I don't know if Nintendo has ever actually acted on its legal threats against hobby-ish projects. The threats might just be to show general "due diligence" for more serious legal scenarios that could arise elsewhere.
Neither of the games you point to seem to be using original Nintendo models or assets.. the style is similar, and a trademark suit could be made, but would be difficult. I remember a Super Maryo Bros, and a couple of other games as well... I really wish that Super Mario War could be playable as a portable game with network multiplayer, that would be awesome.
Maybe you forgot to put on your glasses. What he said was accurate: Both of these games contain within them a 100% accurate recreation of Super Mario Bros. Complete with original graphics and sounds. Just with some other stuff you can do.
If by "some" you mean "roughly all," then yes, but then all he'd have is a late-'90s platformer engine with some unprofessional graphics and sounds. The whole point here is using the Mario assets to evoke Mario 64.
Nintendo recently remade The Legend of Zelda: The Wind Waker for the Wii U, upgrading models and textures, and improving the lighting model in a bunch of ways. They even went as far as tweaking sections of the game that were met with widespread criticism at release, streamlining some of the more tedious aspects.
That's based on a GameCube game though, and many of the games on that platform hold up pretty well today. Games from the N64 era however don't fare so well and would probably require a lot more work.
Nintendo recently remade The Legend of Zelda: The Wind Waker for the Wii U, upgrading models and textures, and improving the lighting model in a bunch of ways.
Personally, I felt there was nothing wrong with the old lighting model, aside from being based on a fixed-function pipeline. The new lighting is full of bloom, gouraud shading, and other things which scream "HD NEXTGEN!!!!" but do not convey the original sense of cartooniness, like playing an immersively interactive Bluth animation. (No, the edited-together-in-real-time-movie Dragon's Lair doesn't really count.)
Wind Waker HD would have benefited by adopting the lighting model of, say, Ni no Kuni.
The problem is you can't run with the DPad. You have to hold a button down to imitate it. So even with the 3DS analog stick, it'd still have the same problem.
That single handily broke the game for me. It doesn't feel good to use the touchscreen as an analog stick.
It doesn't work like an analog stick, though, it works like a d-pad. It just maps to up, up-left, left, down-left, etc of the d-pad, like in any other DS game played on the 3DS.
It's interesting to see a game made using the BGE, considering how rarely you ever see it in the real world. I guess for 3D platformers like this, it works very well.
Bad title. Almost the first thing he says in the video is that the graphics are just a quick stop-gap. Therefore 'fresh look' gives an inaccurate view of what he's trying to do - at least at this stage.
Outcome. People are just going to leap in and criticise the textures.
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[ 3.1 ms ] story [ 42.9 ms ] threadhttp://i.imgur.com/LWKpLz1.png
That's based on a GameCube game though, and many of the games on that platform hold up pretty well today. Games from the N64 era however don't fare so well and would probably require a lot more work.
Personally, I felt there was nothing wrong with the old lighting model, aside from being based on a fixed-function pipeline. The new lighting is full of bloom, gouraud shading, and other things which scream "HD NEXTGEN!!!!" but do not convey the original sense of cartooniness, like playing an immersively interactive Bluth animation. (No, the edited-together-in-real-time-movie Dragon's Lair doesn't really count.)
Wind Waker HD would have benefited by adopting the lighting model of, say, Ni no Kuni.
That single handily broke the game for me. It doesn't feel good to use the touchscreen as an analog stick.
Outcome. People are just going to leap in and criticise the textures.
Its a shame. It would be cool to have a HD remake...