
While there is some sprite dropout here, it's pretty minor. I'd say what was posted in the examples, the stuff in Alien Soldier and Thunder Force IV were generally seen as more acceptable to people.

While yes there is slowdown and some minor sprite drop out in those examples you posted, it really boils down to what's acceptable. If I can get anywhere close to that, I will be very happy indeed. (and this is even still in SlowROM no less) And hopefully the end result we be not only a great SNES game in its own right, but also one that is a genuine showcase for the system too, like this: My goal is to learn from these examples, figure out where it didn't quite work, and aim towards doing things right on the SNES when working on my own Mode 0 shmup game. So, after taking into consideration all the previous posts, and recently seeing this example of the clearly bad followed by the clearly good on SNES:

The same thing is true of slowdown and stutter and the like, especially during moments where a system is just trying to do too much:Īnd the solution is better bug checking, better optimization, designing around a system's limitations, or, deciding what is and what isn't an acceptable level of compromise if you're trying to push a console and really wow people, and creating a great game with that in mind.

They will find that bugs, dropout, flicker, etc, happen, even in the the most highly regarded games that are often touted as graphical showcase of just how capable a system is. If someone were to put the same dedication into finding every single instance of dropout, flicker, glitching into any game, scanning frame by frame the entirety of this boss fight for example:
