Ocarina of Time has similarly jumpy analog performance, which can make it hard to do simple things like direct Link to pick up a particular object or pot inside a village interior. Just like on 3D All-Stars, the NSO version of Mario 64 includes an all-too-jumpy scaling from 0 to 100 percent on its analog stick. But even when lag doesn't strike, the collection's issues with analog-stick control might make N64 novices wonder why people loved these games in the first place. That's great news for Mario Kart 64 and Star Fox 64, which can each feel smoother than their N64 originals at their best. In better news, emulation-based lag appears to vary on a game-by-game basis, and that means response times generally feel nimble enough on the rest of the collection. The same complaint applies to the reduced fog subtlety in Star Fox 64's newer emulation, along with the newer version's unrealistic water reflections. Compare that to a dev using fog to mask the system's limitations (which the N64 had plenty of, particularly in high-speed N64 games like the Extreme-G series). The original game was brilliantly designed around its hardware limitations, and that means its fog effects were used to either communicate to players, guide them, or build atmosphere. Still, Ocarina of Time received far superior emulation releases from Nintendo on both GameCube and the original Wii (along with its 3DS remaster, which is a rebuilt game, not emulation). This wasn't just due to noticeable input lag but also the emulation's wildly dark and inaccurate color reproduction. I can confirm the same good news, mostly because the Wii U's N64 emulation was notoriously awful across the board. I've embedded the slow-motion video above.)Īnd ZFG1 freely admits that this version runs better than its Virtual Console release on Wii U. It pits original hardware against a Switch connected to a high-speed monitor. (If you'd like to see for yourself, another Zelda speedrunner posted an informative lag-comparison video. Software emulation generally introduces both input and audio lag-albeit usually in ways that are hardly perceptible. Some players may fairly shrug this off, as his perspective is colored to some extent by regularly speedrunning the game on original, lower-latency hardware. In his video, ZFG1 also comments on the NSO version's noticeable input lag. I promise that you can feel the difference if you have access to both ways of playing.
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