tokumaru wrote:
GB to NES will definitely either look monochrome-like (i.e. all palettes are gradients) or the graphics will lose some depth.
But don't forget, there are combination GB/GBC games that don't suffer from monochrome-ness in GBC mode. The problem would only crop up if you just copy the graphics over directly, without retouches.
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Boss fights are a big problem. A different arena completely changes the dynamics of a boss fight. The Sonic series itself is a good example of this... The difficulty varied a lot between the GG and SMS versions of the games. A few of the most controversial bosses are Sonic 1 Green Hill Zone (dead easy on GG because Robotnik flies too low), Sonic 2 Underground Zone (it's much harder to avoid the balls in one of the versions, don't remember which) and Sonic Chaos Mecha Green Hill Zone (SMS adds more challenge with a spike pit).
Yep. This happens between "similar" consoles too; compare Lemmings and Street Racer for SNES and Genesis (not necessarily the best examples, but these are the first two that popped in my mind). Street Racer is a mode 7 racer on the SNES, and a scanline racer on Genesis. Lemmings stages are cropped in the Genesis version due to less space somewhere, I guess, meaning certain stages needed to be replaced entirely, and speaking of which:
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Now consider that you'll be adapting someone else's game (unlike the developers of the 8-bit Sonic games, who were responsible for both versions), and making your own decisions about changes to be made to boss fights, changes that will possibly piss off fans of the original GB games. doesn't sound so straightforward to me.
Fans wouldn't be pissed off any more than they were for the differences between the GG/SMS Sonic bosses. I also don't think it'd be that great of an idea to "compromise" by making bosses more complicated or by throwing extra hazards in there to account for a bigger screen size. Maybe we should take a look at the various recurring boss fights that happen in the Kirby series sometime.
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And there might be other camera issues to consider depending on the game... Maybe a vertical shooter doesn't have any more level data to the sides... What will you do with the remaining space on the NES? Keep it blank? Invent more level data and imposing big changes on how the game is played?
Depends on the game. A lot of vertical shooters are just enemies and formations coming at you, which'd be trivial to deal with. If you have a game like Gradius where you also have an actual stage to deal with, you could manually go in and retool it to fit the bigger screen. However, you get off a little easier because on a gameboy, you see the entirety of the screen, but on the NES, parts of the screen are hidden in the overscan, so adding empty space, be it through making the status bar fancier or extending the platforms/whatever that are near the borders, is more viable than you'd think. (The same argument applies for vertical scrollers too)