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Messages - Doomkid

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166
1993-1999 / NES Super Mario World codes.
« on: January 14, 2011, 11:39:24 PM »
taizou
Jan 14 2011, 12:39:07 PM
that does actually improve the game quite a bit.. its amazing how many pirate games are *one tiny change* away from being way better. Like Nanjing's stuff - if theyd just spent a little bit of time tweaking the stats in Chrono Trigger so battles didn't last like half an hour each and  you could actually beat the final boss, it might have been.. well not good, but at least playable.[/quote]I couldn't agree with you more. It especially shits me when they actually spend the time to make the graphics look good, almost identical the the game its trying to imitate in some cases, and then just totally screw up the gameplay in every way possible. Pokemon Red/Gold (the NES pirates) are so close, yet so, SO far... Its a shame. Non ear rape music and battle stats that made sense, and it could have actually been fun... but I guess thats just how pirates are.

GAAAAA made me crap myself laughing, ill be saving that code. Also, MLX, that level select code doesn't seem to work for me in Nestopia, not that it matters - the rom I have automatically brings you to the 1-7 select on startup.

You guys may already know this, but you can bring Yoshi into the castles. Cross the "checkpoint", then hit start+select. Get Yoshi (if you didn't already have him) and re-enter that castle.. And you should be awarded with a gray Yoshi :P However, while using him, the bosses cannot be defeated.

Is there some way to get Yoshi in the castles in the SNES version of the game? That would be very interesting..

167
1993-1999 / NES Super Mario World codes.
« on: January 13, 2011, 08:50:52 PM »
All of us have more than likely played the SMW pirate, and I'm certain that all of us who have HATE the way Mario jumps. Sure, the game has other issues, but this is the one thing that SERIOUSLY reduces the amount of fun we have while we play.

I saw another website somewhere that had documented a few game genie codes for SMW on the NES. I thought for sure it must be a mistake, I mean, no one sits around and spends the time to figure out GG codes for crappy knockoff games. But I was wrong, and when I messed around with the codes they had given, I found this code:

Code:
 
YUSUPLAZ


What this code does is make it so Mario stays at FULL SPEED when he jumps, unless of course you want to stop - then he stops. You're not going to slow down even a fraction when you run and jump. I am actually having fun playing this game with the code enabled - it's almost like playing a beta Mario or something. Handles a lot better than what I expected!

What I find really weird is that this code works on the full version of the game (the 45 in 1 multicart rip) but not on the version that only has worlds 1 through 4. If anyone knows why, That'd be great. Other than that, enjoy SMW NES for the first time ever, with YUSUPLAZ! :dance:

168
1993-1999 / More JY related stuff
« on: January 13, 2011, 08:30:42 PM »
At first I was trying to do them in order, but I lost track halfway through and it started to get out of sequence. Hell, I even forgot to include Street Fighter 4  >_<  I know those CONY games are older than SF Alpha Zero 2 '97 though.

169
1993-1999 / More JY related stuff
« on: January 13, 2011, 07:57:49 PM »
Okay, so a lot of people seem to think that SFIII stole its graphics from Master Fighter VI', but I think I have a pretty strong case that it was the other way around.

Master Fighter VI' is clearly built using the Kart Fighter/SFII NES engine, which means one type of punch and kick (not counting the "up close" punches and kicks). However, SFIII uses it's own engine, and has light, medium and heavy punches/kicks for each charachter, as well as up close punches and kicks, which means at least twice as many frames of animation. I highly doubt they ripped the graphics from MFVI' and were just like "hey, we can add EVEN MORE frames of animation and add in light, medium and heavy punches!". The game that has all of those frames in it was clearly the one that was developed first.

If you notice the way Guile walks in MFVI', you can see it just looks a bit cheesey. He has a bit too much spring in his step. But in SFIII, Guile, and every other charachter, are VERY well animated, and all in proportion with one another. In addition, Chun Li is in propotion with her stage - Balrog looks like a GIANT on that stage in MFVI'.

My final point is that MFVI' Has ripped resources from everywhere - SFII, SFIII, Cony's crappy versions, and the music is of course from SFII. SFIII, However, doesn't seem to 'steal' anything besides text locations in the CHR, and of course the title screen logo.

Whoever developed SFIII, it can't have been the same people who made Kart Fighter, SFII, SF4, Master Figher VI' and all of the other games using the KF engine..... or else they would have used the KF engine for SFIII too :p. Not to mention the HORRID music in SFIII. Having the decent tracks from SFII laying around, they would have just thrown them in there (Thats not exactly proof of anything, but what are the chances, seriously?) and of course, they could have been distributed by the same people. Just not programmed.

If someone can prove otherwise, that would be pretty awesome, but I'm guessing since the sprites look the best in SFIII, and they have so many more frames of animation, AND everything's in proportion... Whatever team made this game also made 95% of the graphics that went with it, based off my observations.

Here's a video I made about pirated fighting games a while back. Might not have anything new for you guys, but meh, Ill share anyway: http://www.youtube.com/watch?v=LkLcjgiu8OQ

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