEGO bricks to construct a model.

Why is this relevant? Because SM64 on 3D All Stars is emulated. This means that Nintendo, like it's NES and SNES, has developed a virtual N64 console runtime that executed SM64 on the Switch.

The fact that they chose this route tells you a lot about the difficulty of programming the N64, and why it would be more of a pain to alter the game's native resolution, when the hardware itself was designed for the aspect ratio you're seeing. Put simply again, Nintendo thought it easer to simply multiple the number of pixels until it reached 720p.

But there are other factors to consider, too.

  • SM64's world maps were designed for the intended aspect ratio. If you widened the field of view, non-playable areas of the game would enter the view in certain points of the software.
  • The aspect ratio is the way people remember this game. Yes, Sunshine was also in a 4:3 ratio originally, but on a purely technical level the game's design is more forgiving.
    And even so, it's evident that Sunshine has compromises to reach 16:9.
    If you look at the HUD, you may notice that elements such as the coin counter, Water level etc are 'squashed' horizontally. This is because in order to gain a 16:9 ratio, Nintendo actually cropped the original 4:3 image (by zooming in), changed the field of view back to its original value, and then had to move the HUD in from the sides in order to fit the screen.

Bottom line: without going to the lengths of a full remake, altering code for a 'remaster' is not without its pains.

Re: Feature: All Hail The Game Boy Micro, The Sexiest And Most Impractical Game Boy Ever

Emperor-Palpsy

I sold mine recently for £55. They cost £80 when they came out and shops couldn't give them away.

The only practical reason one would wish to own one is for a collection, as they were horrendous to play for any extended time - not the least to play 'seriously'.

My guess is that Nintendo designed it as more of an impulse product, something that you might want to take out of your pocket on the tube/bus for 20-minutes. For that it actually serves a purpose, but for putting in long sessions for your favourite games, the SP was. the way to go.

Re: Get A Closer Look At Super Mario 3D All-Stars In This Nintendo Unboxing Video

Emperor-Palpsy

Hmm, I expected a bit more to be honest.

Taking into account the RRP of £50, the product really should be doing more to celebrate these games. How about a little booklet with production artwork? A poster? Even just a laminated slipcase? Anything to give the physical customer more value for money and to make this release more exclusive.

As for the software itself, I understand that they haven't updated the games (beyond minimal QoL improvements) as they're being represented in the way that people remember them. That's fine, but with all being said, it doesn't justify the price tag. On Virtual Console N64 games were £9, and GC/Wii games were £15. That's more like £40 in my estimation, and that's still pushing it.

Keep in mind that the profit margin on this title will be extraordinarily high (for obvious reasons), so I fail to understand why they didn't do more to make this a special release on the Nintendo shop. Heck, imagine if they made a Switch bundle with this title included? It would sell-out like crazy.

In response to the SM64 being in 4:3 criticism; no, it really shouldn't be in 16:9. The game was designed for a 4:3 aspect ratio, meaning the only two choices would be to alter the dimensions of the image (which would require the game to receive considerable re-writing, since the N64 assembly/hardware was designed for that pixel aspect ratio), or to broaden the field of vision and letterbox the image (which would make non-playable areas of the game visible). It's just common sense.

Re: Review: Super Mario All-Stars - All That Glitters Isn't Necessarily Gold

Emperor-Palpsy

I may be in the minority, but All Stars will always be the definitive version of these games.

It was the first SNES game I purchased back in the day (I first played the Master System and NES), and it left a massive impact on me.

I remember thinking how much better the graphics looks compared to Super Mario World, which seemingly didn’t take full advantage of the SNES hardware like All Stars does. Each game has its own distinct character that just pops right off the screen.

The soundtrack and SFX are also a massive step-up and worth the price of admission alone in my opinion - the sampling is beautiful.

Honestly, it’s hard to go back after!

Re: Random: Epic Goes To War With Apple, Asks Players To "Join The Fight" And "Free Fortnite"

Emperor-Palpsy

Simple answer to all this - don’t make games ‘free-to-play’, then entice users into spending huge sums of money over its lifespan.

The likes of Epic Games knew the App Store guidelines from the moment they signed up to become an Apple authorised developer, so if they were genuinely looking out for consumers then they wouldn’t even have Fortnite available in the first place.

I don’t recall a big fuss when the App Store was tiny, and was still taking 30% from literally ‘hundreds’, not millions, of downloads. Epic are just throwing their toys out of the pram because they know they don’t have a sustainable business model.

Instead, all they care about is getting users - particularly those who are under age - to download software like this at no cost and then continually spend money on intangible ‘features’. They want an extra 30%? Do the right thing and make the software paid-for. Otherwise, there are plenty of other platforms to draw people into.