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It's just like Mario Galaxy here, though some parts of the HUD largely depend on the older 480p bitmaps, dating back to the GameCube era.
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In terms of user interface, the button prompts and mini-map also get an upgrade. Shield receives a unique version of the game, combining GameCube's left-right perspective, the Wii version's 16:9 widescreen mode, while also getting a resolution bump similar to the Wii U HD remaster. Then again, the HUD is completely reworked - repositioned with new button icons to match the controller. Only the Wii version had a 16:9 aspect ratio at the time, but starting with a GameCube build would keep the world in its original state, and involve no workarounds for adapting motion controls. One theory is that it could be the GameCube version at its core, tweaked to add in a widescreen view not available originally. It's fair to say that the Shield version is a bit more involved then. :: Pokémon Sword and Shield walkthrough and guide The whole world reverts back to the GameCube style, which defies the idea that it's simply emulating a basic, untouched Wii release.
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The Shield release undoes all of this, possibly because the move to a standard controller negates the need to flip the presentation in the first place. More importantly, it also makes Link right-handed on the Wii version - mapping the way most players would hold the Wii remote on the right, swinging the sword using motion controls. It meant Wolf-Link howls from the right side of the Zelda logo, while the other versions have him appear on the left. But the key difference was in terms of its presentation, with the Wii release mirroring the entire world, inverting the position of everything on-screen. If you recall, the Wii version of Twilight Princess was effectively identical to the GameCube version, albeit with 16:9 support and waggle controller support. Zelda: Twilight Princess goes much further - yes, there's the same localisation effort (obviously on a much larger scale for an RPG) but the game itself is a curious amalgamation of both Wii and GameCube versions, with one or two bespoke flourishes. Super Mario Galaxy had full, localised Chinese text, perhaps suggesting that the developers are doing more than simply wrapping an emulator around the existing binary. Having overcome the availability issue by importing a Chinese console, we're now getting a sense of how much thought and effort has gone into this Nvidia/Nintendo collaboration. Nvidia and Nintendo have done a pretty thorough job in locking out the games for other Shield users: you can only access them on Chinese hardware, and without access to specific Chinese social media platforms, they're impossible to buy even if you could access the appropriate store on Western Shield hardware. Right now, just four games are supported - Zelda, Mario Galaxy, Punchout and New Super Mario Bros Wii - and they're only available for Shield owners in China.
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It's still emulation - but with very specific customisations that set this release apart from the pack.Īs things stand, we only wish that more Wii-emulated titles were available for testing - and that they were easier to come by. An official project, developed by Nvidia and Nintendo in partnership, is this an early preview at how Wii and GameCube titles could be added to the Switch library? Our first look at the emulator running Super Mario Galaxy proved compelling, but follow-up analysis on The Legend of Zelda: Twilight Princess tosses us a curve ball, in that it's unlike any other version of the game available on the market today. Nvidia's Shield is a solid, high-end streaming micro-console with the distinction of using the same Tegra X1 silicon found in Nintendo Switch - which makes the existence of a high performance Wii emulator for the system absolutely fascinating.