Super Mario Galaxy 1+2 has visual upgrades vs 3D All-Stars version (screenshots/video)

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don't be so harsh on yourself
 
Conversation was about emulation I think. Dolphin will easily run these games at 4K/60 on fairly modest hardware and there are even HD texture packs on top.

I mean obviously that isn't 1 to 1 comparison with a Switch release , but the $70/€70 price is ridiculous.
The original post was clearly about playing on native hardware... Guess I'll dig it up myself even though I'm not the author. Here ya go!


4:3, no proper standard controller support, limited to 30fps, poor UI scaling, etc.. etc.. no thanks


Are we good?
 
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Oh phew, I was worried for a second that $40 for each game was too expensive. Thank goodness they completely transformed the game by adding slightly sharper textures.
 
You're the one that doesn't understand the difference between resolution and aspect ratio.

and you don't understand why that doesn't matter.

the issue with anamorphic wide-screen is that the horizontal resolution is lower than a true wide-screen would have.

now explain to me how that is relevant when I render at 4x the horizontal resolution of my screen, and then downsample this.
at that point I am rendering more horizontal pixels than my screen can display, which get downsampled to be used as Antialiasing.

as a simple example: let's say I am playing on a 1920x1080p display.
I am now playing Mario Galaxy that renders an anamorphic wide-screen, at 1440x1080.
oh no! my horizontal resolution is not matching my screen!
BUT now I am enabling 8x SSAA.
enabling that means the game will now internally render at 5760x4320.

now explaining to me how you'd tell the difference between anamorphic or real wide-screen, when a 5760x4320 image is downsampled to a 1920x1080 output.
are you sitting there with a magnifying glass looking if you can tell the difference between how the horizontal and vertical pixels are smoothed by the super sampling?
 
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what these games are is, they are easily emulated on most modern devices.

there are also HD texture packs for them.



not a single Wii game is limited to 4:3, many Wii games in fact don't even support 4:3. both games are 60fps on Wii. mapping the game's controls to normal controllers is pretty simple, UI is easily fixed with HD texture packs.

What?
This is all incorrect.
Those games always were widescreen and run at 60fps. There are ui texture packs for both games.

The original post was clearly about playing on native hardware... Guess I'll dig it up myself even though I'm not the author. Here ya go!





Are we good?

Sorry, I was totally wrong here. In that case emulation sounds like a perfectly viable option.
 
and you don't understand why that doesn't matter.

the issue with anamorphic wide-screen is that the horizontal resolution is lower than a true wide-screen would have.

now explain to me how that is relevant when I render at 4x the horizontal resolution of my screen, and then downsample this.
at that point I am rendering more horizontal pixels than my screen can display, which get downsampled to be used as Antialiasing.

as a simple example: let's say I am playing on a 1920x1080p display.
I am now playing Mario Galaxy that renders at 1440x1080 (that's what anamorphic 1080p would render at internally).
oh no! my horizontal resolution is not matching my screen!
BUT now I am enabling 4x SSAA.
enabling that means the game will now internally render at 5760x4320.

now explaining to me how you'd tell the difference between anamorphic or real wide-screen, when a 5760x4320 image is downsampled to a 1920x1080 output.
are you sitting there with a magnifying glass looking if you can tell the difference between how the horizontal and vertical pixels are smoothed by the super sampling?
Just look at the HUD, or in game text. There's a reason why you have to REPLACE these assets when you upscale in this manner.

If you upscale these games in 4:3 the images will be sharper than in widescreen, it's really not that difficult to understand.
 
Just look at the HUD, or in game text. There's a reason why you have to REPLACE these assets when you upscale in this manner.

If you upscale these games in 4:3 the images will be sharper than in widescreen, it's really not that difficult to understand.

and why would the hud matter when I said I'd install an HD texture pack? (a 4K texture pack in fact)

none of this matter when playing this game on Dolphin.
You have a texture pack and you have super sampling. in combination, it doesn't matter one bit if it's anamorphic or true wide-screen
 
Nintendo's pricing is so out of whack. $40 for Metroid Prime Remastered, one of the greatest remasters ever made. Then $40 for Galaxy 1 which is basically just a 4K patch they gave for free with multiple other Switch games like Mario Odyssey.

$10 each for a beautiful upgrade to Tears of the Kingdom and Breath of the Wild, $40 for Galaxy 1 whether you own the 3D All-Stars or not.

Like what the hell? I mean, at least it looks better than the cheap Pikmin 1 & 2 HD ports but jeez... It never makes any sense.
 
and why would the hud matter when I said I'd install an HD texture pack? (a 4K texture pack in fact)

none of this matter when playing this game on Dolphin.
You have a texture pack and you have super sampling. in combination, it doesn't matter one bit if it's anamorphic or true wide-screen
Agree to disagree. Doesn't help with in game text either.
 


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As someone that's never played either Super Mario Galaxy (!!), I'm actually quite looking forward to these.

Fck… ok, now 3D Mario All Stars is only really useful for Sunshine unless the GCN emulator works even better. To be fair, some effects in Sunshine in the 3D All Stars collections were ruined by the higher resolution rendering and it remains to be seen if they will allow you to use the GCN replica controller's analog triggers in that version (with a patch maybe).

Otherwise the game was never renowned for super detailed textures and could work well in the emulator with the CRT filter (I wonder if they would want to add a 16:9 option).
 
Agree to disagree. Doesn't help with in game text either.

what is there to disagree? you can not disagree that rendering at an extreme excess of pixels and then downsampling that to your screen entirely eliminates the streched pixels issue.

and also, these texture packs come with high res fonts. so it absolutely helps with text.

 
"But the games are awesome" isn't really justification for a big price, it's still an old game that took a very small amount of work to bring to a new platform (compared to developing a full brand new game).

Like, Super Mario World is still an awesome game better than 99% of 2D platformers that come out today, but you wouldn't see me paying $30-40 USD for a Switch 2 port of it either.
 
"But the games are awesome" isn't really justification for a big price, it's still an old game that took a very small amount of work to bring to a new platform (compared to developing a full brand new game).

Like, Super Mario World is still an awesome game better than 99% of 2D platformers that come out today, but you wouldn't see me paying $30-40 USD for a Switch 2 port of it either.

this is a good time to remind everyone that there's a fan made widescreen hack for Mario World.

it even has hand adjusted enemy placements as to interfere as little as possible with the originally intended level design.

 
what is there to disagree? you can not disagree that rendering at an extreme excess of pixels and then downsampling that to your screen entirely eliminates the streched pixels issue.

and also, these texture packs come with high res fonts. so it absolutely helps with text.


I fundamentally disagree with your assertion that SSAA is magic, and upscaling a 4:3 image into widescreen is inherently inferior to upscaling a native 16:9 image. You already conceded this in a hyberbolic manner...twice.

I would also disagree that it makes sense for the vast majority of people wanting to play this game?
What kind of gaming rig would one need to run Super Mario Galaxy 2 with HD texture packs @4K with 4xSSAA?
And then be able to do so as a handheld? Can the Xbox ROG Ally even accomplish this?

Your arguments about playing these games via Dolphin vs. Switch 2 make less and less sense for 99% of people wanting to play them, the more you think about it. In fact, I would argue the ONLY reason to play them, aside from financially, on Dolphin after the Switch 2 port are out, would be to retain the ability to use original controllers.

And this coming from someone that has Dolphin installed on no less than six different devices.

EDIT; I take it all back https://www.neogaf.com/threads/retr...ort-for-wii-games-on-march-19th-2026.1688204/
 
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3D All-stars also had textures upgrades, they aren't even close in quality compared to og ones, just take a look at SM64 in 3DAS and then compare to the one in NSO
 
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Oh phew, I was worried for a second that $40 for each game was too expensive. Thank goodness they completely transformed the game by adding slightly sharper textures.
i know right
imagine if nintendo tried to add super mario 64 with no widescreen and not in 60 fps
 
"But the games are awesome" isn't really justification for a big price, it's still an old game that took a very small amount of work to bring to a new platform (compared to developing a full brand new game).

Like, Super Mario World is still an awesome game better than 99% of 2D platformers that come out today, but you wouldn't see me paying $30-40 USD for a Switch 2 port of it either.
Weird to argue their old games are still the best games out there but they shouldn't charge a top price.

Always absurd when folks say 'it's an old game' because it's not like an old game is an old pair of underwear.

Nevermind being 'old' doesn't mean something isn't valuable. Many old things are more valuable. Albeit it's about scarcity mostly. In this case...the scarcity is the game being in the S tier of 3d platformers assuming you feel more or less similarly to SMG 1/2 as SMW in the 2d platform realm.

And someone who owns an old coin and puts it on the market for $1mn ... they are only putting a small amount of (work) into it. Are you going to tell them there is no justification for the price because of that. Maybe you can haggle the price down that way. Although not if others see the value.

Also 'small amount of work' ignores the work that went into the original game in the first place. Aren't they entitled to sell as many copies of a game at whatever price that they want to? Surely some games sold more than SMG 1/2.

Plus if they or anyone else prices too high they leave money on the table. Too low and they also leave money on the table. So the motivation to get the price right is always there from both directions.
 
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It's more an effort to do a proper port rather than the rushef semi-emulation they did during Covid period, but still not a real remaster from what I can see
 
I fundamentally disagree with your assertion that SSAA is magic, and upscaling a 4:3 image into widescreen is inherently inferior to upscaling a native 16:9 image. You already conceded this in a hyberbolic manner...twice.

it is entirely irrelevant once your render res is so high, that it's literally imperceptible.
there's no way you can tell it's anamorphic once you downsample from multiples of your screen res.


I would also disagree that it makes sense for the vast majority of people wanting to play this game?
What kind of gaming rig would one need to run Super Mario Galaxy 2 with HD texture packs @4K with 4xSSAA?
And then be able to do so as a handheld? Can the Xbox ROG Ally even accomplish this?

4k with 4x SSAA is probably doable for any PC GPU upwards of a GTX1070. I know a 1060 can run it at 4k without SSAA no issue, probably with some headroom.
texture packs aren't really perfomance relevant unless you have a super small VRAM pool.
on all the popular handhelds you'll also easily run this at screen res + SSAA.


Your arguments about playing these games via Dolphin vs. Switch 2 make less and less sense for 99% of people wanting to play them, the more you think about it. In fact, I would argue the ONLY reason to play them, aside from financially, on Dolphin after the Switch 2 port are out, would be to retain the ability to use original controllers.

And this coming from someone that has Dolphin installed on no less than six different devices.

I never argued that it makes more sense. I'm just saying it's very easy to do, and could be done for basically a decade now.



lol
 
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it is entirely irrelevant once your render res is so high, that it's literally imperceptible.
there's no way you can tell it's anamorphic once you downsample from multiples of your screen res.




4k with 4x SSAA is probably doable for any PC GPU upwards of a GTX1070. I know a 1060 can run it at 4k without SSAA no issue, probably with some headroom.
texture packs aren't really perfomance relevant unless you have a super small VRAM pool.
on all the popular handhelds you'll also easily run this at screen res + SSAA.




I never argued that it makes more sense. I'm just saying it's very easy to do, and could be done for basically a decade now.




lol
I just tried running vanilla Galaxy 2 @4K on a 10th gen i5 with an RTX 3070 and had a locked 60FPS. @4K with 4xSSAA made it dip to about 15FPS. lol.
 
So I ordered a copy of the first game for the Wii, also ordered the nunchuck accessory (it didn't come with the Wii I brought) as well as the motion sensor extension you plug at the end of the Wii-mote..
 
I'm more excited to play these on my Switch OLED than my Switch 2. I don't care that the cart is $70 for both games. My mom said she'll give me an extra 10 bucks if I eat my broccoli every time so it's not going to bankrupt me.
 
Somehow I missed this news. Can anyone confirm how controls for galaxy 2 will work? Galaxy 2 is the best 3d Mario game.

probably the exact same way they worked in Galaxy 1.

Left Stick = Move
Right Stick = Camera
B = Jump
Y = Attack
R = Center pointer
L = reset camera
ZL = Crouch
ZR = Shoot star bits
Gyro = Pointer

if you play with detached joycons it's basically the same as on Wii, except that you have to manually recenter the pointer at times.
you can even waggle to spin afaik.
 
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Fck… ok, now 3D Mario All Stars is only really useful for Sunshine unless the GCN emulator works even better. To be fair, some effects in Sunshine in the 3D All Stars collections were ruined by the higher resolution rendering and it remains to be seen if they will allow you to use the GCN replica controller's analog triggers in that version (with a patch maybe).

Otherwise the game was never renowned for super detailed textures and could work well in the emulator with the CRT filter (I wonder if they would want to add a 16:9 option).
They patched 3D All Stars so Sunshine could use analog triggers with the gamecube controller adapter not long after release, and i've seen people on Reddit saying analog triggers function as they should with the NSO GC controller.
 

IMO this side by side clearly overall favors the 3D Allstars version. the way they changed the grass texture and the grass overhang just looks much worse here. the now blackened shadows of that overhang makes it look plasticy.
also the sand(?) right below the grass looks just like a blank brown slab in the new version, while there is at least somewhat of a texture to it in the allstars version.

also, what happened to the roof of that house? it completely lost that fine grain part of the texture, and is now just flat looking.

the tree also looks worse. less visible contrast and detail from far away. however, that could be down to youtube compression, as it seems to have compression artifacts.
 
Two of the best platformers of all time, and best Mario games ever (imo). Odyssey doesnt come close.

With that said: making another collection with Galaxy 1 in it is so shitty, but Nintendo will Nintendo.
 
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