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File: 8.png (86 KB, 2112x1344)
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Did you know that Treasure, being accustomed to Mega Drive's 320x240 square pixels, never accounted for rectangular pixels of 352x224 resolution on the Saturn's release of Radiant Silvergun? In a standard 4:3 output, every square becomes a rectangle, every circle becomes an oval. To experience Radiant Silvergun with uncompromised graphics, you need to play at 1:1 PAR, which is roughly 1.57 aspect ratio.
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Doesn't look like that on my CRT.
Also Saturn has the doggies so I'll keep playing that version.
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>>12569494
>Doesn't look like that on my CRT.

Of course it doesn't, any circle will look squished on a CRT. Even volume dial in options would become an oval. Treasure's artists just didn't give a fuck.
But now you know, and can experience RS in all its glory.
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>>12569489
NTSC Mega Drive output 320x244 pixels in its most common mode, so they weren't square.
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>>12569513
I think you were meant to say 320x224, and depending on the TV, they were either square or very close to, because vertical overscan made effective resolution closer to 298x224. Either way, you're splitting hairs and missing the point.
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>>12569513
You are making a common mistake thinking the resolution is what directly determines pixel aspect. Specifically that 224 as apposed to 240 pixels makes a difference. It does not. The single property the determines the pixel aspect, is the pixel clock frequency.
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Just play the 360 version, simple as
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>>12569728
another clueless post
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just play the steam version
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just play the mame version
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>>12569489
neat



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