Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Does anything special happens if one enter the third pipe this way?
/Walker Boh
Emulator Coder
Joined: 10/9/2004
Posts: 453
Location: Norway
People should try all pipes for this, with different combinations, maybe we might get lucky :P
Joined: 4/23/2004
Posts: 150
Hans, the first and third pipes take you to "The Minus World" (Which is actually 36-1), the middle pipe takes you to World 5. Andreas
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Aha. That's cool. Thank you Andreas ;) I did know about the first but, but not the other two.
/Walker Boh
Joined: 6/27/2004
Posts: 55
But where do the second warp pipes take you ? in 4-2 i mean. If someone could remove those stairs or magically glitch through them. It has wondered me for a quiet a long time. and what about SMB2j ? it has warp pipes too. (even back track pipes might be rewarding with a little glitching ? )
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Oasiz wrote:
But where do the second warp pipes take you ? in 4-2 i mean. If someone could remove those stairs or magically glitch through them.
I tried (by moving the ceiling of the pipes to a position that allows Mario to moonwalk through the stairs), and they all three take back to that particular scene in the game. The upstairs of 4-2, that is. (I doublechecked to verify that the numbers weren't changed by the Mario editor I used, by doing an equivalent change in 1-2, but it doesn't appear that the numbers were affected by such edits.)
Post subject: Re: smb warp from 1-2 to 5-1
Editor, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Crimson_Manyam wrote:
Im not sure if anyone knows about this, but there is a warp from 1-2 to 5-2 (as stated in the title) .
I did knew this because once I though that trying the minus level on the 2nd pipe would lead you to another minus level...
I'm the best in the Universe! Remember that!
Joined: 7/2/2005
Posts: 31
Location: Charlotte, NC
always remember those helpful old videogame tips: if you leave the Metroid lair with 000 timeunits left it takes you to a second quest, you can catch parts of the Rock Devil with gutsman's power if you time it just right, there's a code to get Widget for the final level of empire strikes back, and oh yes, King Hippo will occasionally stand up and beat the everliving tar out of you for three rounds, but he always loses the decision.
YtterbiJum, on SMB3: I've tried 20+ times and it always desyncs there. Unless, of course, Genisto meant to die, use a star on the map screen, go in a pipe, and jump around till time runs out.
Joined: 11/15/2004
Posts: 804
Location: Canada
Do you mean Wicket? In reading through the thread in Bag's link, I thought it was interesting that even the people who seemed most logical and skeptical were still willing to publish the idea that, if you made it through the minus world 8 times you would go to 8-1 (which would supposedly save time). Using the wonders of emulation, I was able to prove that it's impossible to make it through 8 times before the time runs out, and that you can complete the level more than a dozen times across multiple lives and still not escape the level. People will believe a lie if you can tell it in a convincing enough way, or water down an even bigger lie. Like, "there's no Chinese world, but you can go to 8-1 if you beat -1 eight times". The first part was true, therefore the second part must be true. No need to provide evidence. You say it, I'll print it. Anyone want to prove me wrong on that -1 to 8-1 thing?
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Joined: 7/1/2005
Posts: 56
Location: Central Pennsylvania, USA
A Runnelid wrote:
Hans, the first and third pipes take you to "The Minus World" (Which is actually 36-1), the middle pipe takes you to World 5. Andreas
How did you figure THAT out (world 36-1)? What are worlds 9 through 35? Are there more after world 36? Can you get to them? (Also see secret areas of Metroid (NES), there's a guide on Gamefaqs to get to them)
That's what she said!
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
captainobvious wrote:
How did you figure THAT out (world 36-1)? What are worlds 9 through 35? Are there more after world 36? Can you get to them?
Probably he has experience on the insides of the game. Perhaps you can gain such insight too by using some level editor, such as what is available at: http://acmlm.overclocked.org/download/filelist.php?id=3
Joined: 7/1/2005
Posts: 56
Location: Central Pennsylvania, USA
After looking through the forums a bit more, I discovered that someone had already figured out "world 36" http://tasvideos.org/forum/viewtopic.php?t=2527&start=20 Anyway, I still don't know what's up with the hidden areas of Metroid (Were they put there on purpose? Are they a world to a third boss, but ran out of time for development?). Maybe there should be a movie exploring the zone... http://www.gamefaqs.com/console/nes/game/519689.html (click on "Hidden Zones FAQ")
That's what she said!
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
captainobvious wrote:
Anyway, I still don't know what's up with the hidden areas of Metroid
The basic idea is that pushing through a ceiling will place you in a different world, but without taking the elevator, the game doesn't change the sprites and colors. For example, the well-known secret world in Ridley's lair takes you back up through parts of Norfair, I believe, just with the wrong sprite dump in memory. http://www.classicgaming.com/mdb/m1/met-map.txt This explains it much better.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 4/23/2004
Posts: 150
Yeah, I won't try to take any credit for the -36 fact. I've just read it on many different sites by now, and it's stuck. Andreas
Former player
Joined: 6/25/2004
Posts: 607
Location: Maine
I do actually remember one time where I popped in a Game Genie code from my former Game Genie Code Oddities site, and out of boredom, I kept doing the 1-2 loop over with I believe one of the "change enemy locations" codes. Well, when I went to go through the normal pipe after quite a few times, I actually, for some odd reason or another, got moved into an empty Bowser's castle. I stupidly died soon after and couldn't get it to work again. If the minus world is escapable, it'd probably have to be some sort of miraculous glitch or something.
Joined: 1/11/2005
Posts: 60
http://www.geocities.com/visualyoshi/NowarpPatch.zip I've made a NOWARP IPS patch for SMB (PRG1)... You need IPS patcher I just disable the "Welcome to warp zone!" text and it works. 1st warp zone, when disabled It will warp to world 36-1 5-1 36-1 2nd too, 36-1 5-1 36-1 But there are no pipe that link to that world. 3nd (Warp to world 6,7,8) When enter any pipe, it restart itself... Wierd...
This is my Signature. = 4aa6a32c5eb83ac0ddcbc0039a26b240
Joined: 6/27/2004
Posts: 55
yagz: could you reproduce same effect in SMB2 fds ? ive heard that fds game hacking is hard, but it would be nice to see the results. :) thanks for the SMB1 info.
Joined: 1/11/2005
Posts: 60
Oasiz wrote:
yagz: could you reproduce same effect in SMB2 fds ? ive heard that fds game hacking is hard, but it would be nice to see the results. :) thanks for the SMB1 info.
I don't have that tools. :( If I have the tool to edit the ROM file, it's OKay.
This is my Signature. = 4aa6a32c5eb83ac0ddcbc0039a26b240
Joined: 6/6/2005
Posts: 124
yagz wrote:
GWing_02 wrote:
HA! The nintendo 64's processor can handle numbers up to 32768 [actual statistic], so THERE MUST BE 32768 STARS IN SUPER MARIO 64!!! OMGZZZZ THEY'RE HIDDEN!!11!one!!eleven!11!! ...HAHAHA.
Huh? I don't get. I think star number not more than 256 because it's just 120, so it may be just 1 bytes or just 256.
I was mocking him.
Joined: 11/20/2004
Posts: 236
Location: United States
Since we're on the topic. . . Step 1: Go to the World of Ruin Colloseum Step 2: Use Tina(Terra) and bet a dummied item by the name of "daakumataa"(Dark Matter) which is only accessable via hex editing and/or cheat codes. I forget the specific hex code. Step 3: "Kurisutaraa"("Crystal Tara"/"Crystal Monster"/"Culex") will step up to the challenge, as you can see. He's a tough bugger. About as tough as he is in his Super Mario RPG, if not more. If you win, however, you get the Kurisutaraa Phantom Beast(Esper). Its signature move is "Shining Darkness" which does Holy and Dark damage to all enemies in the battle.(Supposedly. It seems to do normal damage, to me.) Note: Does not work in the US release. Only in the Japanese v1.0 release.
I'm not that hard to find... if you know where to look. -=( http://jolikmc.tumblr.com )=-
Post subject: SMB: "Mario Jackson!"
Former player
Joined: 6/25/2004
Posts: 607
Location: Maine
No, Mario's not in a courtroom... Instead, I decided to do, just for fun, an SMB1 run where Mario moves backwards for as much as he can in the movie. So yes, I'm basically using the Left+Right motion the whole movie, unless I have to move left or something. The following movie is just a preview, to see if it would actually be entertaining enough to be published. If it's not liked, I'll can the project and watch you experts spit out better stuff then I ever could dream of. ^_^; You can download the preview here: http://www.webpost.net/ri/rickglitchvids/mariojackson.fcm ROM used: Super Mario Bros (JU) (PRG 0) Movie Notes: General: Yes, this is the fastest speed I can go when I'm walking backwards. Normal walking speed when walking backwards is like, a pixel at a time, but if I jump, I'm able to go at walking speed, which is the fastest I can go. I try to jump around a lot to at least keep some interest in things. 1-1: The first jump in the pipe is forward, mainly because the game didn't get a chance to register the left+right motion. I actually get held up on the stairway on purpose, mainly because I didn't want to hit the fireworks in the preview. I just wanted to get the level over with. 1-2: I don't go through the wall to go to the warp zone mainly because it was hard enough to do that wall leap that I did, which took up well over half the re-records that I did, and not only that, I still can't figure out the correct timimg to do the wall walk thing. I'm not lazy, it's just I didn't know how to pull it off, so I just had some fun with the elevator lifts instead. The movie ends at 4-1. This will not be the official movie used if this project is continued. The project will be much more refined and filled with your suggestions. Just remember, even though I've hung around here a while, I'm still really a first-time movie maker. Thanks, and enjoy the preview! ^_^
Post subject: Re: SMB: "Mario Jackson!"
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Since you can complete the game with walking only, and left+right gives you walking speed, and Super Mario Bros always scrolls to the right, you don't need to face to the right at all, except in level beginnings.
Joined: 11/15/2004
Posts: 804
Location: Canada
I'm confused. How is that on topic? It's not from a Super Mario game, and it's not a false rumor because you just told us that it's true.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
nesrocks
He/Him
Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
its related to changing an address to create weird behavior
Joined: 7/5/2005
Posts: 10
I love how the one guy said that the Chinese World had ninjas, even though ninjas are Japanese.
Disclaimer: The above post was not intended to make sense.