you can;t even IMAGINE what it is


cathoderaydude
@cathoderaydude

made this GIF a couple days ago and can't stop thinking about it. i had never actually seen a gameboy overlaid on an NES before, somehow, so while i'd seen the numbers comparing the resolutions, the sheer scale of the difference just never hit me until now. it's half the damn size, and that makes the decision by several devs to bring over their NES sprites unchanged even wilder.

look how little room megaman has to move! he's in a damn oubliette! he's been amontillado'd! if you play gameboy MM for five minutes and then jump into the NES version it feels like fucking skyrim. you see that ladder? you can go there.


StrawberryDaquiri
@StrawberryDaquiri
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in reply to @cathoderaydude's post:

Super Mario Land is amazing because they made the conscious decision to cut all their sprite resolution by half

the result? everything is crunched, the detail is squeezed out, but also they managed to make something very much like SMB1 WORK

SMB2 and Wario Land go with larger sprites but also the gameplay in those two is redone to work better with them

now i'm trying to remember if the first time i played SML was on an OG GB or on a Pocket (which had a better screen)

because i definitely didn't get my hands on it till after the "Player's Choice Edition" reprints

Megaman 5 GB was the first i played and...pretty sure my first classic Megaman, period (Megaman X on SNES would've been my first MM ever)

i have fond memories of it! i love how they had an all-original set of Robot Masters instead of simply adapting ones from the NES games (unless you count "Dark Moon," which is just the classic Yellow Devil boss in a different palette)

the Mega Arm was gimmicky but it was fun when you could make the "grab-and-crush" mechanic work

also the soundtrack fucking rocked

they actually made a metal guitar squeal work on the frickin' Game Boy speaker

I’ve always enjoyed Mega Man II, as it is quite different than playing Mega Man 2 in a number of ways. What gets really noticeable are the boss rooms - it’s like Mega Man gets shoved into a broom closet with the boss. Even though the bosses have the same behavior as in the NES games, the decreased space actually changes how you have to react to their jumping and movement. It results in a very funny exploit where you can get Metal Man stuck in the wall, but it also creates a scary fight with Crash Man when he does a ton of damage and you get less space to navigate his explosions. None of this even deals with the knuckle-wrap glitch in the game, either. Mega Man II just rules.