SNES Mini Classic Thread | No preorder or shipping discussion here

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But does that save my progress?
SRAM should be retained (game's internal saving mechanism), so when you purposefully make a save in-game.

Pressing reset will also give you an opportunity to create a save state.

Be careful though, it's possible save states can mess up your sram by loading the state the sram was in at the time of the save state creation (seen that in emulators in the past), not tested it on the mini yet though.

Basically just chose one method or the other per game
 
My large hands are still getting used to the controller. Yeesh.

Also, can't fucking beat Ryu on the hardest SF difficulty!!

When I had the original SNES, I took the controllers and modified them with toilet paper rolls, foam and vinyl tape to create handles. haha worked great, was the only way I could stay playing it for long periods of time.

this was before controllers with handles even existed.
 
So, I've never played Star Fox before. These games run bad.
The FPS isn't good but there was nothing like at the time. Just appreciate it for what it eventually brought us.

I still think it looks good. The intro, the stage clear, the bosses, and finally Andross (on the default path) is still cool. The vacuum effect along with the objects he shoots at you. So awesome!!! I had a smile on my face when I played that last night. To see how far gaming on consoles has come from that.

I can't believe I beat that path last night and only died about three times. I haven't played that game in nearly two decades but it all came back to me in seconds. Crazy!!!
 
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Lol that is a ridiculous amount to charge.
 
I've never played Secret of Mana before, and I was told it's a lovely classic that's a great 2-player experience with a loved one.

My initial impressions have been pretty jarring.

1. How long does it take to get 2-player mode available? Someone mentioned an hour, and I think after 30 minutes I only got to the
water palace
where I was told I needed to go to yet another location. My fiance got tired and went to bed. We were initially reading the text out loud but after being told the same things over and over we stopped even doing that.

2. If I remember correctly, some of the backgrounds are freaking BRIGHT. Like, blinding, hard to see things in the foreground clearly, bright.

3. This is even worse when text comes up because you're forced to choose between no textbox background (the bright backgrounds make the text hard to read) or a bunch of weird pattern overlays (the patterns make the text hard to read). Why didn't they put in a solid color option?

4. The game appears more complex than I initially thought -- multiple menus, some sort of battle grid, multi-level weapons, etc. This is nice, but the battle system itself feels weird. Some enemy attacks, particularly bosses, appear to be completely unavoidable at the start of the game. Unless there's some dash timing I need to learn, as soon as an attack name popped up on the screen, it would auto-target me, apply an effect, and deal damage. There's no way to heal unless you reach town or buy candy, and there don't seem to be any random health restore items like Zelda, or else they're very rare. Do you just have to learn to kill at maximum speed before autotarget attacks kill you?

5. Many or most enemy attacks, at least for bosses, seem to stun you. In addition to being autotarget, you will be downed / stunned / poisoned / whatever and unable to do anything at all for a second or more. Maybe there are items and stuff later that protect against this, but early game battles seem to involve significant amounts of time where you will be guaranteed to take damage and guaranteed to be stunned with many of those attacks.

6. The overworld in the early game is simultaneously very empty (no treasure chests, no rupees or hearts Zelda-style in bushes or from enemies), yet also packed with the same enemy repeatedly. A bunch of stun-flowers, or a bunch of rabites. Each such enemy would take 2-4 100% sword hits to kill, meaning you're waiting and dodging and then striking, yet gives you no reward besides an eventual weapon level-up. If you ever mess up or get hit by an auto-target effect, that also means you've taken damage that as described above, can't be healed unless you're very lucky with something like a candy chest.


I'm assuming some of the above things change, and I'm probably missing some basic mechanics, so I really hope someone experienced with this game can help point me to what I'm missing.

1. I forget exactly but you're close. There is some variance though as there's actually quite a bit of flexibility in the order events can unfold in the early game depending on where you go, when you go there, and who is with you.

2/3. Yeah the font and dialogue box are bad.

4. There are a lot of menus. Battle grid is only for AI and doesn't matter much. Increasing weapon skill unlocks charge attacks (hold the attack button till the meter fills, release to unleash). Magic attacks are undodgeable. If they're causing you problems you may be underleveled/equipped (this should even out somewhat as you continue, the game definitely has a wonky difficulty curve). Eventually you'll get healing/buff magic as well as find new grades of healing items.

5. Game definitely straddles the rpg / action divide and is honestly closer to the rpg side.

6. Yeah the core game has some (now) glaring rough edges. You'll get some tools, though they also have certain consequences on game flow. (For example attack magic requires you to menu, which in co-op means freezing one player out while you cast magic)
 
SRAM should be retained (game's internal saving mechanism), so when you purposefully make a save in-game.

Pressing reset will also give you an opportunity to create a save state.

Be careful though, it's possible save states can mess up your sram by loading the state the sram was in at the time of the save state creation (seen that in emulators in the past), not tested it on the mini yet though.

Basically just chose one method or the other per game

If you have a main save and a save state before that, a pop up appears saying that if you load from a save state you will lose the main save
 
Where?? lol I couldn't/can not find any. I Am sure by the time I fly there they will be gone though.

Laredo. It also took 6 hours for Walmart to sell out their stock. Maybe it's because a few places in Mexico are flooded, and they couldn't cross over to buy them. It's a border town, and most shoppers are from Mexico.
 
4. The game appears more complex than I initially thought -- multiple menus, some sort of battle grid, multi-level weapons, etc. This is nice, but the battle system itself feels weird. Some enemy attacks, particularly bosses, appear to be completely unavoidable at the start of the game. Unless there's some dash timing I need to learn, as soon as an attack name popped up on the screen, it would auto-target me, apply an effect, and deal damage. There's no way to heal unless you reach town or buy candy, and there don't seem to be any random health restore items like Zelda, or else they're very rare. Do you just have to learn to kill at maximum speed before autotarget attacks kill you?

5. Many or most enemy attacks, at least for bosses, seem to stun you. In addition to being autotarget, you will be downed / stunned / poisoned / whatever and unable to do anything at all for a second or more. Maybe there are items and stuff later that protect against this, but early game battles seem to involve significant amounts of time where you will be guaranteed to take damage and guaranteed to be stunned with many of those attacks.

6. The overworld in the early game is simultaneously very empty (no treasure chests, no rupees or hearts Zelda-style in bushes or from enemies), yet also packed with the same enemy repeatedly. A bunch of stun-flowers, or a bunch of rabites. Each such enemy would take 2-4 100% sword hits to kill, meaning you're waiting and dodging and then striking, yet gives you no reward besides an eventual weapon level-up. If you ever mess up or get hit by an auto-target effect, that also means you've taken damage that as described above, can't be healed unless you're very lucky with something like a candy chest.

All three of the above can be attributed to: don't think of the game as being a Zelda-like, think of it as a Final Fantasy where you move the character around and hit enemies. As such:
- Many attacks aren't meant to be avoided, much as you can't "avoid" attacks in a turn-based RPG.
- Although you can attack before your attack meter reaches 100%, you shouldn't, as you'll deal less damage (and many enemies are stunned by your attacks about that long). Think of the combat as turn-based, where your turn comes when your attack is at 100%.
- Healing is a premium and done via items until you get heal spells.
- You may have missed this; you can do special attacks by holding the attack button. You have to wait until a bar fills up in addition to waiting for the attack meter to reach 100%, but they deal a lot of damage. Each weapon has eight special attacks that you unlock as you level them up, although the higher ones take a ridiculous amount of time to charge so their usefulness is limited.
 
Laredo. It also took 6 hours for Walmart to sell out their stock. Maybe it's because a few places in Mexico are flooded, and they couldn't cross over to buy them. It's a border town, and most shoppers are from Mexico.

Darn, I am in Mass. Wish I could buy it and have them ship it!
 
I've never played Secret of Mana before, and I was told it's a lovely classic that's a great 2-player experience with a loved one.

My initial impressions have been pretty jarring.

1. How long does it take to get 2-player mode available? Someone mentioned an hour, and I think after 30 minutes I only got to the
water palace
where I was told I needed to go to yet another location. My fiance got tired and went to bed. We were initially reading the text out loud but after being told the same things over and over we stopped even doing that.

2. If I remember correctly, some of the backgrounds are freaking BRIGHT. Like, blinding, hard to see things in the foreground clearly, bright.

3. This is even worse when text comes up because you're forced to choose between no textbox background (the bright backgrounds make the text hard to read) or a bunch of weird pattern overlays (the patterns make the text hard to read). Why didn't they put in a solid color option?

4. The game appears more complex than I initially thought -- multiple menus, some sort of battle grid, multi-level weapons, etc. This is nice, but the battle system itself feels weird. Some enemy attacks, particularly bosses, appear to be completely unavoidable at the start of the game. Unless there's some dash timing I need to learn, as soon as an attack name popped up on the screen, it would auto-target me, apply an effect, and deal damage. There's no way to heal unless you reach town or buy candy, and there don't seem to be any random health restore items like Zelda, or else they're very rare. Do you just have to learn to kill at maximum speed before autotarget attacks kill you?

5. Many or most enemy attacks, at least for bosses, seem to stun you. In addition to being autotarget, you will be downed / stunned / poisoned / whatever and unable to do anything at all for a second or more. Maybe there are items and stuff later that protect against this, but early game battles seem to involve significant amounts of time where you will be guaranteed to take damage and guaranteed to be stunned with many of those attacks.

6. The overworld in the early game is simultaneously very empty (no treasure chests, no rupees or hearts Zelda-style in bushes or from enemies), yet also packed with the same enemy repeatedly. A bunch of stun-flowers, or a bunch of rabites. Each such enemy would take 2-4 100% sword hits to kill, meaning you're waiting and dodging and then striking, yet gives you no reward besides an eventual weapon level-up. If you ever mess up or get hit by an auto-target effect, that also means you've taken damage that as described above, can't be healed unless you're very lucky with something like a candy chest.


I'm assuming some of the above things change, and I'm probably missing some basic mechanics, so I really hope someone experienced with this game can help point me to what I'm missing.

1. Not very long, you have to get to the next location Gaia's Navel and do some events there and fight another boss, once thats done you'll get a permanent party member. Theres the girl as well that you can pick up in Pandora by going to a certain place in the Castle but she'll only stick with you until you get to Gaia's Navel but if you want her to be able to play with you then I'd recommend picking her up.

2. Bright? Not really? Maybe turn your TV's contrast down? Only time anything was ever super bright was when you first pull out the Mana sword but thats intentional.

3. Yeah the text can be hard to read to be sure, no idea why they never just had a solid background color but it gets better as time go on once you get out of this first initial area.

4. Bosses use magic attacks which directly target your character. There isn't any way of avoiding them but generally they don't do that much damage at least for now. Eventually you'll get a dedicated way to heal. The main thing to remember is that this isn't Zelda, this is very much a very early action RPG with a majority of RPG's elements.

5. Knock back and stuns can certainly happen to be sure gets to be less of a problem once you have all 3 characters and can generally just switch to a different one when that happens (if you even need to, its really not a big deal its not like its dark souls where when you're down your going to get crit for like all your hp).

6. I think going into this you compared this in your mind to being something like Zelda, its nothing like Zelda at all. It's an RPG. Instead of fighting random battles out in the overworld you see the enemies and can fight them. For the most part you can also ignore the enemies and generally just walk around them too. You do get rewarded with experience and money for killing enemies which makes you stronger (you also get HP restored to max when you level up) and money gives you access to new armor so you take less damage which can be really needed at times because eventually the damage starts spiking up quite fast. If you don't like fighting though you really don't have to, certainly you don't need to do much early on.

In general the main thing about combat is that its not Zelda nor any other action game, it does its own thing. You won't be endlessly swinging your sword as you won't do any damage thats why you have the 100% attacking system so you don't just mash the attack button constantly. The game largely about being patient, timing your hits and trying to avoid any unnecessary damage. Yes enemies cast spells that will automatically hurt you but its just like spells in a turn based game that target you and you can't dodge them either. Eventually you'll get magic yourself (which can be super OP btw just takes a long time to level up) so you'll eventually be able to do the same thing as the enemies but thats later on. For now focus on getting your second character and learning more about charging attacks and what not as that is also a key feature of the game.
 
I don't recall slowdowns in smw at all, honestly.

Also, did SF2Turbo slow down briefly after every hadouken on the original hardware? Honest question, I don't know

I Believe i was facing Honda in the first japanese stage, don't know if that matters at all

Slowdown does exist on SMW. I encountered some a while ago on Wii VC and looked up videos on authentic hardware and lo and behold...slowdown.
 
Hey guys, any store in Anaheim that could be a good place to look? A friend is visiting and she has already gone to a Target, Best Buy, Walmart and GameStop, but no luck so far.

Thanks.
 
After getting the dreaded “backorder” email from Walmart the other day, got another one confirming it’s arriving on October 3rd.

Didn’t get it on Friday but at least I’m getting it.
 
Is really dissapointed to see Starfox still runs slow as molasses. Emulation should be about improving the original experience.

Emulation is about reproducing the original as accurately as possible.

Besides it would be impossible to improve Star Fox without reprogramming and recompiling it. Like most games at the time, the gameplay logic is bound to the frame rate: if you boost the framerate, it boosts the game’s speed accordingly, making it too fast to be enjoyable or playable.
 

It is running the game windows at either 768x672 in a 720p signal with overscan cropped off (Pixel Perfect) or or 1024x672 in a 720p signal with overscan cropped off (4:3).

Most games were designed with 4:3 aspect in mind, with exceptions. Most noticeably many of the objects in Super Mario World look "correct" (squares and circles) when displaying at 1:1 Pixel Aspect Ratio.

The problem with displaying 4:3 at a 720p is that it doesn't offer enough pixels to smoothly stretch the horizontal axis resulting in uneven, noticeable artifacts. There can also be shimmer present when scrolling. Bilinear filtering can help reduce this but introduces visible blurring which is why pixel perfect exists for the most part. It is the original signal so is very sharp and artifact free.

For a 720p signal, the options presented are a good compromise. I have little doubt that the hardware they included could have easily been made to output to 1080p but it introduces a lot of options the end user would have to choose from, and overall a less obvious path towards displaying the image. For example, a pixel perfect image would occupy a much smaller portion of the screen.

Their goal here is clearly a plug and play setup without the hassle many struggle with in emulators on PC.

CRT would not be a good option for this console.
 
So, I've never played Star Fox before. These games run bad.

This is the one thing I wish Nintendo would have done a little bit differently. Use a little modern magic to allow specifically Star Fox and Star Fox 2 run at a faster and more stable framrate. Leave everything else the same— no more polygons, no higher resolution, not textures— keep everything the same, but take advantage of slightly more powerful hardware to smooth out the presentation for modern audiences.
 
They CRT filter is alright, but it would have been cool if they'd let you adjust the intensity of the effect from 1-10 like with the Hamster games on PS4.
 
I noticed you can power it via USB connection to a pc. Can that be done safely with a PS3 USB port? It would save me the trouble of having to unplug two systems.
 
Just got up and the first thing I did was F5 my Walmart order page. I am still living a cursed existence.
 
Does anybody know the stock situation in Knoxville, TN? I might try some stores but I have a feeling it’s pretty hopeless.

Also, if Best Buy says it’s “on display,” is that the same as in stock? It’s misleading.
 
I've owned Super Mario World since I was... idk, maybe 5 or 6 years old. I'd never beaten it.

I beat it last night LOL.

I love this thing. Games are so much better than the NES Classic IMO, that thing was 100% nostalgia.
 
I've owned Super Mario World since I was... idk, maybe 5 or 6 years old. I'd never beaten it.

I beat it last night LOL.

I love this thing. Games are so much better than the NES Classic IMO, that thing was 100% nostalgia.
Did you really beat it?

What about Star World? Unless, that's how you "beat" it?
 
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