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Why is there cutoff in the original SMW stages?
Forum Index - Donut Plains - Gaming - Why is there cutoff in the original SMW stages?
Pages: « 1 »
You'd think the makers of the game would know that it looks bad and fix it.

Examples:






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I don't wanna be a Flopping Cheep-Cheep, so I became something else instead. Wait, I don't want to be a Terrapin either. -_- Whatever, I'll just stick with a Flopping Cheep-Cheep.
It looks silly but at the same time it's not particularly major. Keep in mind when this game was released, with the resolution and quality of most TVs this would probably be barely noticable. Many other games of the time do this too, some cases worse than others. The developers likely didn't think it was worth it to create new tiles and adjust palettes just for instances like these.
Honestly, the corner tiles underwater (at least on the ground) could have easily been fixed given that there exist underwater corner tiles but the devs forgot to check if it is underwater and not behind any non-air tile (there aren't any for the ceilling corners though, but they're easily recreatable if the developers didn't ran out of space).

But yeah, the cutoff is pretty minor and often wouldn't be noticed at the first glance. And like, most people on SMWC would shrug it off too especially if the hack uses purely vanilla GFX.

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Okay, my layout looks ugly.
If I remember correctly, even Super Mario Maker has some unavoidable cut-off in a few places. I'd say it's simply a case of "it's so minor that they don't care about it", which is understandable, neither do I really.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by MarioFanGamer
if the developers didn't ran out of space

Space definitely seems to have been the issue. They didn't seem to know what the SNES was capable of, and with Sonic on their heels... Plus, there are only 6 unused tiles on page 1, only one of which was undefined...

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Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
I honestly never noticed such cutoff in SMW until coming to this forum and people pointing it out.

As stated above, with low resolutions on TVs back in the day, in addition to being a kid and zooming through levels, this was not something that we stopped and noticed or was really significant to us at all.
It's majorly hypocritical that Miyamoto-san quipped "A rushed game is forever bad", since he admitted to SMW being rushed (and in his own words, unfinished)toward the end of development. There are more examples, such as Sonic The Hedgehog 2 being praised to high heavens in spite of it's rough edges and cut corners, but I think everyone gets the point.
Originally posted by parakmahonsmwc
It's majorly hypocritical that Miyamoto-san quipped "A rushed game is forever bad", since he admitted to SMW being rushed (and in his own words, unfinished)toward the end of development.

I don't think that's necessarily hypocritical. It sounds to me like he's applying that same principle to himself and his games if they end up being rushed. Which I guess would imply that he thinks SMW didn't turn out very well... I think most of us would disagree with him on that (I'm sure it's safe to assume that everyone here is a fan of SMW), but that's just what happens when an artist is commenting on their own work.
he just means that if a game is rushed and it ends up bad because its rushed, its forever bad

meanwhile a game that is bad and stays in the oven for a while has a chance of turning actually good

reading comprehension y'alls

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linkies

im gay and a lion. I AM VERY POOR PROGRAMMER !!!
pixel art no hoper. transcriptions on a hot tin ear.
Originally posted by RPG Hacker
If I remember correctly, even Super Mario Maker has some unavoidable cut-off in a few places. I'd say it's simply a case of "it's so minor that they don't care about it", which is understandable, neither do I really.

They actually went through the effort to eliminate some of it in Mario Maker 2. In some styles and themes, pipes will actually extend to "dig into" the connected ground tiles if they would otherwise not connect cleanly.
This avoids situations similar to the cement block example posted above, but it there are plenty of situations this doesn't apply to.
Given that I played this originally on a 15" CRT TV, the cutoff would've been difficult to notice. :P
Miyamoto is defined as insanely perfectionist so yeah, that feels weird

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