Bowser and the Koopalings suddenly arrive in their Airships, with the former sporting a Mecha Hand that smashes and launches the brothers and the Toads away from the castle.
Mario, Luigi, Yellow Toad, and Blue Toad are with Princess Peach in Peach's Castle dining together. and Toads about to be hit by the Mecha Hand. U Deluxe was released for the Nintendo Switch in January 2019, and once again contains both New Super Mario Bros. U as a standalone game in regions outside of Japan.Ī port titled New Super Mario Bros. U + New Super Luigi U, it is no longer possible to purchase New Super Mario Bros. 2.25 GB) to be downloaded, but with the retail release of New Super Mario Bros. The game was originally purchasable at the Nintendo eShop, requiring 2301.7 MB (approx. Mii tech demo shown at E3 2011, the game uses new, more detailed background styles and models and introduces the Flying Squirrel power-up, acquired by Mario and his friends from an item called the Super Acorn, as well as utilizing the Wii U GamePad in Boost Mode. An expansion pack for this game was later released in mid-2013, titled New Super Luigi U.īased upon the New Super Mario Bros. It is the first Super Mario series game to be released as a launch title for a home console since Super Mario 64. Wii, the game is a follow-up to New Super Mario Bros. It is the sixteenth entry in the Super Mario series and the fourth New Super Mario Bros. U is a 2012 side-scrolling 2.5D platforming game, and a launch title for the Wii U. (02-19-2020, 06:19 AM)JonnyH Wrote: If you're referring to the "Emulated CPU Clock Override", that doesn't do what you seem to think it does:New Super Mario Bros. So it will still wait ~16ms of emulated CPU time to output the next frame (if targeting 60fps) - even if it took longer than that due to emulation slowdown. If your PC cannot handle the increased emulation load (IE emulate 2x the cpu cycles in the same time), the game will appear slower, audio will often cut out and you'll get weird stutter and juddering and dropped frames.ĭolphin exposes a "perfect" hardware model to the game, including how long things *should* have taken to process even if your host PC can't keep up. The game doesn't know and still believes the same time has passed from it's point of view in the emulated world as it would have if your host PC could keep up. This naturally makes it more demanding to emulate on your PC - though you might not notice if the game isn't doing anything with the CPU and is otherwise idle (emulating "doing nothing" is naturally easier It's not just a magic "game go faster" switch.
Some games *do not* handle this well - as consoles are released with known hardware, games may rely on specific timings of operations, that this messes with. It effectively the game every CPU operation took half the time it would have on the original hardware. at 200% it tries to emulate a gamecube with a it's cpu running at 972 mhz, instead of the original hardware's 486 mhz. The value changes the effective clock of the /emulated/ CPU - e.g. If you're referring to the "Emulated CPU Clock Override", that doesn't do what you seem to think it does: (02-19-2020, 06:02 AM)imgonnafixthis Wrote: also no vsync is not on, i have the cpu clock thing set to almost max because i wanted more fps