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/vr/ - Retro Games

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>> No.4463829 [View]
File: 767 KB, 1280x720, mario-maker-day-5-04.png [View same] [iqdb] [saucenao] [google]
4463829

>>4463673
Both are sort of true. The right is similar to what an average TV of time made the game look, but the left is the ideal way the game could have looked if displays back then could do it justice.

It's why the box art and diagrams in instruction manuals were pixelated. And when Nintendo shows the games in HD it's with sharp pixels, not simulated scanlines.

>> No.2901932 [View]
File: 767 KB, 1280x720, mario-maker-day-5-04.png [View same] [iqdb] [saucenao] [google]
2901932

>>2901903
>It doesn't work, the logic doesn't follow.

Every bit of the logic follows, and you know it. Look at the evidence in front of your face and it's undeniable. Screen technology has always been improving and the Japanese are especially fond of technological advancement.

They were designing NES games to be displayed images based on 256x240 pixels, but they and many others were always seeking better and better technology to make it look as good as it could.

And what does Nintendo themselves think is the best way to display those original designs for Mario? It's easy, just look at Super Mario Maker. They don't add a scanline filter to simulate the distortion of an 80's era CRT screen. They don't even give you the OPTION. Why? Because this is what Mario is supposed to look like. This is what Mario was ALWAYS supposed to look like.

Stamp your feet and yell all you want, but you're flat out wrong. And if you think about it honestly and logically for even a few minutes you will understand how wrong you are.

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