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Damaramu

Urban Gaming Myths.....

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Jump on Bowser and the axe at the same time but you have to be either fire or big Mario.

 

 

You lying beerstard, raza, you're supposed to somehow jump through the wall above the exit pipe near the end of 1-2, which (so I'm told) takes you to a slightly different version of the warp pipe room, and all the pipes take you to -1. At least, that's how I've had it explained to me a zillion times.

yep, haven't done it in years but that's what you do.

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Guest I'm That Damn Zzzzz
You lying beerstard, raza, you're supposed to somehow jump through the wall above the exit pipe near the end of 1-2, which (so I'm told) takes you to a slightly different version of the warp pipe room, and all the pipes take you to -1.  At least, that's how I've had it explained to me a zillion times.

The first and third pipes goes to -1, the second goes to 5-1. If you advance the screen too far, it turns into the regular warp room. From http://www.classicgaming.com/tmk/smb_bugs.shtml

Minus World

World -1 (A.K.A. the "Minus World") is an infinitely-long water level, only accessible through World 1-2. Here's what you do: As Super Mario, get all the way to the green pipe at the end of 1-2. Stand on top of the pipe and smash the blocks above you. Do not smash the very last block on the right. Now, stand on the end of the pipe and face left. Jump straight up, then press and hold Right on the controller. What you are trying to do here is jump through the bottom left corner of the block backwards. If you do it just right, Mario will slide through the block and be pulled through the wall. When Mario gets to the other side of the wall, go down the first pipe before it says "WELCOME TO WARP ZONE." You will not come out in 4-1, but in -1. Yes, that's right, -1. World -1 is just like 2-2, but the pipe at the end takes you back to the beginning. You cannot beat -1, but it does give you lots of swimming practice :)

Side note: If you go down them before it says "WELCOME TO WARP ZONE," the second pipe takes you to 5-1, and the third pipe also takes you to the Minus World.

 

In the Famicom Disk System version of SMB, the Minus World is a swimming version of World 1-3, with gray enemies, pink platforms, and a floating Bowser. At the end, if you touch the flagpole too high, you'll float over the castle door and won't clear the level. Touch it about halfway down to be safe, and you'll drop right into the door, taking you to World -2! World -2 is exactly like World 7-3, except beating the level takes you to -3. World -3 is like 4-4, except it's not a maze, there's no Bowser at the end, and the graphics are blue instead of gray. After you touch the axe at the end, you are thanked as usual, but the Mushroom Retainer is not there. Press B, and you are taken to the title screen, where you can keep pressing B to choose a World to go to, with harder levels, exactly as if you had just beaten the game.

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I've tried half a million times to get to the damn Minus world, and have never even come close. I'm halfway convinced it's a practical joke, played by the entire gaming world, on me. That, and that supposed method to get 99 lives by bouncing around a Koopa shell on some steps somewhere.

Well, since I still haven't seen it myself, I can't really say a whole lot about the Minus Level. The trick with bouncing the Koopa, tho, IS legit. I remember being able to do that. It was kinda difficult, but it could be done. Also, IIRC, I think when you kept bouncing the koopa off the brick to earn extra lives, it eventually got to a point where the screen that showed how many lives you had left would quit using numbers to show your lives and just use symbols instead.

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Guest DVD Spree

I hate to see this thread die off, because there are SOOOOO many gaming myths that no-one's even touched upon:

 

* Nolan Bushnell (the "father of videogames") stole Pong from a Magnavox Odyssey prototype.

 

* All of the demo footage "powered by" 3DO's M2 console was pre-rendered and not realtime.

 

* Alexey Pajitnov, the creator of Tetris, never made any money from the game.

 

* Atari buried millions of copies of E.T. for the VCS in the middle of the New Mexico desert.

 

* Williams steamrolled hundreds of thousands of copies of Marble Madness 2 to clear inventory for tax purposes.

 

* Pac-Man underwent a name change after "Puck-Man" was misconstrued by American arcade goers.

 

* Atari turned down the distribution rights to Pac-Man, leaving Midway to make a fortune from it.

 

* Space Wars was not the first video game.

 

* Mario is based on the landlord of Shigeru Miyamoto's New York apartment.

 

* Nintendo designed much of the original PlayStation architecture, technology held over from Nintendo and Sony's original PlayStation peropheral for the Super NES/Famicom.

 

* The US military commissioned special builds of Atari's BattleZone and id's Doom for training purposes.

 

There are shitloads more, but those are off the top of my head.

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Spree, I think this thread was referring more to in-game myths rather than myths of the industry itself

 

Though those are interesting

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Guest DVD Spree
Spree, I think this thread was referring more to in-game myths rather than myths of the industry itself

Ah, the old Raspberry Beret must have been on a little tight.

 

Okay then... how about the GameBoy Camera facility that was removed from Perfect Dark (although some of the menus are still in the game) after a bunch of shootings? Or the likenesses of all five Bond actors removed from GoldenEye (although the character select screens are still there).

 

Wrath and DiBiase are hidden characters in WCW/nWo Revenge, Mr Perfect's black outfit available in Royal Rumble on the SNES... I'm sure there's tonnes more for wrestling games.

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Guest wildpegasus
I've tried half a million times to get to the damn Minus world, and have never even come close.  I'm halfway convinced it's a practical joke, played by the entire gaming world, on me.  That, and that supposed method to get 99 lives by bouncing around a Koopa shell on some steps somewhere.

Well, since I still haven't seen it myself, I can't really say a whole lot about the Minus Level. The trick with bouncing the Koopa, tho, IS legit. I remember being able to do that. It was kinda difficult, but it could be done. Also, IIRC, I think when you kept bouncing the koopa off the brick to earn extra lives, it eventually got to a point where the screen that showed how many lives you had left would quit using numbers to show your lives and just use symbols instead.

It's 100 percent true. I've been in it myself. That'd be the coolest thing ever if there's a -2 world. The famicom version negative levels sound really interesting. And yes, after you get 100 men it stops using numbers.

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Here's one of my favorite myths.

 

"This one time, King Hippo got up."

I think everyone heard that one from someone.

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Guest DVD Spree
Spree: I thought most of those myths are actually true?

Most of them, yeah (the thread said myths that you later found out to be true, so I thought what the hell - some people might not have heard them).

 

TRUE:

 

* Bushnell did, for all intents and purposes, steal the Pong concept, and later credited Ralph Baer as the true "father of videogames" (after he himself had already become synonymous with that term. How magnanimous).

 

* The M2 footage shown off at E3 (I think it was 1995/6) was indeed bogus, and not generated by the machine at all.

 

* The Russian governement took control of Tetris away from Pajitnov when he tried to sell it internationally. While he took a job with Microsoft a while back, he never directly made any money from the game.

 

* Atari really did send 14 dump trucks into the New Mexico desert and steamrolled a few million copies of E.T. in a landfill.

 

* Pac-Man did indeed used to be called "Puck-Man".

 

* Atari passed on the distribution for Pac-Man after a nasty court battle relating to BreakOut, and wanted nothing further to do with Namco (even after an Atari executive had gone to Tokyo and negotiated a cushy deal).

 

* It is true that the US military commissioned custom builds of Doom and BattleZone for training purposes.

 

 

FALSE:

 

* Marble Madness 2 was never manufactured after poor performance at test locations - only about a dozen boards were ever produced.

 

* While there were at least two simple interactive tech demos before it, Space Wars was still the first fully fledged videogame.

 

* Miyamoto created Mario ("Jumpman") before he ever set foot on US shores. NoA president Minoru Arakawa took the name of Mario from a landlord who rented him a warehouse in New York, and bore a resemblance to Jumpman.

 

* While Sony and Nintendo did collaborate for the PlayStation CD-ROM peripheral for the SNES, the ultimate architecture inside the PlayStation console was completely different from anything the two companies had worked on together. Although, in a sense Nintendo DID give birth to the PS, since it was Sony feeling intensely pissed off at Nintendo for ditching their partnership in favour of one with Philips (or Panasonic, I forget) that lead them to developing a fully-fledged console on their own.

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Guest I'm That Damn Zzzzz

Per the 99+ lives in Super Mario Bros.:

 

http://classicgaming.com/tmk/stuff/smb_lives.txt

 

Summary: 128 to 257 extra lives = game over

258 extra lives = game not over (but the life counter resets to one)

 

---------------------------------------------------------------

How the Super Mario Bros. extra lives system works  (I think)

MEGAߥTE  05.24.2000  [email protected]  http://kontek.net

 

##h represents Hexadecimal.

The extra lives information is stored in byte offset 106Ah

(Add 10h for ROM header and 200h if the trainer is present)

 

Value    Mario x      Extra life

00h      1            0

01h-08h  2-9          1-8

09h-12h  [crown]0-9  9-18

 

The crown appears after Mario x 9

The CHR data for the numbers 0-9 are stored in 00h-08h of the

second CHR table.

After this comes letters (09h-23h) and the rest of the second

CHR table.

Therefore, to find out which character will appear for each

value,

subtract 0Ah (because 0-9 are repeated) and look on the table.

 

Value    Mario x                Extra life

13h-2Dh  [crown]A-Z              19-45

2Eh-7Fh  [crown][tile 23h-75h]  46-127

 

This continues up until 7Fh.  However, after you obtain 128

1-ups,

you will get Game Over if you lose a life.  The reason for this

is that

the extra life data is stored as a signed byte.  This means

that for values

where the first bit is 0, the value is positive (00h-79h)

Where the first bit is 1, the value is negative (80h-FFh)

When you obtain a 1-up, the game simply adds 1 to the byte

value.

However, when the game checks to see if your extra life count

is greater than 0,

values past 127 will result in a value less than 0. (FFh=-1,

80h=-127)

This results in Game Over.

If you managed to get 257 1-ups, the counter resets to 00h,

and if you get 258+ 1-ups, the counter will be at 01h+,

and you won't get Game Over after you die.

Since 00h resulted in tile 01h, FFh +1 results in tile 00h,

so Mario x 0 would result.

 

Value    Mario x                Extra life

80h-FEh  [crown][tile 76h-F4h]  0 (-127 - -2)

FFh      0                      0 (-1)

 

Of course you could not get a reading of greater than 7Fh since

you would

automatically die, so to get this result, an emulator or game

enhancer must be

used.

 

To change the extra life value with the Game Genie,

you must use the base code: 12TOZ6

0 extra lives is AATOZA

To add    Change value

1          1 to P

2          1 to Z

3          1 to L

4          1 to G

5          1 to I

6          1 to T

7          1 to Y

8          6 to E

16        2 to P

32        2 to Z

48        2 to L

64        2 to G

80        2 to I

96        2 to T

112        2 to Y

128 (-127) 1 to E

129 (-126) 1 to O

130 (-125) 1 to X

131 (-124) 1 to U

132 (-123) 1 to K

133 (-122) 1 to S

134 (-121) 1 to V

135 (-120) 1 to N

etc.

255 (-1) = NYTOZE

 

I think that covers it.

EoF.

---------------------------------------------------------------

 

 

The symbols for extra lives can be seen in this photo.

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* While Sony and Nintendo did collaborate for the PlayStation CD-ROM peripheral for the SNES, the ultimate architecture inside the PlayStation console was completely different from anything the two companies had worked on together. Although, in a sense Nintendo DID give birth to the PS, since it was Sony feeling intensely pissed off at Nintendo for ditching their partnership in favour of one with Philips (or Panasonic, I forget) that lead them to developing a fully-fledged console on their own.

3DO

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Guest MD2020
What? King Hippo? Could you explain?

Mike Tyson's Punch Out.

 

One of the guys you fight is a fat guy who blocks most of your stuff. The only way to beat him is to punch him in the mouth (which he opens right before he punches you) and then body blow his stomach three or four times (where there is a helpful bandage to aim at).

 

Do this three or four times, and you'll take all his energy and he'll fall on the map. But since he's so fat, he can't get up and you get the KO. But, it appears that everyone knows someone who claims that Hippo got up, once...

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* While Sony and Nintendo did collaborate for the PlayStation CD-ROM peripheral for the SNES, the ultimate architecture inside the PlayStation console was completely different from anything the two companies had worked on together. Although, in a sense Nintendo DID give birth to the PS, since it was Sony feeling intensely pissed off at Nintendo for ditching their partnership in favour of one with Philips (or Panasonic, I forget) that lead them to developing a fully-fledged console on their own.

3DO

Yeah, Panasonic made the 3DO, but it could have also been the Phillips CD-I which had a (shitty) Zelda title on it.

 

I love that Playstation rumor, though. I actually remember the talk of the SNES CD. That's supposedly what that slot under the SNES was designed for. If the Sega CD had succeeded, who knows what the gaming world could be like now. Although, I'd shudder to think what a world where a system that's library is primarily FMV games would succeed would be like.

 

Although Sega sadly learned a harsh lesson far too late: console add-ons don't work. They mostly limit you to your existing user base. You needed a Genesis to use the system, so you'd have to buy a Sega CD and a Genesis if you didn't own a Genesis already. That's over 300 bucks for a console with no killer release titles that isn't a significant jump in quality over the existing console.

 

Still, it wasn't as boneheaded a move as the Jaguar CD. Plenty of people did actually already own a Genesis...then again, Atari never released the 32X.

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I never understood Atari or Philips hype about their consoles. Atari Jaguar was hyped to be the very 1st 64-bit system but what was the killer app? Tempest and Test Drive and the controller was one of the worst ever made. I remember Philips CD-I was being sold not only as a game system but a family entertainment all in one deal. I think the price of these next gen consoles were too high for the time what was it $299 or more?

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Well yeah, Hippo got up on me as well. Complete with me yelling "What??? THAT IS ILLEGAL! STAY DOWN FAT A*S!!!"

 

And then me getting grounded for cursing.

 

God damn that King Hippo

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If anyone remembers the Peacekeepers for the SNES...

 

It was one of those side-scrolling punching games, like a double dragon kinda thing.

 

Anyway, one of the characters had a bazooka on his back. Me and my bud were convinced there HAD to be a way to use it, but we never did...

 

You can use it and there's no limit, it does a decent amount of damage. God, I loved The Peace Keepers. Norman was my favorite and I would kill off Prokop literally once in a while.

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Here's a site, which elaborates on the SNES add-on. In short, it was Philips, not Panasonic (which is why the Philips CD-I had Mario and Link appearing on it).

 

I remember Philips CD-I was being sold not only as a game system but a family entertainment all in one deal. I think the price of these next gen consoles were too high for the time what was it $299 or more?

 

I don't know about the CD-I, but the Panasonic 3D0 had a price tag of $700, I believe.

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Guest DVD Spree
Here's a site, which elaborates on the SNES add-on. In short, it was Philips, not Panasonic (which is why the Philips CD-I had Mario and Link appearing on it).

Sorry, confusion over two companies beginning with "P". I tghought it might have been Panasonic/Matsushita since they produce a bunch of hardware chips, and the GameCube/DVD player hybrid "Q" is made by Panasonic.

 

I love that Playstation rumor, though. I actually remember the talk of the SNES CD. That's supposedly what that slot under the SNES was designed for.

I'm sure it was also used for a Nintendo Satellite pilot scheme in Japan, similar to the old NES setup, where you could essentially "download" software.

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Nekkid girl in DOA 2.

Super Mario Brothers minus world in the swimming stage was true.

Konami code works on all games by the company.

 

How do you get to the SMB minus world's anyway?

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Guest Skironox
How do you get to the SMB minus world's anyway?

Minus World

World -1 (A.K.A. the "Minus World") is an infinitely-long water level, only accessible through World 1-2. Here's what you do: As Super Mario, get all the way to the green pipe at the end of 1-2. Stand on top of the pipe and smash the blocks above you. Do not smash the very last block on the right. Now, stand on the end of the pipe and face left. Jump straight up, then press and hold Right on the controller. What you are trying to do here is jump through the bottom left corner of the block backwards. If you do it just right, Mario will slide through the block and be pulled through the wall. When Mario gets to the other side of the wall, go down the first pipe before it says "WELCOME TO WARP ZONE." You will not come out in 4-1, but in -1. Yes, that's right, -1. World -1 is just like 2-2, but the pipe at the end takes you back to the beginning. You cannot beat -1, but it does give you lots of swimming practice

Side note: If you go down them before it says "WELCOME TO WARP ZONE," the second pipe takes you to 5-1, and the third pipe also takes you to the Minus World.

 

In the Famicom Disk System version of SMB, the Minus World is a swimming version of World 1-3, with gray enemies, pink platforms, and a floating Bowser. At the end, if you touch the flagpole too high, you'll float over the castle door and won't clear the level. Touch it about halfway down to be safe, and you'll drop right into the door, taking you to World -2! World -2 is exactly like World 7-3, except beating the level takes you to -3. World -3 is like 4-4, except it's not a maze, there's no Bowser at the end, and the graphics are blue instead of gray. After you touch the axe at the end, you are thanked as usual, but the Mushroom Retainer is not there. Press B, and you are taken to the title screen, where you can keep pressing B to choose a World to go to, with harder levels, exactly as if you had just beaten the game.

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