Posts for Bag_of_Magic_Food

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Well, so far, it works in both the PRG0 and PRG1 versions, which is nice.
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Huh? What's the matter with those?
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Experienced Forum User, Published Author, Active player (278)
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put yourself in my rocketpack if that poochie is one outrageous dude
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Have you tried fixing Read Only mode yet? Because right now, it doesn't do anything.
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okay no posting game movies at work
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I know that some text was changed between PRG0 and PRG1, but I can't think of anything else.
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Someone on the GameFAQs board for that game put up a list of tricks and secrets at http://members.fortunecity.com/supermarioland/. It's not really complete, but it had a couple of "get onto the ceiling" tricks that I didn't know about.
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Fix it so you don't have those battles.
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Well, Julianch still hasn't denied playing every single game ever, so I'm going to believe him.
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Yeah, hmm... I was never sure when those 2x things turn into 2 of the real item.
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Well, I read somewhere you can Charm the other item (Safe Helm?) off an enemy. But you'd better double-check to make sure.
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yes it does, great
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Heh, I just tried the European version, and now I see what Oasiz is talking about. I can't do those cool jumps at the beginning of 1-2 anymore! I managed to pull them off quite easily in the Japan and USA versions, so I guess the compensation for PAL's framerate made Mario a bit more sluggish.
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Oh, so they made it TOO good at saving to stop it now. Yikes.
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I still like the idea of Super Kneeling Power, though. My next guess was going to be that you can be faster with lots of small, continuous jumps... But no.
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Well, if you think you have about enough skill to match the current time, then you'll probably be okay trying the new goal. You'll probably have to re-invent some strategies to do it, anyway.
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I was thinking it was something funky in the running itself, where you turn around or make slight stops that somehow speed you up, like the super speed glitch in Zelda II. But maybe... I don't know... SUPER KNEELING POWER? (because you don't have the ball yet)
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Uh, yeah, you kinda hafta beat the old time, unless you've got some special goal that's really interesting. And even then, you should complete the goal as fast as possible. I don't know the Ninja Gaiden games, so I have no idea whether "100%" would be interesting enough for a new kind of movie. But hey, that "pacifist" Contra movie was published, so who knows?
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nitsuja wrote:
I think there's no problem if a run hits reset partway through the run, after all you can reset a real GBX, and there is no possibility of cheating because the only save data you'll be able to load is the data you've created within the run up to that point (if it's a "from power-on" movie, it will actually erase (maybe rename would be better?) your SRAM file before starting the movie).
I was going to say renaming was a good idea... But wait a minute... If all the save data the movie needs will be saved in the movie file itself, couldn't you just have the emulator ignore the current SRAM file completely for making "no previous save" movies, and for savedata-based movies, have it read the SRAM file once to save it into the movie file, then ignore it completely from that point onward? That seems like a more natural way to protect people's save files, and then you probably won't have to put in nagging notices about losing or renaming files (like what VBA has now).
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So where did Tim's score go?
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Hammer, maybe.
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Stop talking in riddles, you I suppose you're going to demonstrate how you dismembered Samus to allow for less wind drag or something
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Maybe they changed it because it seemed unfair. I mean, if I have to grab two power-ups to be Firey, I should have to be hit twice to power back down to Small. Doesn't that sound more reasonable to you?
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I think it's funny how right after we convinced Michael to switch to SNES9x, the new ZSNES with proper rerecording was almost finished.
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Ah, I should have just linked to The Mushroom Kingdom's info for this. The only real difference I can see there, though, is the power-down effect--but make sure to read the Goomba's Shoe section for more information on how it affects that, too. There's also the ending of 5-1, which would make a pretty big difference in the timing of that level, and of course the fade-in effect, but otherwise there don't seem to be any huge differences. Well, maybe text speed, but that comes with the translation territory.
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