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I have an idea for Mari0 SE

Vyper
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Post » 17 Feb 2013, 21:43

You know how in Super Mario Bros. 3 how you could go "up" pipes?
Like this:
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I think it would be cool if you could add that.

PortalSnivy
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Post » 17 Feb 2013, 21:50

its not in smb. mari0 is only smb.

Qcode
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Post » 17 Feb 2013, 21:57

http://blog.stabyourself.net/post/32610 ... shcan-soon
This isn't in SMB either. Online multiplayer isn't in SMB. Region triggers aren't in SMB. I could go on, but Mari0 isn't just SMB.

PortalSnivy
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Post » 17 Feb 2013, 22:54

Its smb because the levels are for the nes.

And i am sure because i have smb. for the nes and i played it

Vyper
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Post » 17 Feb 2013, 23:28

You could use it on other mappacks, you know. This does'nt have to be on the SMB mappack.

PortalSnivy
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Post » 17 Feb 2013, 23:30

Thats true.

Superjustinbros
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Post » 18 Feb 2013, 04:21

Via proper ASM hacking in SMB, you can add in in not only downwards-facing pipes (ala SMB2J), but also enterable ones as well.

The hack "Reverse Pipe X" viewable at this site...
http://www5d.biglobe.ne.jp/~Kawasumi/mario/
has said feature hacked in. And if that's not enough, the well-known Extra Mario Bros. hack also features this.

EDIT: Anyone want an idea that'd really work
Image
Single-coin brick blocks. Preventing cutoff and skipping levels.

And never forget:
viewtopic.php?f=8&t=2787
viewtopic.php?f=8&t=2482

renhoek
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Post » 18 Feb 2013, 09:34

this is a basic feature and I'm positive it's been suggested before I highly doubt it won't be in SE.

Superjustinbros
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Post » 18 Feb 2013, 15:34

xXxrenhoekxXx wrote:this is a basic feature and I'm positive it's been suggested before I highly doubt it won't be in SE.


Even when it's a very simple feature to add in and SMBC features the same gimmick?

Mr.Q.Marx?
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Post » 18 Feb 2013, 18:12

Superjustinbros wrote:
xXxrenhoekxXx wrote:this is a basic feature and I'm positive it's been suggested before I highly doubt it won't be in SE.


Even when it's a very simple feature to add in and SMBC features the same gimmick?

xXxrenhoekxXx used a double negative meaning it probably WILL be in SE in their opinion.

matthew10a
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Post » 02 Mar 2013, 20:03

PortalSnivy wrote:its not in smb. mari0 is only smb.

this isn't Super Mario bro's, this is Mari0, the only reason they didn't do that in SMB is cuz they couldn't, this is the future.

Superjustinbros
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Post » 03 Mar 2013, 19:43

matthew10a wrote:
PortalSnivy wrote:its not in smb. mari0 is only smb.

this isn't Super Mario bro's, this is Mari0, the only reason they didn't do that in SMB is cuz they couldn't, this is the future.


Yep, Mari0 has way more memory available compared to the original SMB1, it's almost like there was no reason to discard some of even the best suggestions.

Also, one time this was suggested, Maurice said "You're just sad this isn't Mario 3", yet he's adding the Raccoon Leaf from the same game into Mari0. So when did it suddenly become acceptable to port one feature from Mario 3 but not the one that'd benefit mappack makers the most?

Oh, and one final thing; You know how you can only place Pirhana plants in-between two tiles? How about variants of the same that you can place within one 16x16 pixel space? like if you have a small pipe that's one tile wide?
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Last edited by Superjustinbros on 03 Mar 2013, 20:00, edited 2 times in total.

Automatik
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Post » 03 Mar 2013, 19:49

You can use custom ennemies for that.

ZxandeAndSirPooping
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Post » 18 Apr 2013, 16:01

PortalSnivy wrote:Its smb because the levels are for the nes.

And i am sure because i have smb. for the nes and i played it



Smb for NES they had no idea for that , by Super Mario Bros 2 (JP) was just the appearence of poison mushrooms, red paranah plants, and upside pipes , You couldn't enter them well in mario 3 you can go in & out of the same pipe over and over. This general mario in combination to the portal series .


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