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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Frank15
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Frank15

Red Koopa
Level: 19

Posts: 101/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 03-04-05 02:45 AM, in Super Mario Land Hack. BW and Color, Link
Irritating "can't post twice in a row" rule....

Speaking of making a simple hack, this looks just like it, at least as far as enemy placement is concerned. Wish I'd have gotten a heads up that my little hack would be incorporated here.

Not that I really mind--I don't think too many people even know about that hack I made, and this could give it, and me, a little bit more publicity with your hack here, and certainly, it's nicer than my hack, thanks to the improved graphics. Just a little credit for me would be nice, thank you .
Frank15

Red Koopa
Level: 19

Posts: 102/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 03-16-05 10:51 AM, in Frank's Third Ultimate Super Mario Bros. 1! Link
Copy and paste, just copy and paste:

http://www.geocities.com/plinko50000/smb16.zip




The game is complete, with 5 worlds of 4 levels each. Why so relatively short? Because almost all the objects and enemies are used, leaving no room for more levels, but those 20 levels that are there are some wonderful!

And even more good news: it's not really all that impossibly difficult, save for maybe the final two levels. But there's an upside to that: I've really worked on making the second quest feel very different from the first quest, despite all the levels being the same: it won't just feel like "oh goody that Goomba's a Beetle now." Should bring some back to some of that cruel goodness you're used to seeing from me .

Thinking about it, it's kinda' sad how no one seems to do Super Mario Bros. 1 hacks anymore. They can still be fun !
Frank15

Red Koopa
Level: 19

Posts: 103/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 03-17-05 01:45 AM, in Frank's Third Ultimate Super Mario Bros. 1! Link
My site?

http://www.geocities.com/plinko50000/hacks.html

Still there. Still has all my hacks there. And still popping out more, however infrequent.
Frank15

Red Koopa
Level: 19

Posts: 104/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 03-18-05 09:01 PM, in Frank's Third Ultimate Super Mario Bros. 1! Link
The night sea background? Simply changing one of the colors in the sea pallette. I don't remember offhand the exact location, except that it wasn't with the rest of the sea pallette colors. The change made sense to me since all the water levels were in the "night" worlds, and I just think it plain looked nice.

And yes, "plinko50000" is definitely from The Price is Right--my absolute favorite TV show. Back in 2002, I'd even hosted a message board Price is Right here .
Frank15

Red Koopa
Level: 19

Posts: 105/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 03-20-05 06:12 AM, in Frank's Third Ultimate Super Mario Bros. 1! Link
No... I don't really intend to finish that Super Mario Bros. 2 hack. Honestly, I'm not really too pleased with it, but just keep it up anyway, figuring one man's trash is another man's treasure. Still, I don't really have any plans on finishing it. Sorry.

Also, there's a slight, perhaps unimportant update: one small section of 2-2 has gotten easier for small Mario, the part where you needed to jump onto the elevator going down and off quickly to reach the next platform: the stupid bricks got in the way, making it much more difficult than it was meant to be, so that's gotten easier. And since I usually got to that part as big Mario, I kinda' forgot to fix it.


(edited by Frank15 on 03-19-05 09:52 PM)
Frank15

Red Koopa
Level: 19

Posts: 106/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 03-28-05 05:36 AM, in Blue Koopa Paratroopa... does it exist? Link
Yes, I see the thread is semi-old, but this really needs to be cleared up: blue Koopa Paratroopas most certainly do exist... in a legitimate normal Super Mario game! Super Mario Bros. 1, even!

Can't believe everyone missed it, really... but all green enemies, save for any on-screen with the axe, are blue when underground or in a castle. And while there are no Koopa Paratroopas underground in Super Mario Bros, the castle of World 8-4 has four of 'em! Blue! Koopa Paratroopas! Completely legitimate! Those "green" Koopa Paratroopas are as blue as the Goombas are in 1-2 and 4-2!
Frank15

Red Koopa
Level: 19

Posts: 107/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 03-28-05 10:39 AM, in Blue Koopa Paratroopa... does it exist? Link
I know the Koopas were blue because they shared the same palette of all the other green sprites. So... why was everything else also changed to blue, then? Was there any reason at all to change the palettes for green enemies to blue in underground and castle levels? Not really, unless it was to deliberately change the enemies to blue . Point is, they exist.

And normally, most message boards allow bumping for an actual reason, to actually make a useful contribution to the thread. Such as I did here, realizing what everyone else overlooked. You know, for an actual reason.
Frank15

Red Koopa
Level: 19

Posts: 108/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 03-28-05 12:41 PM, in Best Emulators for use in hacking Link
NESticle's being a little underrated here... it's by no means a great emulator, but when you're using an ancient slow sucky computer, like my parent's computer, like I'm using at the moment, NESticle's a godsend. Mostly because all the "better" emulators don't particularly like this computer.

On my own computer, while I have FCEU and use it on some occasions, I find Nestopia--seemingly underrated as per this thread--preferable on most occasions.
Frank15

Red Koopa
Level: 19

Posts: 109/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 03-29-05 12:01 AM, in Best Emulators for use in hacking Link
Fair enough. I don't mind trying another option for my parents' computer... heaven knows I'd love to try something else on it that I thought might work semi-decently on it .
Frank15

Red Koopa
Level: 19

Posts: 110/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 03-31-05 07:46 AM, in Visine Trouble... Link
In editing Mega Man 2, the insert key, supposed to insert sprites, does not seem to work. Does anyone know what the problem is, or how it could be fixed? Thank you.
Frank15

Red Koopa
Level: 19

Posts: 111/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 04-12-05 02:52 AM, in A question for people who have made SMB1 hacks Link
http://www.geocities.com/plinko50000/hacks.html

I'd recommend looking at the first three SMB1 hacks there .
Frank15

Red Koopa
Level: 19

Posts: 112/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 04-27-05 10:57 AM, in Best Goal Point Link
Well, let's look at this. First, Super Mario Bros. 2... getting past a level, getting eaten by a bird, and absolutely zippo fanfare. It's like some casual event, or something, not really anything "special."

Super Mario Bros. 3... well, at least there's actually music for beating a level. The goal card idea, though, just rather weak compared to most other Mario games. Almost more like an afterthought kind of victory.

Yoshi's Island, well, it starts strong, but ends in more of a wimper, after the second tune starts up, taking away the emphasis from the first, and much more powerful victory tune. So no to that one.

Super Mario Bros. and Super Mario World... both similar concepts of trying to get high off a tall stick-like object. Super Mario Bros. does it nicely enough, but Super Mario World just adds to it, right from the start with the "explosion" sound of the tape--at least, assuming you get the tape. The extremely satisfying victory tune plays against the black background, with the power drum counting down the bonus for time remaining and the star bonus, with absolute power, and then to top it all off with the cartoon circle closing in on Mario.

Really, that's one of the few areas where Super Mario World has Super Mario Bros. 3 beat. Super Mario Bros. 3 just wants to be the end sequence over with as quickly as possible. Super Mario World does it with great pizazz, a great flair!
Frank15

Red Koopa
Level: 19

Posts: 113/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 04-29-05 10:30 PM, in SMB3 or SMW ? Link
The enemies... Super Mario Bros. 3 had cool regular, squishable Goombas. Super Mario World had mutant stupid rollable Goombas. Super Mario Bros. 3 had normal Piranha plants, and the fire variation to that normal Piranha plant. Super Mario Bros. 3 had normal Hammer Brothers, as well as interesting variations. Super Mario World has the stupid jumping ones. Super Mario World does not have normal Hammer Brothers, and the one variation is suck to the maximum. Super Mario Bros. 3 had cool enemies like Chain Chomp, Nippers, Buster, and others. Super Mario World had mundane enemies like Dino Rhino, Rex, Chuck, and others.

And dare I say, with what they had, that no, Super Mario World has worse graphics than Super Mario Bros. 3. Or more to the point, they didn't try as hard to add the little touches. Remember that snow-capped 1-up mushroom in 6-3 in Super Mario Bros. 3? The spooky grey Boom Boom in the desert? Those little unique touches in Super Mario Bros. 3, completely absent from Super Mario World. How's that an improvement?

Better level design... Super Mario Bros. 3. If you discount the different backgrounds and palettes, the Super Mario World levels are much similar to one another than the Super Mario Bros. 3 levels, where most of them feel so different from one another, even if they share a lot of the same graphics. Super Mario Bros. 3 had plains, hills, underground, desert, underwater, Boss Bass, stakin' on ice, sewers, Mucher field, literal pipe maze, Piranha Plant haven, and even better Piranha Plant haven... Super Mario World had plains. And more plains. And yet even more plains. And a few other levels, but all in all, certainly less variety from level to level, and for the most part, worse level design period. Super Mario Bros. 3 level 7-8 is just absolute almost perfection. Nothing in Super Mario World can touch that.

At least around here, though, Super Mario World seems far more popular. I don't think it's really fair. I think it's part Lunar Magic, and part the "better graphics automatically mean better game" attitude. A shame, really.
Frank15

Red Koopa
Level: 19

Posts: 114/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 06-03-05 02:40 AM, in Super Mario Bros. 3 hack - Demo Released Link
Eh... can't say the levels were too challenging. Pretty easy, even, except for the airship, which surprised me in the ramp up in difficulty--but it's an airship ! Then again, it's World 1 still, so I guess I shouldn't expect too much yet.

But I really like the designs for these levels... a lot! Maybe it's because the level design is based on a lot of the kind of stuff I like... the moving platform with the Fire Chomps, the wonderfully placed Roto-Discs all around the castle, the funky bolt jumps on the airship... the kind of stuff I can really appreciate !

Really, these are possibly the nicest-designed Super Mario Bros. 3 levels I've ever seen... so really can't wait to see more of it !
Frank15

Red Koopa
Level: 19

Posts: 115/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 06-08-05 01:06 AM, in SMB3DX Public Demo Two Link
Level 1: Fun way to start off the game, with a pretty easy puzzle, getting the first power-up. Or just skipping it to get the note block power up . Fun little level... or maybe just that it looked nice. Or the beginning of the level .

Maybe it's just me, but I like the little poorly-hopping Goomba more when it's red. I dunno', just makes him more special since the others are orange, and he's red.

Also, a little glitch not in the readme or mentioned elsewhere: when you come out of the pipe from the underground bonus level and try to jump off, you only do a tiny little jump--caused me to get hit by Spiny there !

Level 2: What atmosphere'll do for ya'! The level just feels cozy and damp. Probably felt the most fun of all the levels... just little puddles and fish and swampy bushes did it .

Level 3: Reminds me a lot of the moon bonus level of Super Mario Land 2. Cost me a hit to learn that Ninji's fire-proof... wasn't expecting that. Also not sure exactly what triggers the exclamation point blocks to turn on and off... killing all the Ninjis in the first area seems to turn them off, and activating the infinite Cheep Cheeps seem to turn them on... seems impossible to get in that horizontal pipe, though, since they always seem to turn off as soon as I land on the ones next to that pipe, making me fall to my death.

Level 4: Not my favorite, really, but it looked cool, swampy caveish. Even though the tide isn't all that important, still felt cool to have it .

Fortress: Is there any real advantage to going the laser route over the ghost route? The ghost room seems considerably easier, and it's the room with I don't know how many coins. Great for building up that bank ! I guess the laser room's just for more of a challenge? I dunno'... just seems there ought to be more of a reward for going the "hard" way.

For whatever strange reason, the waterfalls in the castle walls in the ghost room just works .

And it's nice when Boom Boom's more than just a "going through the motions" sort of boss... that last form took me very off guard. Not to mention it took me a couple of hits before I realized it's not a good idea to instantly jump on his back anymore after hitting him !

Level 5: I guess I need to look harder, since I'm having trouble finding all 14 coins needed to get the exclamation point blocks to go away. On the other hand, firepowered enemies seem to count toward the coin count--not sure if that's intentional. Either way, cool idea, and I need to try to find that 14th coin .

The elevator part seemed too easy... no obstacles, no enemies, nuthin'. You don't have to go sadistic, mind you, but it seems there oughta' be something, even if just a little background... just seemed a little dull there.

Level 6: You sick, sick man, putting super leaves where fire flowers would help infinitely more ! On the other hand, nice fire Bloopers! And nice to see more Blooper interaction, between the different kinds of Bloopers. Especially the little area with 2 fire Bloopers, one which shoots the fireballs, and one that doesn't... just seems really cool .

The mines, though... look too bright, or something. Ought to be a little darker.

Level 7: Got a game over here, so, until later, this is the last I can comment on. Nice to see more giant enemies... the outside pyramid area looked strange, though. Also, the level itself looked a bit bland compared to the other underground level... then again, maybe it's just me. Definitely enjoy the little maze, though. I like mazeish levels .
Frank15

Red Koopa
Level: 19

Posts: 116/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 06-17-05 10:26 AM, in Smb3 1-up Music... Link
So the game has been out over 15 years. Everyone knows every secret in the game, and nothing is hidden. Everything has an explanation of sorts, and everything works in certain ways that we all know about 15 years later.

...so why can't we figure out what causes that strange "extra" music that occasionally plays when Mario gets a 1-up?! What causes it? After getting the music in two consecutive levels a couple of days ago, I'm so intensely curious what causes those extra notes to occasionally play before the usual 1-up music. Something's gotta' cause it! Any ideas?! Seems so strange that there's actually still an uncracked secret in the game like this !
Frank15

Red Koopa
Level: 19

Posts: 117/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 06-19-05 10:03 PM, in Smb3 1-up Music... Link
Copy and paste for the sound:

http://www.geocities.com/plinko50000/smb3.mp3

As for some of these theories, it's not 2 sounds "colliding" or operlapping, as the usual 1up sound does not start until the first part is over. And the first part of that sound is not a sound heard at any other time in the game: it's a sound completely unique to this phenomenon.

Course, what causes the phenomenon to begin with... that's still a mystery.
Frank15

Red Koopa
Level: 19

Posts: 118/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 06-20-05 04:17 PM, in Smb3 1-up Music... Link
I made it myself, artificially, using a little hack I made, thanks to information I think DharkDiaz provided, where getting 100 coins always plays that music, and turning off the background music in the level.
Frank15

Red Koopa
Level: 19

Posts: 119/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 06-24-05 03:39 PM, in Announcement! Group SMB1 Hack...Frank15 please read Link
Sure... I guess I can be in. Just let me know what ya' want from me, and all.
Frank15

Red Koopa
Level: 19

Posts: 120/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-11-05 08:32 AM, in Small TMNT Hack Link
http://www.geocities.com/plinko50000/tmnt7.zip

Copy and paste to download. It may not be much, but for those of you familiar with the NES game Teenage Mutant Ninja Turtles... well, might be worth a little try.

At first, it may not look like anything's different... but it shouldn't take too long before you find out what's been done, and it'll likely hit ya' like a ton of bricks! Enjoy !
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Acmlm's Board - I2 Archive - - Posts by Frank15


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