However, the use of object physics, the ability to calculate more actions on-screen and the higher polygon count possible on then next-gen hardware was remarkable to behold at the time. Seeing 128 iterations of Mario running around was a great visual example of the Gamecube's processing power, but it wasn't a fully-formed game by any means. The tech behind Pikmin's rendering of so many individual units on-screen was, of course, originally made famous with the Super Mario 128 demo - a tech showcase for the Nintendo Gamecube as seen at the Spaceworld 2000 event. So how does Pikmin 1 and Pikmin 2 on Switch ultimately stack up to the 20 GameCube originals? And how does performance hold up - bearing in mind this appears to partly run through emulation on Switch? You get both GameCube classics, presented at a higher resolution, with a few extra tweaks to sweeten the deal - such as upgraded cut-scenes. This package of Pikmin games does more or less exactly what it says on the tin. It's not described as a remaster and it's certainly not a remake, merely an 'HD version' and understanding this is key to measuring our expectations going in. Pikmin 4 of course has just hit shelves - but for those keen to explore the origins of the series, Nintendo has you covered with the release of Pikmin 1 and 2 on Switch. There's never been a better time to get into the Pikmin series.
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