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No, really. If you have a widescreen television, Brawl won’t look like crap on your TV. Sakurai was kind enough to implement Wide Screen Support for Brawl as is being done with most Wii games. Let’s delve into the few specifics Sakurai left us.
<p align="center"><strong><Standard></strong></p>
<p align="center"><img src="/blog/wp-content/uploads/2007/11/various15_071127a-l.jpg" alt="Standard" align="middle" border="0" height="315" width="400" /><!--more--></p>
<p align="center"><strong> <Widescreen></strong></p>
<p align="center"><img src="/blog/wp-content/uploads/2007/11/various15_071127b-l.jpg" alt="Widescreen" align="middle" border="0" height="248" width="400" /></p>
<p align="center">(Maybe it is just me, but did Mario and Snake just switch spawning points?)</p>
Ok, according to Sakurai, the points in the game in which you KO are still the same, so no configurations gains or loses an advantage from this setup. It is good to see Sakurai took this into account because I can tell from personal experience that a wide screen Melee match was not pleasant to look at.
Apparently Sakurai was nice enough to also make those who don’t understand that 4:3 and 16:9 designate your screen size by making a specific picture for each ratio. You only have two to choose from so it should be pretty straight forward, pick the one that meets the shape of your TV.
<p align="center"> <img src="/blog/wp-content/uploads/2007/11/various15_071127c-l.jpg" alt="Widescreen Support" align="middle" border="0" height="315" width="400" /></p>
Sakurai was nice enough to also throw some music our way (<a href="http://smashboards.com/blog/podpress_trac/web/2644/0/dk.mp3">Donkey Kong</a>) and take us back in time to the days when Hirokazu Tanaka would compose some of our beloved melodies such as those from Kid Icarus and Metroid. This composer was adding onto the team without public notice. Tanaka is well known for his unique music that he brought to Nintendo. This man was so passionate about getting his music right for games that he wrote assembly programming code to help further his own composition back in the days when he composed for games on the Famicom. Tanaka, unlike his rivals at the time, got his inspirations from wanting to give the games a more atmospheric background than to cater to crowds looking for a catchy tune in the game, which incidentally, still ended up being catchy. I hope all Smashers welcome this wonderful musician into our home when Brawl goes in our Wii. Here’s to Tanaka!
<p align="center"><em>Thanks to <a href="http://smashboards.com/member.php?u=17484" title="Regenerator">Regenerator</a> for the MP3 rip. </em></p>
<p align="center"><strong><Standard></strong></p>
<p align="center"><img src="/blog/wp-content/uploads/2007/11/various15_071127a-l.jpg" alt="Standard" align="middle" border="0" height="315" width="400" /><!--more--></p>
<p align="center"><strong> <Widescreen></strong></p>
<p align="center"><img src="/blog/wp-content/uploads/2007/11/various15_071127b-l.jpg" alt="Widescreen" align="middle" border="0" height="248" width="400" /></p>
<p align="center">(Maybe it is just me, but did Mario and Snake just switch spawning points?)</p>
Ok, according to Sakurai, the points in the game in which you KO are still the same, so no configurations gains or loses an advantage from this setup. It is good to see Sakurai took this into account because I can tell from personal experience that a wide screen Melee match was not pleasant to look at.
Apparently Sakurai was nice enough to also make those who don’t understand that 4:3 and 16:9 designate your screen size by making a specific picture for each ratio. You only have two to choose from so it should be pretty straight forward, pick the one that meets the shape of your TV.
<p align="center"> <img src="/blog/wp-content/uploads/2007/11/various15_071127c-l.jpg" alt="Widescreen Support" align="middle" border="0" height="315" width="400" /></p>
Sakurai was nice enough to also throw some music our way (<a href="http://smashboards.com/blog/podpress_trac/web/2644/0/dk.mp3">Donkey Kong</a>) and take us back in time to the days when Hirokazu Tanaka would compose some of our beloved melodies such as those from Kid Icarus and Metroid. This composer was adding onto the team without public notice. Tanaka is well known for his unique music that he brought to Nintendo. This man was so passionate about getting his music right for games that he wrote assembly programming code to help further his own composition back in the days when he composed for games on the Famicom. Tanaka, unlike his rivals at the time, got his inspirations from wanting to give the games a more atmospheric background than to cater to crowds looking for a catchy tune in the game, which incidentally, still ended up being catchy. I hope all Smashers welcome this wonderful musician into our home when Brawl goes in our Wii. Here’s to Tanaka!
<p align="center"><em>Thanks to <a href="http://smashboards.com/member.php?u=17484" title="Regenerator">Regenerator</a> for the MP3 rip. </em></p>