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On your article on the SNES under the graphics section, you said "Some games like ‘The Legend of Zelda: A Link to the Past’ account for this factor so shapes are explicitly squashed by design, which looks correct after being stretched by the TV. This, however, is an exceptional case since the majority of games take no extra measure to account for this factor."
While the latter part is true, I don't think A Link to the Past is the best example for this, because objects seem inconsistent in shape throughout depending on whether you're viewing the game at 8:7 or 4:3 aspect ratio, ie; some sprites look correct at 8:7, others at 4:3. A better example for your article would be Chrono Trigger, which was specifically designed for 4:3 and takes the "stretch" into account throughout the entire game. Nintendo's first party titles were mostly inconsistent about this.
The text was updated successfully, but these errors were encountered:
Thanks, this is also a good opportunity to expand on the causes of this unusual aspect ratio. This newer article looks like a good source to reference.
On your article on the SNES under the graphics section, you said "Some games like ‘The Legend of Zelda: A Link to the Past’ account for this factor so shapes are explicitly squashed by design, which looks correct after being stretched by the TV. This, however, is an exceptional case since the majority of games take no extra measure to account for this factor."
While the latter part is true, I don't think A Link to the Past is the best example for this, because objects seem inconsistent in shape throughout depending on whether you're viewing the game at 8:7 or 4:3 aspect ratio, ie; some sprites look correct at 8:7, others at 4:3. A better example for your article would be Chrono Trigger, which was specifically designed for 4:3 and takes the "stretch" into account throughout the entire game. Nintendo's first party titles were mostly inconsistent about this.
The text was updated successfully, but these errors were encountered: