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Nintendo did something close to this before converting the graphics, it appears they cropped to 212 pixels. Many emulators of the day when these GBA ports were released would automatically crop off the top and bottom 8 pixels, giving 224 pixels. In the mid-1980s, Nintendo game designers used a safe area of 224x192 pixels. Those pixels usually did not contain crucial details. For the horizontal difference, all the GBA need do is not display the left and right most 8 pixels.
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The GBA can only display 240x160 pixels, requiring some kind of graphics conversion. The NES can display 256x240 pixels, even though most TVs during its time cropped off a portion of each side by the monitor's enclosure. The chief obstacle Nintendo had to deal with when porting NES games to the GBA is the difference in screen resolution. Click on each image to give a 2x nearest-neighbor scale of the image : The images displayed below on the left are from Metroid Zero Mission, the images on the right are from Classic NES Metroid (reversed for mobile landscape view). This does not seem to be common knowledge, as I happened to stumble upon it when I was trying out games on my EverDrive GBA X5 (review forthcoming, be patient lads :) I have taken 16 screenshots of each version using Virtual Boy Advance-M to illustrate the differences. There are differences between the standalone Metroid and the unlockable Metroid beyond the menu option that allows you to quit to Zero Mission in the latter. However, that turns out not to be the case. People complained that buying the standalone version of Metroid was of little, if any value given that Zero Mission also contained the game and was not significantly more expensive. Several months later on OctoMetroid was released along with seven other NES games for the GBA in the Classic NES Series. When Metroid: Zero Mission for the Game Boy Advance was released on February 9, 2004, it was no secret that the original Metroid was included as an unlockable extra.