9th February 2012, 7:16 PM
Oh I've got Super Star, and it's DS remaster, and yes, it's probably going down as my favorite.
I do like good SGB design. As an example of bad design, the color choices in Donkey Kong Land are just confusing. Sure they "fit" the levels, but good design is using a combination of colors that makes the characters stand out from the background, and yet still mix well enough to allow a good background. Ya know, the color limitations and design choices in SGB modes are rather unique. I don't think anything like it has been seen before or since.
I'll be getting Dreamland 2 soon enough (sadly without the manual), but my real catch today was a Super Gameboy 2. Yep, that. The two biggest changes on this thing are the link port and the fixed GB timing (the original SGB's timing was about a percentage point off). There's a whole host of new borders, but the old "activate screen saver" code will now swap between the two sets when on the "black box" border, so it's all there. Other than that, it's the same ol' same ol', but this thing was cheap and I wanted the additions.
Another good example of SGB design was Wario Blast. Here's a game I've had for a while. The coloring is mostly "bleh" but one nice feature they programmed into it was single cart multiplayer using the SNES's extra controllers. It even uses the multitap if you have one to play up to four players.
Oh and, Return to Dream Land has an "extra" mode when the game is beaten too. It's tough. You've got half health, the stages are harder, and the bosses have all-new moves (the "last" one, already looking like a Spyro the dragon recolor, only looks more so in this mode since he now turns purple).
I do like good SGB design. As an example of bad design, the color choices in Donkey Kong Land are just confusing. Sure they "fit" the levels, but good design is using a combination of colors that makes the characters stand out from the background, and yet still mix well enough to allow a good background. Ya know, the color limitations and design choices in SGB modes are rather unique. I don't think anything like it has been seen before or since.
I'll be getting Dreamland 2 soon enough (sadly without the manual), but my real catch today was a Super Gameboy 2. Yep, that. The two biggest changes on this thing are the link port and the fixed GB timing (the original SGB's timing was about a percentage point off). There's a whole host of new borders, but the old "activate screen saver" code will now swap between the two sets when on the "black box" border, so it's all there. Other than that, it's the same ol' same ol', but this thing was cheap and I wanted the additions.
Another good example of SGB design was Wario Blast. Here's a game I've had for a while. The coloring is mostly "bleh" but one nice feature they programmed into it was single cart multiplayer using the SNES's extra controllers. It even uses the multitap if you have one to play up to four players.
Oh and, Return to Dream Land has an "extra" mode when the game is beaten too. It's tough. You've got half health, the stages are harder, and the bosses have all-new moves (the "last" one, already looking like a Spyro the dragon recolor, only looks more so in this mode since he now turns purple).
"On two occasions, I have been asked [by members of Parliament], 'Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?' I am not able to rightly apprehend the kind of confusion of ideas that could provoke such a question." ~ Charles Babbage (1791-1871)