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awakened

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awakened

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Would recommend @jeff to set an interpolation shader as his global shader in RetroArch (bring up the menu while a game is loaded, go to Shaders, Load Preset, select one in the interpolation folder, then go to Save and Save Global Preset). I see some unevenly sized pixels like DK's eyes, which interpolation will fix, as well as scrolling shimmer. I like bandlimit-pixel, since it's super sharp and relatively fast.

Also, if you report issues like the Mario Bros. missing walking SFX to the FBNeo team here, they tend to respond pretty quickly.

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awakened

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@spacejordan: But Nintendo added analog movement to all the game styles of Mario Maker. So you get more control fidelity using the stick. Moving the stick a little makes Mario move slowly, moving it a little farther makes him go faster. You still need to hold down Y for full run though. For slower, more precision sections of levels, the stick should give you an advantage.

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awakened

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Why would you want a dpad for Mario Maker? It has true analog control just like the first one, right?

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The old arcade version of Boulder Dash is cool:

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Edited By awakened

I am 100% with Brad when it comes to the D-pad in games like this. Hate using sticks for movement. Usually drop a game once I realize that that's the only way to play it.

It might be possible to swap the left analog and d-pad when this comes to PC using x360ce at least.

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Regarding Bubble System games in MAME: Gradius shows the "Warming Up" screen while the "Morning Music" plays. I don't think it goes on for as long as long as the real cabinet though.

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Psikyo's Lode Runner: The Dig Fight arcade game is a pretty good version of Lode Runner. It has odd cutscenes between each stage that tell some storyline that doesn't relate to the game.

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