I want to reiterate again that the reason why Wild Guns Snes is easier (the main reason)
in 4:3 is because the game has screen scrolling
in the SNES version. 16:9 removes screen scrolling with the wider aspect ratio. So it's a nearly objective improvement. The knock-on effect is that the game becomes harder because more stuff is on the screen. But it's not unplayable hard. Just hard
er. To me, a (side) scrolling screen
in a gallery shooter, vertical shmup or (vertically oriented) top-down run and gun is the
definition of working within compromised design. The game is better when it's able to fully display the complete image, AKA the entire Gallery screen
in Wild Guns or the full left and right of the screen
in Raiden. Don't misunderstand me saying that all shmups should be vertizontal though-I'm just pointing out specific instances of screen scrolling that are a clear concession to 4:3 and 3:4 aspect ratio limitations, and saying that those
particular games are better without it. Yes, they have to rebalance games to make them work
in 16:9. And Tengo Project
do this. The balance might be a little harder on average. Or it might be easier. Depending upon your point of view and the individual game. But technologically, the product IS less compromised. Because you can see the entire gallery at once
in a gallery shooter.
In Pocky and Rocky Reshrined, you can see threats well
in advance of what you could
in 4:3. Making a retro game
in 16:9 is perfectly viable as long as it's designed for that aspect ratio,
which these Tengo remakes are. So I don't see how these remakes are
inherently compromised on HD screens.
When it seems to me that the original aspect ratio with its screen scrolling (which then forced them to design mercy mechanics on invisible enemies) is the
compromised version.