![]() I haven't played the other ports for the GBA, but from what I recall nothing like this was done to them. The DKC trilogy never struck me as one which was too hard for new players, so I don't know why they would make it easier for new players whilst making it harder for veterans to enjoy. I've read somewhere in the past that the original DKC games were designed specifically so that players could speed through the levels without objects getting in their way, so it baffles me that the GBA team would change things here. This was the main change that really frustrated me for this port, so much so that I don't think I'll touch it again for a very long time. You NEED to stop before certain enemies or you will die, no exceptions. ![]() In the SNES version of the game, it is possible to run through levels in their entirety without stopping or slowing down if you have the right jumping reflexes. The real trouble presented itself when I reached Mekanos and Fireball Frenzy. So I started off, seeing how fast I could get into the`warp barrels for the first few levels. I wanted to see what time I could achieve for an any% run of the game (beating the first K.Rool). I already knew all this, but I wanted to play anyway. Tobboggan levels are slowed down a lot to make them easier for younger players. Waterskipping with Kiddy also slows you down. Rolling through enemies does not achieve a speed boost. ![]() Painfully slow, I mean search some DKC3 GBA vids on youtube if you like. And I know not to again.įor anyone who picks up this port, it becomes quite apparent when you start playing that the game is considerably slower than the games on the SNES. It is now down to around 6, but we are talking native hardware, and a game that is heavily influenced by timing.Just picked this game up the other day since I wanted something to play during a long car trip. Until a recent patch bringing it down a bit, Street Fighter V on PSV had around 8 frames of input lag. Modern gaming is actually notoriously bad in many games. Non-scientific testing seems to show the SNES mini comparable to the framemeister which is indeed better than can be done on a PC alone. I would honestly love to see ACTUAL tests done on the SNES mini hardware and the Wii Virtual Console as well to see if either if these platforms offer an improvement over Windows 10 non-windowed full screen video hard sync setup. They exist but you need to seek them out.įinally, in almost every situation input lag is actually an overblown issue and the truth is unless you have teenage reflexes, the minor input lag we have is imperceptible outside of strict timing base games like rhythm titles (not really a genre that is emulated often), and input timing games like PunchOut!. ![]() ![]() Keep in mind that HDTV technology will likely be adding additional lag and only certain sets will offer a nice low 1-2 frame delay. The NES NT mini happens to use that mythical FPGA technology (thanks Kevtris) and is actually moddable to use other 8bit era software so if you don't need to slip into the 16bit era (SNES/Genesis) the future is now and you have your solution. Unless you want to use a CRT with your actual hardware, you are stuck waiting for FPGA solutions to reduce it any further. I would assume that would be the fastest. OSSC would get you there without any frame buffer but I am not sure if there have been tests to compare its lag vs other options. I believe we are around the 4-5 frame lag stage at this point, where using a framemeister will improve that to around 2-3 frames using actual hardware at HD resolution. ![]()
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