Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Ryan Ferneau

Pages: 1 2 3 [4] 5
46
Gaming / RE: I want a Wii, and Nintendo doesn't want me to have one
« on: May 28, 2008, 09:40:11 pm »
Nintendo must have decided that everybody who wanted a THE NINTENDO REVOLUTION already got one, so why bother putting out more?

47
But the NES version of Mario's Time Machine is completely different from the SNES one!  Sorry I didn't notice there were already maps of the SNES version, though.  I didn't care to guess what "X", "O", and "-" meant.  But the NES version might be useful to map to try to show where invisible blocks and breakable blocks are.

48
VGMaps Social Board / RE: Go, Speed Racer, Go! (2008)
« on: May 22, 2008, 07:37:39 pm »
Yeah, that movie wasn't dark at all!  It was probably even more cornball than the original cartoon.

49
I thought it was supposed to be MegaMan ZX.  :P



The SNES version of Mario's Time Machine would probably be really easy to map, since each area is only a screen or two long with nothing really happening.  If you wanted to make it useful, you could try superimposing the pictures of the conversations and what items you can give and take at each place.



Do you think the surfing sections are mapped in the ROM like those ball-gathering bonus games in Sonic, or are they just random?  (You can see I care way more about those silly Mario edutainment games than is called for.)

50
Gaming / RE: European Titles versus US American Titles
« on: May 22, 2008, 06:36:49 pm »
Why were they afraid to call Star Fox Star Fox for a while?

51
Map Gab / RE: Mega Man IV (GB)
« on: May 22, 2008, 06:01:23 pm »
Oh, okay.  It's just my philosophy that all enemies deserve to be included to give you the full picture of what you're up against, unless they're randomly generated.  And even then, if it's something like The Legend of Zelda where the enemies are in random places but there's a certain number or a certain kind in each area, then I think that should be indicated somewhere.



And in classic MegaRockMan, the enemies don't even exist until the edge of one appears onscreen, so it should be easy enough to find their starting positions.

52
Gaming / RE: A new acronym for Gameboy
« on: May 17, 2008, 10:21:09 pm »
Will said:
Sega Master System (SMS)- Mix that up with the mobile acronym.
Super Mario Sunshine?



JonLeung said:
I avoid "SNES" because I remember hearing that "Super NES" was the preferred, official-as-per-Nintendo term, at least during its lifespan...you'll notice that's why I don't use "SNES" in that section.
Eh, I still think it's weird to abbreviate only part of a name, just as I think it's weird that AIM contains an abbreviation of an abbreviation.  (Shouldn't it be AOIM or AOLIM?)

53
marioman Said:
I consider Mega Man & Bass to be Mega Man 9 as much as I consider Sonic & Knuckles to be Sonic 4. They are more side-quests than an actual sequels.
Actually, many people consider Sonic and Knuckles to be the second half of Sonic the Hedgehog 3, meaning it was made up of levels that were supposed to be in Sonic the Hedgehog 3 but weren't finished in time for release.  So the link-up cartridge was made to be able to preserve some of the original intent.





JonLeung Said:
True, making something an RPG doesn't necessarily make things better. But it was a nice change of pace for the Mega Man X series, though, and sometimes that's what's needed.
Hopefully Sonic Chronicles can do the same thing for that series!





TerraEsperZ Said:
Anyway, I'm glad to report that thanks to reading Nintendo Power at the time, I knew that X came out before VII and thus calling X ten never even came into question.
Unless you think the series is allowed to jump ahead a few numbers like Star Wars!





JonLeung Said:
Anyway, back on topic...I remember Keiji Inafune (I think that's his name) mentioning on that one G4 clip I saw on Mega Man X Anniversary Collection (GameCube version) how if someone presented art of the same quality of the art that he himself had done for the first Mega Man, he would've said, "nope, sorry, try again".
"What, you just painted MegaRockMan red and white and stuck a pair of shears on his head?  That's not creative!  That's not a good robot design!  Get out!"





Rew Said:
Still, I hear that there's all sorts of valuable storyline info about MM canon in these type books that we English-speaking folk don't see unless we happen to be on a MM forum with an uber MM nerd who knows Japanese and has these kinds of sourcebooks to cite in debate threads. =P
Yeah, that reminds me of someone who used to hang out on my favorite IRC channel.  She was one of those "Japanophile" types who had obviously read all that rare Japanese information about MegaMan and was always ready to correct people who misunderstood the series and offer up facts about Rock's Buster firing solar energy and GravityMan hiding from his officemates on the ceiling... and I'm like, "Huh? How do you know this?"  Also, she seemed to have some beef with Mandi Paugh having such a popular site based on a snarky interpretation of the localized games which features inaccurate fanfiction that DARES to incorporate Captain N.  But now I'm rambling and gossiping, so I'll stop here

54
Map Gab / RE: You know that Link's Awakening Advance map?
« on: May 17, 2008, 09:42:47 pm »
Has anyone considered making an actual Game Boy Advance game based on that map?

55
Map Gab / RE: Mega Man IV (GB)
« on: May 17, 2008, 09:41:10 pm »
Where are all the enemies?

56
Maps Of The Month / RE: 2006/11: Super Mario Bros. 3 (NES) - Various
« on: April 11, 2008, 10:04:35 pm »
No, there's a big difference.  Each room has a different set of blocks.  One has a narrower line of breakable blocks at the bottom, making the battle more difficult.  This is important information to know if you're deciding which path to take through the castle.  This has nothing to do with passing through walls.

57
Maps Of The Month / RE: 2006/11: Super Mario Bros. 3 (NES) - Various
« on: April 11, 2008, 01:25:12 am »
JonLeung Said:
Yeah, but then I'd probably get more questions about why I put two in.  :P



There was a stage or two with extra exits for some reason, we chose to leave those out.



Man, this was a good project.  I should've done more than I had.  Zeric, KingKuros, and Revned did great work too.



If only we could find another game that at least three or four people would actually want to do together. *coughSecretOfManacoughKirbySuperStarcough*

Then type an explanation onto the map itself!  Surely there's room?

58
Maps Of The Month / RE: 2006/11: Super Mario Bros. 3 (NES) - Various
« on: April 10, 2008, 06:00:48 pm »
It's great, except I still think you should have put both Bowser rooms in.

59
Map Gab / RE: Why do you guys make lousy maps?
« on: April 10, 2008, 05:51:45 pm »
Raccoon Sam Said:
Pretty much the only way to rip maps with Sprites/Objects being at their EXACT positions is through a game editor or a level viewer utility (Stefan Mahrla and SMW hint hint). It doesn't take too much time and gives out excellent results.

---

If you're interested on hacking Donkey Kong Country, contact me via AIM. My screen name is "Raccoon Sam C"

In some games, the enemies don't move until they appear on screen, so you can figure out their starting positions just by when you first see them.  But in games where they're doing things far away from the player character, yes, you'd need to do some hacking to know for sure.

60
Gaming / RE: PS3 vs. Wii (Pc vs. Mac spoof)
« on: August 15, 2006, 10:43:21 am »
How do you make the video load?

Pages: 1 2 3 [4] 5