Post by Deleted on Nov 21, 2006 9:51:04 GMT -5
So, my Wii now in hand, one of the first things I did was go onto the Wii store and buy a few Virtual Console games, F-Zero on the SNES and Super Mario 64. I never played the original F-Zero, so I'm not sure how it stacks up between this and the VC, but I HAVE played SM64 extensively on the N64, so I can give some quick pros and cons about how it's handled on the Wii.
The first thing I noticed when booting up SM64 is that it was compatible with the Wavebird. As I couldn't get ahold of the VC Controller on Sunday, this was a pleasant surprise. The second thing I noticed, when Mario's big bulbous head popped up on the screen for me to manipulate (sorely missed feature from SM64DS), it looked much smoother than it did on the N64; while not as good as something from the GameCube, the Wii's superior processor works wonders on the N64's usual choppy, grainy graphix. Everything polygonal about the game just looks so much more rounded; sure, Mario himself still looks like a bunch of red and blue marshmallows stacked up onto each other, but they're nice-looking marshmallows. Even when Mario uses warps, the visuals have improved; instead of "flecking away," he now does a gradual full-body fade.
Thrust back in time, I set right out to get that first star in Bob-Omb battlefield. Charles Martinet's old voice clips are back (providing Mario with an awkward, deeper-than-the-contemporary voice that makes me think of Leon from Star Fox 64), but I can live with that.
For the most part, things were flowing kinda smooth, but a few problems did arise: first, the camera. By this point in my life I'm used to having complete freedom with my camera when it comes to platformers, but the translation of this game from N64 to Wii was perhaps too accurate; instead of being able to freely manipulate my view, the game's reduced to the old camera style--you know, three different angles and three different behind-Mario perspectives. It doesn't work well with the C-Stick. Also, since the L button on the Wavebird is not as sensitive as the Z Trigger on the N64 controller, I'll often wind up butt-stomping where I mean to long jump. These are all things I think one can adapt too in time, but there's one problem that seems a bit more pressing. Whenever I go to Jolly Roger Bay to lure the eel out of the ship, the eel stays in the window and I take damage from getting too close; I'm not sure if going back to try again will solve the problem, but I'll update you guys when I find out.
There are still some good things though: all the glitches from SM64 that were removed from SM64DS are back, including jumping through Whomps as they try to fall on you and making the Chain Chomp jump when you toss a Bob-Omb at it. Ahh, sweet nostalgia.
If anything else comes up, I'll update the topic. In the meantime, the most upgrade you'll see for VC N64 games is strictly graphical, and most likely is unintentional. Still, take it where you can get it, right?
(Fry, I thought long and hard on where to put this topic, but even though it's for the VC, SM64 is still an old generation game, so the Classic forum made the most sense to me. Feel free to move it if you think otherwise.)
The first thing I noticed when booting up SM64 is that it was compatible with the Wavebird. As I couldn't get ahold of the VC Controller on Sunday, this was a pleasant surprise. The second thing I noticed, when Mario's big bulbous head popped up on the screen for me to manipulate (sorely missed feature from SM64DS), it looked much smoother than it did on the N64; while not as good as something from the GameCube, the Wii's superior processor works wonders on the N64's usual choppy, grainy graphix. Everything polygonal about the game just looks so much more rounded; sure, Mario himself still looks like a bunch of red and blue marshmallows stacked up onto each other, but they're nice-looking marshmallows. Even when Mario uses warps, the visuals have improved; instead of "flecking away," he now does a gradual full-body fade.
Thrust back in time, I set right out to get that first star in Bob-Omb battlefield. Charles Martinet's old voice clips are back (providing Mario with an awkward, deeper-than-the-contemporary voice that makes me think of Leon from Star Fox 64), but I can live with that.
For the most part, things were flowing kinda smooth, but a few problems did arise: first, the camera. By this point in my life I'm used to having complete freedom with my camera when it comes to platformers, but the translation of this game from N64 to Wii was perhaps too accurate; instead of being able to freely manipulate my view, the game's reduced to the old camera style--you know, three different angles and three different behind-Mario perspectives. It doesn't work well with the C-Stick. Also, since the L button on the Wavebird is not as sensitive as the Z Trigger on the N64 controller, I'll often wind up butt-stomping where I mean to long jump. These are all things I think one can adapt too in time, but there's one problem that seems a bit more pressing. Whenever I go to Jolly Roger Bay to lure the eel out of the ship, the eel stays in the window and I take damage from getting too close; I'm not sure if going back to try again will solve the problem, but I'll update you guys when I find out.
There are still some good things though: all the glitches from SM64 that were removed from SM64DS are back, including jumping through Whomps as they try to fall on you and making the Chain Chomp jump when you toss a Bob-Omb at it. Ahh, sweet nostalgia.
If anything else comes up, I'll update the topic. In the meantime, the most upgrade you'll see for VC N64 games is strictly graphical, and most likely is unintentional. Still, take it where you can get it, right?
(Fry, I thought long and hard on where to put this topic, but even though it's for the VC, SM64 is still an old generation game, so the Classic forum made the most sense to me. Feel free to move it if you think otherwise.)