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Videogame facts that blow your mind (SuperMarioBros. SHOCKING SECRET INSIDE p #70)

Probably late on this. In Pikmin 3, the home planet is called Koppai.... Well...

http://en.wikipedia.org/wiki/Nintendo

After playing this, I'm pretty sure this game holds plenty of undiscovered references and secrets. Time will tell.

By the way, that didn't exactly blow my mind, but I realized something while looking at some Pikmin 3 concept artwork :

vqDbKiW.jpg


A : Alph
B : Brittany
C : Charlie

...and...D ? Daniel ? Dario ? Dylan ?

A post on Miiverse also pointed out that PNF-404 (the name of the explorable planet) sounds suspiciously like an acronym for "Planet Not Found - 404", in reference to "Page Not Found - Error 404".
 
Unintentional and easy to explain.

NES couldn't do parallax scrolling on it's own, it had to use a mapper for the task, so the implementation was cluttered (as can be seen onscreen, actually; with the pattern glitching on borders). On top of that, NES didn't have an internal clock (a feature no console had until Saturn and 64DD came around) so you were running a counter in software to track time, competing for the same resources as the rest of the game.

Running would put incredible stress over the software so the clock would slow down accordingly, it just didn't slow the whole game down deliberadly in the same manner, because they were most likely painfully aware of it (and instead of trying to sync it they opted to give priority to the game/gameplay fluidity instead).

A software clock without a crystal oscillator is never accurate anyway.

Actually, the NES could do parallax scrolling on its own without a mapper. There is a built in method for doing one split, but you can also simply (hah!) use some precise timing of your instructions and split the screens as many times as you want. It's easiest with a mapper that includes a timer, true.

The built in method is called sprite 0 hit. You pick the location where you want the split to occur, and put sprite 0 at that point, which usually contains just a small horizontal line to be sure the hardware detects a collision there. When the screen is being drawn and it gets to that point, it interrupts the drawing and gives you an instant to modify the screen scroll, so you can make the areas above and below sprite 0 scroll at different speeds. This is most often used for a status bar, so part of the screen doesn't scroll and that info stays right where it is.

However, you don't have to have a background status bar - some games (Mega Man, Castlevania 2) do their status (just a life bar) with sprites. These games could take advantage of their simple interface to use sprite 0 hit for parallax scrolling, and in fact later Mega Man games did this.

Mario 3 does use sprite 0 hit, you can see the horizontal line used for it in some emulators.

pZxK7Mf.jpg


I believe Mario 1 uses the bottom line of the coin icon at the top to do this. It doesn't require a mapper.

You may have meant to say the NES couldn't do sidescrolling without a mapper, but that's also not true. You can do regular scrolling fine without one. In fact that's what the artifacts at the side show us, that it's using the normal method of scrolling. When stuff scrolls off the left side of the screen, it scrolls back in on the right, so you very quickly alter those tiles to what should be coming up next.

The NES has two virtual "screens" (pages) that can be aligned horizontally or vertically. If you line them up horizontally, there's a whole screen worth of data not being seen, off to the left and right. This gives you ample time to change the graphics on those pages while they're not visible. However, this means that if you scroll vertically, it's going to wrap those graphics around immediately, ground up in the sky, so you have to quickly change those and will see some weird graphics at the edges.

Mario 3 does the opposite. The two pages in memory are stacked on top of each other vertically, so horizontal scrolling requires quick graphics modification, but not vertical scrolling. And you'll notice that most Mario 3 levels are exactly 2 screens tall, perfect for the 2 vertical pages in memory!

None of that requires a mapper. The mapper is more for being able to address more memory for more graphics.

Oh also, running a counter is actually trivial...incrementing a variable, even a 16 bit one, takes up so few resources as to be negligible. :p I haven't examined Mario 3's source so I can't say why the timer is delayed, I just wouldn't assume it's due to resource usage.

They're nowhere near the degree of hardware mastering of SMB3, and you can't possibly run as fast through a level on Super Mario Bros 1. And I don't recall Super Mario Bros 2 having a timer at all, if it did the same thing would probably occur, as it shared the same MMC3 chip as Super Mario Bros 2 did.

Something's gotta give.

Actually this was just discussed and tested on June 16.

You can move exactly as fast in Mario 1 as in Mario 3, that is, 4 pixels per frame. Any faster than that and you get glitches (though the game still runs).

In both Mario 1 and 3, walk speed is 1.5 pixels per frame and run speed is 2.5 pixels per frame. In Mario 3 when you are running as fast as possible with the P-meter, you're going 3.5 pixels per frame...but Mario 1 also supports this speed just fine!

Mario 1 is actually more thorough when drawing the screen, as it fixes those glitches from going too fast, but in Mario 3 they remain on the screen.
 

Watch Da Birdie

I buy cakes for myself on my birthday it's not weird lots of people do it I bet
I am pretty sure it´s Drake - Alph´s Grandfather and inventor of the spaceship with the same name.

Yeah, I thought that was a nice nod towards the missing "D" when I saw that.

I kind of have a pet theory that there's going to be DLC in the future where you play as Drake and taking place before the events of Pikmin 3, as I had a nagging feeling that Drake had visited PNF404 in the past, thus explaining why the ship is drawn towards the planet in the first place...Drake did it, perhaps from beyond the grave.
 
Yeah, I thought that was a nice nod towards the missing "D" when I saw that.

I kind of have a pet theory that there's going to be DLC in the future where you play as Drake and taking place before the events of Pikmin 3, as I had a nagging feeling that Drake had visited PNF404 in the past, thus explaining why the ship is drawn towards the planet in the first place...Drake did it, perhaps from beyond the grave.


I have a similar theory... but with Drake crashlanding in the credits of Pikmin 3 - so after the crew has left the planet.
 

The Real Abed

Perma-Junior
Mario 1 is actually more thorough when drawing the screen, as it fixes those glitches from going too fast, but in Mario 3 they remain on the screen.
I remember seeing those weird glitches sometimes in 3. At the time as a kid I didn't know what they were or where they came from, but I would make a game out of trying to get one to appear then keep it on screen. Like in an early world 1 level when a green music note block would appear.

Then in the emulator age I saw the edge tiles that you could never see on a CRT TV because of the overscan.

Technology is awesome.
 

Myriadis

Member
I surely knew that the bandits can steal Baby Mario whenever possible. But I didn't know that Bumpties, these little penguins that bump you around, can do the same - but only if the bubble just happens to float right into them.
snes-yoshisisland-eu0hdynw.png
 

AlucardGV

Banned
I surely knew that the bandits can steal Baby Mario whenever possible. But I didn't know that Bumpties, these little penguins that bump you around, can do the same - but only if the bubble just happens to float right into them.
snes-yoshisisland-eu0hdynw.png

so that's why mario has problem with penguins
tumblr_mbqwt1MRru1qituqxo1_400.gif
 

ElFly

Member
That people can misspell game and franchise names even after multiple entries and years. Examples:

1)People typing "Megaman" instead of "Mega Man"


Megaman has been written both ways through the years. In the games I mean.

go go hotlinking

mm9title.jpg


292464-mega-man-x8-windows-screenshot-title-screens.jpg


Mega_Man_-_Bass_-_2003_-_Capcom_Co.,_Ltd..jpg


So you are wrong; Megaman is just as valid as Mega Man, since it has been referred as both inside the games.

e:
5vOXurN.png


from the megaman x intro
 

ElFly

Member
The logos may be stylized as "Megaman" sometimes, but the character and games are officially named Mega Man. Same thing with Star Fox.

5vOXurN.png


This is not stylized; it shows the specification of the Megaman X robot.

Official name means nothing. Only the games themselves are the primary source of anything. Manuals, official statements and documents are wrong all the time.

e:

and even if you put more faith in paperwork and bureaucracy than in the holy SNES Megaman X cartridge

http://tess2.uspto.gov/bin/showfield?f=doc&state=4809:ipa5k7.2.20

Capcom filled the trademark for "Megaman". Sorry guys, both ways of spelling it are right. Stop claiming non sense.
 

Mellahan

Concerned about dinosaur erection.
The logos may be stylized as "Megaman" sometimes, but the character and games are officially named Mega Man. Same thing with Star Fox.

True. Further, the logos are stylized as 'Megaman' because they are an exact reproduction of their 'Rockman' (one word) logos.
 

Alpha_eX

Member
I am pretty sure it´s Drake - Alph´s Grandfather and inventor of the spaceship with the same name.

That's a good theory though the character for "D" looks quite young and stands tall, not what you'd expect of an old person.

I like the theory of Drake crash landing looking for his son and crew!
 

Datschge

Member
Official name means nothing. Only the games themselves are the primary source of anything. Manuals, official statements and documents are wrong all the time.

You mean to say Donkey Kong Country 2 and 3 don't actually exist? Mind blown!

Those games as referred to only as "Diddy's Kong Quest" and "Dixie Kong's Double Trouble" in-game, no "Country" in sight.
 

sakipon

Member
You mean to say Donkey Kong Country 2 and 3 don't actually exist? Mind blown!

Those games as referred to only as "Diddy's Kong Quest" and "Dixie Kong's Double Trouble" in-game, no "Country" in sight.

Would you say that people who refer to the games using those names are dead wrong?

It's fine to use whatever titles and names are found in-game, like with Megaman.
 

OmahaG8

Member
It doesn't use the in-game clock, it uses the system clock. It uses the actual time of day, not the game's time of day. Not much of a secret considering how obvious the file select screen is, unless you played it at the same time of day every day.

Allow me to put forth the theory that you know exactly what he means, and that this is obviously what he meant.
 
Probably not mind blowing but in the code found within Mario's Tennis for Virtual Boy is a named character called Catherine who ultimately was never included in the game. Catherine is the Japanese version name for Birdo. Ultimately Camelot recognized this by including Birdo into he sequel for N64, the first reappearance of the character since Wario's Woods and Mario RPG on SNES.
 

Peagles

Member
It doesn't use the in-game clock, it uses the system clock. It uses the actual time of day, not the game's time of day. Not much of a secret considering how obvious the file select screen is, unless you played it at the same time of day every day.

I thought it used both? System clock for the initial time, then in-game clock for the flow of time after that
 
Sony OS thread reminded me that the PS1 memory card manager has a secret code.

hqdefault.jpg


If you delete something by mistake, you can undo the deletion by pressing all of the shoulder buttons at the same time. I have no idea why they made this a secret. The user interface really sucked.

There is also an menu that is similar to this but without the "Memory card slot 1" etc. stuff. It is just all gray, two boxes for the two cards and so on.
 
Probably not mind blowing but in the code found within Mario's Tennis for Virtual Boy is a named character called Catherine who ultimately was never included in the game. Catherine is the Japanese version name for Birdo. Ultimately Camelot recognized this by including Birdo into he sequel for N64, the first reappearance of the character since Wario's Woods and Mario RPG on SNES.

Cool! Mario's Tennis for Virtual Boy is probably my favorite Mario sports game, so its nice to think that Camelot might have been paying tribute to it when they included Birdo in Mario Tennis.
 

RagnarokX

Member
I thought it used both? System clock for the initial time, then in-game clock for the flow of time after that
It does, but the interesting fact is that it use the system clock to set the time of day to your local time. If it was using the in game clock for the initial time it would just be random or based on your last save. I was just clarifying for others what the info of interest was.
Allow me to put forth the theory that you know exactly what he means, and that this is obviously what he meant.
Allow me to ask for forgiveness for thinking people who hadn't watched the video or played WW might not know what he meant.
 
The developers of Final Fantasy I have always acknowledged that their game was partly inspired by the Ultima series. What people may not realize however is that it's not just in terms of gameplay. The story of Final Fantasy I itself is basically a ripoff of Ultima I:
Wikipedia said:
The story of Ultima I revolves around the evil wizard Mondain and his rule over the kingdom of Sosaria. According to the game's back story, Mondain created an evil gem over 1000 years ago that granted him immortality.[8] Since then, Mondain has released monsters and beasts upon the land that ravage the villages and towns of Sosaria and cause most of the nobles to bicker amongst themselves.[5] In an effort to stop Mondain's dominion, Lord British searches for a person to bring about the wizard's end.[5] This call is answered by the player.

The player is informed that the only way to defeat Mondain is to travel back in time and kill him before the gem of immortality is created.[9] The majority of the game is spent searching for a time machine, and a way to activate it. Four of the lords in the game, one from each realm, hold a gem that will allow the time machine to work once all four gems have been found. In exchange for the gem, the lord will ask the player to complete a quest that involves traveling into a dungeon and killing a specific creature. Once this has been achieved, the lord will hand over his gem.

The time machine itself also needs to be found. Purchasing a space shuttle and traveling into outer space is a prerequisite of this —the player must become a space ace, by destroying 20 enemy ships, in order to complete the game.[10] Once this task has been completed, rescuing a princess will reveal the location of the time machine, which always appears to the north of the castle in which the princess was held prisoner. The main character will then travel back in time and face Mondain before he has completed the gem of immortality. Destroying the gem is a requirement for beating the game as well as killing the wizard himself. Once Mondain is dead, the player is transported one thousand years into the future and rewarded by Lord British.[11][12] The game narration does not attempt to explain away the temporal paradox caused by killing Mondain 1000 years in the past, thus preventing the events which cause the player to be called to the world in the first place.
A world veiled in darkness = check.
A king asking a mysterious stranger (four in FF) to save the world = check.
Four colored gems activating a time travel device = check.
A brief, bizarre trip in outer space (the Sky Castle in FF) = check.
A temporal paradox spanning a millennium (two in FF) = check.
 
Yoshitaka Amano didn't create the characters of Final Fantasy I. He only created the monsters.

HaDYMrM.jpg


Kazuko Shibuya (pictured above) designed all the characters when she created their sprites. Only once this was done did Amano drew illustrations depicting the "Warriors of Light". So yeah, the red-haired Fighter predates the silver-haired warrior with horned helmet.

Shibuya also came up with the white glove cursor and blue text box with white outline that became associated with the FF series.

Unfortunately she is also responsible for those redrawn sprites from the recent FF mobile games (FF Dimensions, FFV iOS, etc., except for FF:ATB).
 
This man needs a medal for this entire post. Noooope nope, a Yamazaki single malt. Neat... God damn, I said GOD DAMN...

Edit: wait... i am so far behind. I don't even know where I am.

Yeah, I don't think he was actually right about any of it. :p

I'm not trying to be mean or anything, I've just spent a long time studying how the NES works. I've programmed some demos on it, someday I think it'd be cool to make a real game for it, but that's a lot of work.
 

Platy

Member
Yoshitaka Amano didn't create the characters of Final Fantasy I. He only created the monsters.

HaDYMrM.jpg


Kazuko Shibuya (pictured above) designed all the characters when she created their sprites. Only once this was done did Amano drew illustrations depicting the "Warriors of Light". So yeah, the red-haired Fighter predates the silver-haired warrior with horned helmet.

Shibuya also came up with the white glove cursor and blue text box with white outline that became associated with the FF series.

Unfortunately she is also responsible for those redrawn sprites from the recent FF mobile games (FF Dimensions, FFV iOS, etc., except for FF:ATB).

That explains A LOT the contents of the THE SKY : The Art of Final Fantasy
 

ss_lemonade

Member
If you have windows xp, open up the clock and watch the seconds hand. If I remember correctly, it moves a bit slower than normal and after a few ticks, speeds up to catch up.

Not game related but something I just remembered after reading previous posts about mario's clock
 
If you have windows xp, open up the clock and watch the seconds hand. If I remember correctly, it moves a bit slower than normal and after a few ticks, speeds up to catch up.

Not game related but something I just remembered after reading previous posts about mario's clock

That's just it catching up with the whatever it's called that maintains perfect time.

Everything is fast or slow and needs recalibration.
 

MikeOShay

Neo Member
Sadly, 1994 was a lot more than "almost a decade ago."

Are you kidding, or do you honestly not understand how sarcastic that post was? They even distinctly used the current year to showcase their poor math and they typed it like a regular conversation to make it seem goofier. It's a troll-fact, since the sequel to a fairly recent game is clearly NOT coming out in 1994 as they claimed.
 

Javier

Member
I discovered this by accident yesterday: In Kid Icarus Uprising, you can use the touchscreen to drag the options in the various menu screens around. When you let go, they will all snap back to their original positions, similar to the deforming face in Super Mario 64.

Some of you probably knew, but finding out this after owning the game for a year and a half certainly blew my mind.
 

Rich!

Member
Posted this in another thread, but it fits here.

On the SNES Satellaview add on, there was a version of Zelda 3: A link to the past.

BS_Zelda_-_Ancient_Stone_Tablets_(week_3).png


I'm sure a lot of you know that. However, what you may not know is that it had a fully orchestrated streamed soundtrack. Here it all is! It replaced the standard LTTP music, and I'm sure it would have been amazing to play at the time:

http://www.youtube.com/watch?v=REM_P5O24GI

http://www.youtube.com/watch?v=ufGQwtoZ-t8

http://www.youtube.com/watch?v=OCqn7E_hCT8

http://www.youtube.com/watch?v=-DZnjtp4R_0

The rest of the soundtrack can be found in the description there. That dark world music is...well, it's amazing. AFAIK, there was work going on for a SNES9x version exclusively for BS Zelda 3 that synced up this music to the game as it's supposed to be. Might have a look to see if any progress has been made on it.
 

Rich!

Member
Wait a second.

That lost woods music, specifically the few bars at the start - wasn't that re-used in Skyward Sword? I've definitely heard it somewhere else.

Anyway. Here's a soundcloud page with all of the currently known BS broadcast music, including ones for BS SMB2's soundtrack.

https://soundcloud.com/thebszeldahomepage

This shit was all beamed down via satellite to your lowly Super Famicom in the mid ninties. mind blowing.

https://soundcloud.com/kcabbusses

more here. turns out BS F-ZERO 2 (of which I have a BSX cart of!) had a streaming soundtrack too. woah. Mute City sounds pretty...uh, off key though. Ah well. Some random shredding too. wahay!

edit: there's some mitsuda too on that page, if im not mistaken. Maybe from Radical Dreamers?
 

RagnarokX

Member
Posted this in another thread, but it fits here.

On the SNES Satellaview add on, there was a version of Zelda 3: A link to the past.

BS_Zelda_-_Ancient_Stone_Tablets_(week_3).png


I'm sure a lot of you know that. However, what you may not know is that it had a fully orchestrated streamed soundtrack. Here it all is! It replaced the standard LTTP music, and I'm sure it would have been amazing to play at the time:

http://www.youtube.com/watch?v=REM_P5O24GI

http://www.youtube.com/watch?v=ufGQwtoZ-t8

http://www.youtube.com/watch?v=OCqn7E_hCT8

http://www.youtube.com/watch?v=-DZnjtp4R_0

The rest of the soundtrack can be found in the description there. That dark world music is...well, it's amazing. AFAIK, there was work going on for a SNES9x version exclusively for BS Zelda 3 that synced up this music to the game as it's supposed to be. Might have a look to see if any progress has been made on it.

The music is actually from an orchestrated soundtrack called The Legend of Zelda: Sound and Drama that was released in 1994.

http://zelda.wikia.com/wiki/The_Legend_of_Zelda:_Sound_&_Drama

BS The Legend of Zelda: Ancient Stone Tablets came out in 1997. The game was broadcast live over the BS system for 1 hour each week. They broadcast a live audio drama with voices portraying various characters in the game giving hints and conveying story elements which was accompanied by music from Sound and Drama.

http://zeldawiki.org/BS_The_Legend_of_Zelda:_Ancient_Stone_Tablets#Gameplay
 

Rich!

Member
The music is actually from an orchestrated soundtrack called The Legend of Zelda: Sound and Drama that was released in 1994.

http://zelda.wikia.com/wiki/The_Legend_of_Zelda:_Sound_&_Drama

BS The Legend of Zelda: Ancient Stone Tablets came out in 1997. The game was broadcast live over the BS system for 1 hour each week. They broadcast a live audio drama with voices portraying various characters in the game giving hints and conveying story elements which was accompanied by music from Sound and Drama.

http://zeldawiki.org/BS_The_Legend_of_Zelda:_Ancient_Stone_Tablets#Gameplay

Well, that makes more sense. I knew having the actual audio replacing the music in-game was too good to be true!

Ah well, the fact is it was still beaming down to your SNES. that's still cool.
 
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