![]() On Switch, however, the resolution is bumped to a full 1080p (yes, higher than Super Mario 64) and the aspect ratio is increased to 16:9. ![]() It's a game that's dense on detail and at the original 480p, this results in a somewhat noisy image where it's difficult to see distant objects. More so than Super Mario 64, Sunshine really benefits from the jump to Switch. Unlike Super Mario 64, this game has never received an official re-release so it's interesting to see how it translates to Switch. Super Mario Sunshine is more interesting. The lag from the Wii U Virtual Console release is done, but it is a shame that Nintendo did not replicate N64's unique texture filtering set-up as Nightdive Studios did with its far more impressive handling of Doom 64. ![]() All fonts and HUD artwork have been redrawn at a higher resolution, aiming to mimic the look of the original game and it elevates the presentation on a modern screen. This is due in part to the enhancements made to the game's UI elements. While I would have enjoyed proper 1080p support rather than 720p across both modes, the game appears very sharp on Switch. It's good - but is it good enough? Here's the Digital Foundry video analysis.ĭespite this, it looks surprisingly nice bearing in mind how few N64 titles still look good when blown up to modern rendering resolutions. Even unofficial homebrew ports have been shown to run at 16:9 and at 60fps no less - it's disappointing to see that the Switch version is pegged at 30fps instead. Yes, you get a resolution uptick from 320x240 to 1280x720 - but it's 720p in both docked and handheld modes, which doesn't quite make sense. Where I do feel the collection falls short is now Super Mario 64 is handled. The fact that the games are not remakes is a little disappointing, but emulation is not necessarily a bad thing and while each game has its share of quirks, enough changes have been made to smooth over the experience. ![]() In theory, we're looking at a solution here that could be applied to future Nintendo GameCube and Wii titles, which is cool. Even more unexpected, according to Twitter user OatmealDome, Super Mario Galaxy was recompiled to run natively on the Switch's ARM processor but most other tasks, such as graphics rendering, are handled via emulation - a hybrid approach. The emulation was apparently developed by Nintendo's European Research and Development group and, curiously, seems to rely on the Vulkan API - not NVN, Nintendo's own low-level API. Any enhanced assets you might see, such as new textures or improved video playback, are essentially injected into each game. Super Mario 3D All-Stars, however, is different - rather than remaking these games, Nintendo has instead opted to update them in a more subtle fashion to better mesh with modern displays running at higher resolutions, but using emulation as the basis. It may not have been the first remake to hit the market, but it was a shining example of how modernising prior generation titles could deliver a massive pay-off. When Nintendo released Super Mario All-Stars for Super NES back in the early 90s, it made a huge impact with the development team completely reworking the 8-bit Mario games at 16-bit quality, with new art, sound and features - an ambitious but amazing project. Each of the three games has received several enhancements in their Switch debut but is it enough? Is this time-limited release actually worthy of the All-Stars name? Decades after the release of Super Mario All-Stars on Super NES, Nintendo revisits the concept with Super Mario 3D All-Stars - a compilation featuring Super Mario 64, Super Mario Sunshine and Super Mario Galaxy.
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