It is just as fragile as the "PS2 sucks at colours because Metal Gear Solid 2 is all drab looking" argument.
Megaman Zero hardly tries to be colourful. Yes, the game uses a lot of different colours and hues, but everything has a muted tone, and a very drab look overall. It's deliberate. And put it this way: If CAPCOM wanted MMZ to be colourful, don't you think they would have? Breath of Fire II GBA, for example, is very colourful, and came out before Megaman Zero. You really think CAPCOM is going to make a sickly-looking game after proving they don't have to by releasing a colourful one, without a good reason to do so? It fits Zero's mood perfectly, IMO.
In any case, I wasn´t trying to argue that SNES games look better than GBA ones, because they´re quite close. My point was, that the technology being used in the GBA should be quite better, much closer to more recent consoles such as PSX, or perhaps even Saturn, than what is actually being displayed.
That's a wonderful load of crap. To quote
YOU:
YOU said:
Really, Tag, you have to admit GBA was made with the objective of having both super cheap hardware, and a long battery life. Graphics power came as an afterthought, and I´m not really satisfied with games that in many cases don´t even look as good as the SNES ones.
Wash that red off your hands please.
I´m sure Nintendo could have invested more money on the R&D of the machine, use more powerfull components and such to be able to offer something significantly better than 1992 technology.
Of course they could have! But would the result have been able to pull ~14 hours out of 2 AA batteries?
Other handhelds which were released to compete with Nintendo's, have been more powerful but at the expense of MASSIVE battery life issues.
Game Gear, for example, beat Game Boy pretty soundly at just about everything... but it lost in the end. And you know why? Because it took
six AA batteries for
2-4 hours of play time. Batteries = heavy and expensive in those amounts.
Lynx had similar issues.
JVD, I only remember Mischeif Makers (or is that title the one you call Mystic Makers?) and Ban-Ga-I-Oh (or something...) that were 2D. I also heard the latter suffered heavily in the framerate department. I´m also quite curious to know which console had better 2D power. Granted, the N64´s limited cartdridge vs the CD present in Saturn is already a big advantage for the latter.
N64 and Saturn... interesting comparison.
N64 Pros: Storage-limited but fast-loading cartridge, fast rasterisation and good geometry calculation rate (used for 2D as well as 3D), excellent Edge AA that can work in 2D - depth-sorting on 2D objects is a piece of cake
N64 Cons: Terribly small texture cache (2D objects are textures applied to pairs of triangles making "quads"), terribly high memory latency, lower resolution if you want remotely decent performance
Saturn Pros: Tremendously powerful dedicated 2D engine, SECOND video processor for up to 5 background planes (or 2 if you use rotate/scale), low memory latency, large usable RAM (6MB usable if you use a 4MB ram cartridge - rest of RAM is segmented), no individual object space limitations, virtually unlimited sprites per line and per screen, very high resolution (Full, overscanned NTSC and PAL).
Saturn cons: Limited transparency capabilities, high resolution flickers badly due to poor default flicker filter, very frustrating dual-processor architecture which needs a lot more bandwidth than it has.
Comparisons: N64 has 8MB total RAM with expansion pak, but some of that is needed for a frame buffer. Saturn, OTOH, has dedicated frame/audio/etc. RAM, and up to 6MB *usable* RAM.
All N64 textures (and therefore 2D objects) have to fit in the microscopic texture cache (forgot the size) which limits individual tex size severely; Saturn has no such restriction - if it fits in main RAM, it can be used as an object.
N64 can anti-alias 2D objects flawlessly (take a look at Ogre Battle 64. The 2D objects in that game look incredibly smooth) in reasonably high res; Saturn OTOH, while capable of sustained performance in a higher resolution, has a very poor default flicker filter (ever tried Virtua Fighter 2 for Saturn on a normal TV? *shudder*).
N64 uses a storage-limited but very quick cartridge format, while Saturn uses a slow but massive CD format. Saturn gets the nod here, IMO, because its incredibly huge CD buffer (compared to PSX) allows load times to be masked pretty well in some cases, and mass storage =
very good thing for 2D objects.
Pretty much everything N64 does better than Saturn has more to do with 3D output than 2D...