I forgot about some of the audio stuff in those games I was jsut editing in, but I'll post it here instead.
The audio isn't the same as the PC versions, either. There's a piece of ambient music in the PSone versions that's not included in the PC versions. The music is higher quality as well - the PC versions have them saved on the CD in (hngh!) WAV format, while the PSone versions use a different compression method - .XA, apparently. The speechbanks are different, too. WA only includes the "comical" Speechbanks and not the International ones, while WWP has the International ones as well. Neither version has the "Team17 Test" speechbank, and it may have been omitted for reasons of decency as it contains some colourful phrases - it was included on the PSP version of Worms: Open Warfare though, and is likely to be included in Worms Live Arcade. You can also only have one speechbank loaded at a time, as opposed to individual speechbanks per team as on the PC version.
Some of the speechbank files are jumbled, too. The "Bummer" sample, which is one of those used on the PC version if you miss a shot, is used in place of one of the three "Ow" samples. If you baseball bat a worm you'll be able to see this first-hand.
Interestingly the PC versions of W2, WA and WWP all have speech files that aren't used - WOBBLE.WAV, UH-OH.WAV, HMM.WAV and OUCH.WAV aren't used in any of the three games (and in fact some speechbanks don't even have these files at all, but they are in the Default speechbank), while DROP.WAV (used in Worms 2 when a crate is delivered) isn't used at all in WA or WWP. One of the Beta updates for WA put DROP.WAV to use again, and it is now the sound played when a Time Delayed weapon (i.e. a weapon that can't be used for x number of turns) is made available to your team. None of these sounds are used in the PSone, Dreamcast or N64 versions either.
mario doesn't change colors when he enters different locations. a brown dungeon, green fields... no matter what he will still be the same color. a goomba walking close up to mario wouldn't reflect on mario's model as it's not true reflection.
on the other hand, the spinning sonic head is true reflection. if there was moving objects in a track, sonics head would reflect that movement. A car driving by would show up on sonics head.
I watched a video, there was no motion at all in the reflection in the spinning head and the background was all black. I assumed it was a texture.
It *is* a texture. I'm not sure what scootch is talking about here. This is the oft-used "reflection" texturing trick that just slides the texture around the object to give the effect of reflection. If the only thing moving in the scene is your object, you can use a highly detailed texture and give an effect like the spinning sonic head. If you need to have a more "general purpose" reflection (like that of metal mario) you generally use a muddied texture that is generally blue at the top with greenish browns at the bottom.
There are no examples of "real" reflections in any of those videos.
The funny thing with Mario is that the scene he's reflecting is a slightly arial view of the castle, probably from concept art. Since you never get to be metal outside the castle, the effect never makes sense anywhere in the game.
But seriously.. the best glitch ever was the Mario 64 "almost ruin your game" glitch. You run around with Mario and while doing so slowly lift one side of your cartridge out of your N64...
There were a few on Zelda:Ocarina of Time that used this technique (It's how to get swordless link on the grey cart, for instance). Anyone know how this works. I thought it was some pretty serious voodoo magic while I was in middle school, but I've never actually known why it works.
And why was it always the left side of the cartridge? Was that where the "prevent crazy shit from happening" pin was located?
Damn no one answered this and I've always wanted an answer.
Was there a difference between the carts? Cus, at least with the gold cart, all you had to do was save and quit after Ganon knocks the sword out of your hand.
METAzraeL on
dream a little dream or you could live a little dream
sleep forever if you wish to be a dreamer
But seriously.. the best glitch ever was the Mario 64 "almost ruin your game" glitch. You run around with Mario and while doing so slowly lift one side of your cartridge out of your N64...
There were a few on Zelda:Ocarina of Time that used this technique (It's how to get swordless link on the grey cart, for instance). Anyone know how this works. I thought it was some pretty serious voodoo magic while I was in middle school, but I've never actually known why it works.
And why was it always the left side of the cartridge? Was that where the "prevent crazy shit from happening" pin was located?
Damn no one answered this and I've always wanted an answer.
Was there a difference between the carts? Cus, at least with the gold cart, all you had to do was save and quit after Ganon knocks the sword out of your hand.
Yea, there were 3 versions of Zelda OoT. Gold was v1.0, the first wave of gray carts were V1.1, and the final waves were v1.2
Gold had the glitches, blood in the final battle, and original fire temple music.
v1.1 carts had the majority of the (fun) glitches fixed with blood and original music.
v1.2 was the same glitchwise, but they changed the blood in the last battle to green and they removed the chanting in the fire temple's music.
The GC versions of OoT are all v1.2. Censored and few glitches.
You lift that half of the cartridge because the chips on that side are what house the collision detection, if I remember right.
And I really don't think that the very first gray cartridges had those glitches fixed. That's a really randomly small window of time to get any patching done.
This thread is so long.. was corner camping or wall camping in EverQuest mentioned?
Basically EQ would dump your character at the beginning of the zone if you were outside of the actual geometrical map.
This combined with the fact that the game seemed to inch your character one specific way when you logged in and out would enable you to keep relogging until you eventually ended up safe by the zone-in. This uh... feature... was so very valuable for characters who found themselves pretty much trapped like if you went "linkdead" (lagged out) on a raid and came back the next day with no way out.
Also there was a bind trick... er... exploit that would bind your character to anywhere in the game if you couldn't cast bind on yourself. Very useful for non-magical characters to adventure in special zones like "Plane of Mischief".
It had to do with the Soulbinders in the Luclin expansion. Basically you die in the spot you want to be bound to, find a Soulbinder, then have someone revive you to your corpse. A fraction of a second after you click YES to "soandso wants to cast revive on you will you accept?" you tell the Soulbinder to bind you. The deal is that the game already transported your character to the new location and you sent the bind command AFTER and just before you zoned. My bind point in PoM was so darn cool...
Hey TSR, in the future, could you get into detail as to the specific types of drugs Sega execs were taking when they decided that Shadow the Hedgehog and the 360 Sonic games were good ideas?
More seriously, I'm sure you could tell us whether or not the notion that the PS3 version of Sonic was delayed because Sony doesn't have its online act together is true, and what kind of online things might go into it.
I would mostly like to know more about Rush. Not really any particular reason except that I consider it the best Sonic game since S3&K.
Also
TSR, you talked a lot about palettes and how they work...why is the big Knuckles text red? I would assume they'd use the characters' colors for it like they do as normal, so it should be blue if it's using Sonic's palette.
You lift that half of the cartridge because the chips on that side are what house the collision detection, if I remember right.
And I really don't think that the very first gray cartridges had those glitches fixed. That's a really randomly small window of time to get any patching done.
I have a grey cart, with the glitches. So yes, at least some grey carts are 1.0
Cameron_Talley on
Switch Friend Code: SW-4598-4278-8875
3DS Friend Code: 0404-6826-4588 PM if you add.
You lift that half of the cartridge because the chips on that side are what house the collision detection, if I remember right.
And I really don't think that the very first gray cartridges had those glitches fixed. That's a really randomly small window of time to get any patching done.
I have a grey cart, with the glitches. So yes, at least some grey carts are 1.0
frik, I was always under the impression those didn't exist.
I'm almost sure that they were fixed. I'm pretty sure the revisions were done while they were still producing the gold carts for the preorder.
I thought everyone knew that the first shipment was all 1.0. Gold was for preorders only but very few places existed that did preorders back then. There were obviously more Golds than there were preorders, so it was *possible* to get one on launch day without a preorder, but most sold were still Gray v1.0 carts.
Blake TDo you have enemies then?Good. That means you’ve stood up for something, sometime in your life.Registered Userregular
edited January 2007
Anyone remember the Mario Kart 64 cheats/clipping shortcuts.
Ones I remember.
Mario Raceway (or whatever) going around the third or second corner get yourself some fancy smoke then fire a mushroom you could jump the wall which would shave off a good deal of time, it was fucking impossible to do though.
DK's if you imediatly turned around and went back to the tunnel if you boosted and jumped into the left hand corner of the exit you'd clip through and land in the water, normally you'd then be picked up again and deposited just past the start line of just past the big jump. However if you landed in the corrent spot it'd warp you back to the cave and you could do a 12 second lap. That was one I could do fairly well.
Wario's raceway was the jump the humps at the begining that everyone knew about it, but personaly I could never get.
Toads turnpike, if you mushroon boosted at the right time (when you were on top of the overpass) and ran into a truck you'd jump the wall and land on the final quater of the track.
Those were all the really mess with the track shortcuts I could remember, there were a few more easier ones that everyone knew about (like the rainbow road jump of the third yellow) but those were some of the more insane ones.
You should do an expose on that whack-ass Sonic Piano game (That's what I'm calling it, based on what I remember of the box art), TSR. When I was like, 4, I got to choose between that or Sonic and Knuckles, and in my infinite wisdom I chose the former.
But dammit, I put Sonic and Tails on varying backgrounds with varying background music for hours
I'm almost sure that they were fixed. I'm pretty sure the revisions were done while they were still producing the gold carts for the preorder.
I thought everyone knew that the first shipment was all 1.0. Gold was for preorders only but very few places existed that did preorders back then. There were obviously more Golds than there were preorders, so it was *possible* to get one on launch day without a preorder, but most sold were still Gray v1.0 carts.
Well, back when I was reading up on Zelda glitches (like 5+ years ago) I distinctly remember reading there were no 1.0 grey carts.
But the interwebs is a very crappy place for information AND it has been several years since I've bothered with this.
My Bad.
LeoDude on
0
mntorankusuI'm not sure how to use this thing....Registered Userregular
Yea, there were 3 versions of Zelda OoT. Gold was v1.0, the first wave of gray carts were V1.1, and the final waves were v1.2
Gold had the glitches, blood in the final battle, and original fire temple music.
v1.1 carts had the majority of the (fun) glitches fixed with blood and original music.
v1.2 was the same glitchwise, but they changed the blood in the last battle to green and they removed the chanting in the fire temple's music.
The GC versions of OoT are all v1.2. Censored and few glitches.
Actually, there was a v1.3 released for N64 as well (this is what I originally had, and at the time there were no Gameshark codes for it, so I rented it, copied my save file to it, and swapped the rented v1.2 copy with mine), and in addition to that, a few other changes were made to the GC versions, so they're generally considered v1.4.
Just remembering something about QuarterBack Club 98 (i think thats what year it was) for the N64, it you used the hurddle button (down-C i believe) nd the turbo boost button at the perfect timing you player could take off down the feild like 10 yards much faster than anyother player. when me and my friend found this there was much button mashing going on indeed.
Anyone remember the Mario Kart 64 cheats/clipping shortcuts.
Ones I remember.
Mario Raceway (or whatever) going around the third or second corner get yourself some fancy smoke then fire a mushroom you could jump the wall which would shave off a good deal of time, it was fucking impossible to do though.
DK's if you imediatly turned around and went back to the tunnel if you boosted and jumped into the left hand corner of the exit you'd clip through and land in the water, normally you'd then be picked up again and deposited just past the start line of just past the big jump. However if you landed in the corrent spot it'd warp you back to the cave and you could do a 12 second lap. That was one I could do fairly well.
Wario's raceway was the jump the humps at the begining that everyone knew about it, but personaly I could never get.
Toads turnpike, if you mushroon boosted at the right time (when you were on top of the overpass) and ran into a truck you'd jump the wall and land on the final quater of the track.
Those were all the really mess with the track shortcuts I could remember, there were a few more easier ones that everyone knew about (like the rainbow road jump of the third yellow) but those were some of the more insane ones.
The absolute best one was in Rainbow Road, if you drove straight off the side on the steep slope right after the start (actually not too tricky) you would end up almost halfway through the course. Of course if you screwed it up you would fall for a very long time and be really behind.
And to follow up on jumping the wall in Warios corse, you could jump BACK over it again, and if done perfectly could land you with around 3 sec lap times.
And to follow up on jumping the wall in Warios corse, you could jump BACK over it again, and if done perfectly could land you with around 3 sec lap times.
I loved and abused that trick.
I had a friend who didn't believe the second jump could be done. For like three years, whenever I managed to do it at his house, he was always in the bathroom and thought I was lying.
Ragingbegal on
0
Blake TDo you have enemies then?Good. That means you’ve stood up for something, sometime in your life.Registered Userregular
And to follow up on jumping the wall in Warios corse, you could jump BACK over it again, and if done perfectly could land you with around 3 sec lap times.
I loved and abused that trick.
I had a friend who didn't believe the second jump could be done. For like three years, whenever I managed to do it at his house, he was always in the bathroom and thought I was lying.
Wario Stadium was the one I just could not do. It was my bogey shortcut. I spent hours trying to make that jump and could never make it.
Strangely enough however all my other friends had much difficulty with the DK Jungle shortcut.
I always liked the glitches in Goldeneye like how when you entered the satalite dish station you could kill all the men and have no one to make you surrender yet bond would surrender anyway.
I remember about 2 years ago one of my friends booted up goldeneye and told us all to play, I say arrogantly that I'd just kick everyone's arse but he didn't believe me (I'm far from the best player but I could kick the average players arse easily) he put it on lasers and again I said don't do that, I'll kill you even faster. I of course turned auto aim off and everyone else left theirs on. Anyway enough be told I got hold of the laser and proceeded to headshot everyone for the next four minutes, the final score was 20 to about 3 and it took me ages to convince them I wasn't glitching the game and if you headshot with the laser you were supposed to die in one shot.
Posts
The audio isn't the same as the PC versions, either. There's a piece of ambient music in the PSone versions that's not included in the PC versions. The music is higher quality as well - the PC versions have them saved on the CD in (hngh!) WAV format, while the PSone versions use a different compression method - .XA, apparently. The speechbanks are different, too. WA only includes the "comical" Speechbanks and not the International ones, while WWP has the International ones as well. Neither version has the "Team17 Test" speechbank, and it may have been omitted for reasons of decency as it contains some colourful phrases - it was included on the PSP version of Worms: Open Warfare though, and is likely to be included in Worms Live Arcade. You can also only have one speechbank loaded at a time, as opposed to individual speechbanks per team as on the PC version.
Some of the speechbank files are jumbled, too. The "Bummer" sample, which is one of those used on the PC version if you miss a shot, is used in place of one of the three "Ow" samples. If you baseball bat a worm you'll be able to see this first-hand.
Interestingly the PC versions of W2, WA and WWP all have speech files that aren't used - WOBBLE.WAV, UH-OH.WAV, HMM.WAV and OUCH.WAV aren't used in any of the three games (and in fact some speechbanks don't even have these files at all, but they are in the Default speechbank), while DROP.WAV (used in Worms 2 when a crate is delivered) isn't used at all in WA or WWP. One of the Beta updates for WA put DROP.WAV to use again, and it is now the sound played when a Time Delayed weapon (i.e. a weapon that can't be used for x number of turns) is made available to your team. None of these sounds are used in the PSone, Dreamcast or N64 versions either.
PortsCenter • Jump Leads • The Life Toyetic with Ben and Molly
dream a little dream or you could live a little dream
sleep forever if you wish to be a dreamer
Yea, there were 3 versions of Zelda OoT. Gold was v1.0, the first wave of gray carts were V1.1, and the final waves were v1.2
Gold had the glitches, blood in the final battle, and original fire temple music.
v1.1 carts had the majority of the (fun) glitches fixed with blood and original music.
v1.2 was the same glitchwise, but they changed the blood in the last battle to green and they removed the chanting in the fire temple's music.
The GC versions of OoT are all v1.2. Censored and few glitches.
And I really don't think that the very first gray cartridges had those glitches fixed. That's a really randomly small window of time to get any patching done.
Basically EQ would dump your character at the beginning of the zone if you were outside of the actual geometrical map.
This combined with the fact that the game seemed to inch your character one specific way when you logged in and out would enable you to keep relogging until you eventually ended up safe by the zone-in. This uh... feature... was so very valuable for characters who found themselves pretty much trapped like if you went "linkdead" (lagged out) on a raid and came back the next day with no way out.
Also there was a bind trick... er... exploit that would bind your character to anywhere in the game if you couldn't cast bind on yourself. Very useful for non-magical characters to adventure in special zones like "Plane of Mischief".
It had to do with the Soulbinders in the Luclin expansion. Basically you die in the spot you want to be bound to, find a Soulbinder, then have someone revive you to your corpse. A fraction of a second after you click YES to "soandso wants to cast revive on you will you accept?" you tell the Soulbinder to bind you. The deal is that the game already transported your character to the new location and you sent the bind command AFTER and just before you zoned. My bind point in PoM was so darn cool...
More seriously, I'm sure you could tell us whether or not the notion that the PS3 version of Sonic was delayed because Sony doesn't have its online act together is true, and what kind of online things might go into it.
If you're at liberty to say, of course.
Also
TSR, you talked a lot about palettes and how they work...why is the big Knuckles text red? I would assume they'd use the characters' colors for it like they do as normal, so it should be blue if it's using Sonic's palette.
I found my Sonic the Hedgehog movie
Ehehe.
But anyway, can anyone list every single sonic game?
Nope, but I can cheat:
Pokemon Safari - Sneasel, Pawniard, ????
I have a grey cart, with the glitches. So yes, at least some grey carts are 1.0
3DS Friend Code: 0404-6826-4588 PM if you add.
But thanks :P
Edit..
Found the first sonic game I played on Wikipedia
http://en.wikipedia.org/wiki/Sonic_the_Hedgehog_%288-bit%29
(On the SMS of course
Oh wellz...
Oh shit, I had the handheld Sonic 2. I haven't thought about it in 8 million years though.
The right button broke so the only way to go through the game was by jumping. (When you jumped, you fell to the right)
I thought everyone knew that the first shipment was all 1.0. Gold was for preorders only but very few places existed that did preorders back then. There were obviously more Golds than there were preorders, so it was *possible* to get one on launch day without a preorder, but most sold were still Gray v1.0 carts.
Ones I remember.
Mario Raceway (or whatever) going around the third or second corner get yourself some fancy smoke then fire a mushroom you could jump the wall which would shave off a good deal of time, it was fucking impossible to do though.
DK's if you imediatly turned around and went back to the tunnel if you boosted and jumped into the left hand corner of the exit you'd clip through and land in the water, normally you'd then be picked up again and deposited just past the start line of just past the big jump. However if you landed in the corrent spot it'd warp you back to the cave and you could do a 12 second lap. That was one I could do fairly well.
Wario's raceway was the jump the humps at the begining that everyone knew about it, but personaly I could never get.
Toads turnpike, if you mushroon boosted at the right time (when you were on top of the overpass) and ran into a truck you'd jump the wall and land on the final quater of the track.
Those were all the really mess with the track shortcuts I could remember, there were a few more easier ones that everyone knew about (like the rainbow road jump of the third yellow) but those were some of the more insane ones.
Satans..... hints.....
But dammit, I put Sonic and Tails on varying backgrounds with varying background music for hours
I always thought the gold meant nothing beyond a pointless collector's dream. Yay, my life just got a little brighter.
dream a little dream or you could live a little dream
sleep forever if you wish to be a dreamer
But the interwebs is a very crappy place for information AND it has been several years since I've bothered with this.
My Bad.
Actually, I've been on a semi-hiatus on gaming since like, 2000.
Getting and playing the major landmarks between then and now, but thats about it. So I'm just gonna stop contributing altogether now...
I was pissed that there was no Knuckles.
The absolute best one was in Rainbow Road, if you drove straight off the side on the steep slope right after the start (actually not too tricky) you would end up almost halfway through the course. Of course if you screwed it up you would fall for a very long time and be really behind.
I had so much fun glitching through Donkey Kong 64.
Me and my brother got it down to a science.
I had a friend who didn't believe the second jump could be done. For like three years, whenever I managed to do it at his house, he was always in the bathroom and thought I was lying.
Wario Stadium was the one I just could not do. It was my bogey shortcut. I spent hours trying to make that jump and could never make it.
Strangely enough however all my other friends had much difficulty with the DK Jungle shortcut.
I always liked the glitches in Goldeneye like how when you entered the satalite dish station you could kill all the men and have no one to make you surrender yet bond would surrender anyway.
I remember about 2 years ago one of my friends booted up goldeneye and told us all to play, I say arrogantly that I'd just kick everyone's arse but he didn't believe me (I'm far from the best player but I could kick the average players arse easily) he put it on lasers and again I said don't do that, I'll kill you even faster. I of course turned auto aim off and everyone else left theirs on. Anyway enough be told I got hold of the laser and proceeded to headshot everyone for the next four minutes, the final score was 20 to about 3 and it took me ages to convince them I wasn't glitching the game and if you headshot with the laser you were supposed to die in one shot.
Satans..... hints.....
what about the gold carts that got released later? the non-launch ones?
because I had a launch one and got rid of it and was planning to get a new one soon, but I'm curious if ALL gold are 1.0 or only the launch ones.
hopefully all.