In FF9 a neat technology was introduced were GPU packets were streamed from the CD ROM. This allowed for “prerecorded†animation sequences to be streamed with all the 3D calculations done. Now zero input was needed from the 3D math chip and you could display many more polygons on the screen.
Of course, this also meant you couldn’t actually rotate or change the camera when the animation was playing.
This was used at the end movie/animation sequence when Zadine was looking for Kuja, and also the opening animation with Vivi.
It was also used with summons too.
This. This is pretty neat.
Do modern games still use this trick?
The problem with this trick is that other than being able to implement real-time costume and item changes, etc, it may as well be pre-rendered.
Are you sure? I would think that streaming GPU packets would take up less space/be less intensive than full video with audio.
The trick sacrifices a level of interactivity by forcing the camera to remain stationary and the animations pre-determined.
They do it on DVDs, tell them that. Heck, show them all the funny glitches you can see on the Shrek DVDs.
That's always been my logic, outtakes in movies are popular and accepted. I have the - *probably mistaken* - impression that publishers are rather uptight about anything appearing which doesn't show the game as always being the very model of perfection. My stance is that games *are* developed, and it's nice to see some sign of the development process in action.
May I ask what game are you working on?
Nope, you can't. Testers are bound to NDAs preventing them from discussing the games they're testing, or even revealing that they're testing a particular game until it comes out (at least that's how it works where I work, I assume the whole industry works similarly).
Well, this is a nice and public explanation of the inner workings. Easier than explaining it yourself I'd imagine. [Very good read]
Awesome stuff to read, and while I've never been a very big fan of Sonic, I can appreciate the hard work that goes into these games, and the fascinating stuff that people later find out about them.
*thumbs up* TSR, do please keep at it, it's greatly appreciated.
Forar on
First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
They do it on DVDs, tell them that. Heck, show them all the funny glitches you can see on the Shrek DVDs.
That's always been my logic, outtakes in movies are popular and accepted. I have the - *probably mistaken* - impression that publishers are rather uptight about anything appearing which doesn't show the game as always being the very model of perfection. My stance is that games *are* developed, and it's nice to see some sign of the development process in action.
May I ask what game are you working on?
Nope, you can't. Testers are bound to NDAs preventing them from discussing the games they're testing, or even revealing that they're testing a particular game until it comes out (at least that's how it works where I work, I assume the whole industry works similarly).
Oh, ok, I thought you were a dev or something. Yeah, testing is a whole other deal.
The problem with this trick is that other than being able to implement real-time costume and item changes, etc, it may as well be pre-rendered.
Are you sure? I would think that streaming GPU packets would take up less space/be less intensive than full video with audio.
The trick sacrifices a level of interactivity by forcing the camera to remain stationary and the animations pre-determined.
Ah, so "may as well" is in terms of aesthetic rather than storage space/optimization. Which is the whole reason they did it, apparently.
Personally I'd rather see locked camera animations that fit with the context of the game than seeing random FMVs in the middle of battle, for example. Although I do wish that part with Zidane at the end had been fully prerendered.
1. Open up a new document.
2. Press F5.
3. Type in x97:L97 in the reference box and press enter.
4. Press tab.
5. Hold down ctrl+shift.
6. While holding these two buttons click on the chart wizard button on the icon bar (the button looks like a bar graph).
7. This should take you into a flight sim sort of thing.
8. While in the sim, press the left mouse button to go forward, the right mouse button to go forward, drag left or right to turn, and drag up or down to raise of lower altitude.
9. Press [Ctrl] + [Shift] + [Esc] to return to Excel 97.
Note: There is a monolith the scrolls the name of the development team within the mini-game.
An early shot of the Temple of Time (then known as the Hall of Time). This was before Nintendo made it completely 3D. Here, they're still using the pre-rendered backdrop engine.
Link strolling through an early town. Heavy fog just to keep the N64 running?
This forest has always been interesting to me... because a) it was much more open than the one that showed up in Ocarina, and b) it almost came back in Twilight Princess:
Note that Aonuma was in control of OoT at the time of the old shot. And he was the director for TP.
A shot from around 1996 still, with a Wallmaster. Apparently they used to come at you like this.
In the early stage, you had to press A + B to shoot the bow. Interesting.
At one point, Link had a realistic shadow. This is the only screenshot of early Zelda that shows that shadow, though, so it must have not lasted long (performance-wise)
An old version of Lake Hylia, featuring. Ms. Blocky McBlockerson.
Turtle Rock? An early entrance to Dodongo's Cavern? Who knows.
The Deku tree had a red nose. The deku tree had a fucking red nose.
Notice that item equipped on the right-C button? Yeah. That's the reed whistle... which finally showed up in Twilight Princess. I guess Aonuma really wanted to use a lot of the ideas he had for OoT.
Extremely minor, but Worms: Armageddon for the GBC had a silly bug in it where pausing the game would stop the game clock, but not the fuse for sticks of dynamite. If you run out the fuse, the dynamite would explode once you unpaused. So on the off chance that an AI worm would set you up the bomb, you could sabotage him by pausing the game directly afterwards, blowing him up with you.
Notice that item equipped on the right-C button? Yeah. That's the reed whistle... which finally showed up in Twilight Princess. I guess Aonuma really wanted to use a lot of the ideas he had for OoT.
More later..
It's pretty amazing how late the Ocarina entered the game, and how central a part of the game it ended up as. I don't know where to find any examples, but some people may recall some shots of the game where everything about the screen seemed normal and identical to the final version, except one of those sages' medallions was a C-item for some reason? The Ocarina wasn't even implemented by that point; the medallions were the original means of warping.
Blitz Rawket on
0
Dusdais ashamed of this postSLC, UTRegistered Userregular
Notice that item equipped on the right-C button? Yeah. That's the reed whistle... which finally showed up in Twilight Princess. I guess Aonuma really wanted to use a lot of the ideas he had for OoT.
More later..
It's pretty amazing how late the Ocarina entered the game, and how central a part of the game it ended up as. I don't know where to find any examples, but some people may recall some shots of the game where everything about the screen seemed normal and identical to the final version, except one of those sages' medallions was a C-item for some reason? The Ocarina wasn't even implemented by that point; the medallions were the original means of warping.
Wow, I'm glad they changed that. Using the medallions would have been pretty mundane and typical.
1. Open up a new document.
2. Press F5.
3. Type in x97:L97 in the reference box and press enter.
4. Press tab.
5. Hold down ctrl+shift.
6. While holding these two buttons click on the chart wizard button on the icon bar (the button looks like a bar graph).
7. This should take you into a flight sim sort of thing.
8. While in the sim, press the left mouse button to go forward, the right mouse button to go forward, drag left or right to turn, and drag up or down to raise of lower altitude.
9. Press [Ctrl] + [Shift] + [Esc] to return to Excel 97.
Note: There is a monolith the scrolls the name of the development team within the mini-game.
Shooting game in Excel 2000:
1) save your blank spreadsheet as an internet page
2) while doing so, go to "Internet options" and check the "add interactivity with..." box
3) Open your new file, and scroll along and down until you find row 2000 and column WC
4) Select the row so that the white cell within your selection is the address above
5) Hold down control + alt + shift
6) While doing so, click on the multicoloured office symbol.
Notice that item equipped on the right-C button? Yeah. That's the reed whistle... which finally showed up in Twilight Princess. I guess Aonuma really wanted to use a lot of the ideas he had for OoT.
More later..
It's pretty amazing how late the Ocarina entered the game, and how central a part of the game it ended up as. I don't know where to find any examples, but some people may recall some shots of the game where everything about the screen seemed normal and identical to the final version, except one of those sages' medallions was a C-item for some reason? The Ocarina wasn't even implemented by that point; the medallions were the original means of warping.
Wow, I'm glad they changed that. Using the medallions would have been pretty mundane and typical.
One of the many shots with the Forest Medallion equipped.
If you do the D`lesso seaboard mission and pick up the offering for the bonus objective and have that character carry it to the very end of the mission and never drop it, you will go through the cutscene holding it and in the final bits of it, it will look like the person carrying it is not running but in fact is being carried by the rest of his team.
1. Open up a new document.
2. Press F5.
3. Type in x97:L97 in the reference box and press enter.
4. Press tab.
5. Hold down ctrl+shift.
6. While holding these two buttons click on the chart wizard button on the icon bar (the button looks like a bar graph).
7. This should take you into a flight sim sort of thing.
8. While in the sim, press the left mouse button to go forward, the right mouse button to go forward, drag left or right to turn, and drag up or down to raise of lower altitude.
9. Press [Ctrl] + [Shift] + [Esc] to return to Excel 97.
Note: There is a monolith the scrolls the name of the development team within the mini-game.
Shooting game in Excel 2000:
1) save your blank spreadsheet as an internet page
2) while doing so, go to "Internet options" and check the "add interactivity with..." box
3) Open your new file, and scroll along and down until you find row 2000 and column WC
4) Select the row so that the white cell within your selection is the address above
5) Hold down control + alt + shift
6) While doing so, click on the multicoloured office symbol.
1. Open up a new document.
2. Press F5.
3. Type in x97:L97 in the reference box and press enter.
4. Press tab.
5. Hold down ctrl+shift.
6. While holding these two buttons click on the chart wizard button on the icon bar (the button looks like a bar graph).
7. This should take you into a flight sim sort of thing.
8. While in the sim, press the left mouse button to go forward, the right mouse button to go forward, drag left or right to turn, and drag up or down to raise of lower altitude.
9. Press [Ctrl] + [Shift] + [Esc] to return to Excel 97.
Note: There is a monolith the scrolls the name of the development team within the mini-game.
Shooting game in Excel 2000:
1) save your blank spreadsheet as an internet page
2) while doing so, go to "Internet options" and check the "add interactivity with..." box
3) Open your new file, and scroll along and down until you find row 2000 and column WC
4) Select the row so that the white cell within your selection is the address above
5) Hold down control + alt + shift
6) While doing so, click on the multicoloured office symbol.
Hey, it's not half bad.
Indeed it's not.
It paralysed my school a good few years ago, with an epidemic spreading out across lunchbreaks. When a librarian asked my friend indignantly one day why he was daring to pay a game on the school computers, he replied simply: "Because it's there."
- It has a debug mode and level select! However, getting to this requires a method I can't really discuss on the forums. But it's there!
- Some Japanese text exists in the bonus game text of the US SMB3 ROM (it's present in the Japanese version as well) that suggests more bonus games were supposed to be included.
- Some unused graphics:
It's possible the set of question blocks was meant to be part of a scrapped bonus game. The P icon and Toad might be part of a scrapped bonus game, too: the skull and cloud were supposed to be used on a map screen.
At one point, Toad wasn't the only bonus game host.
What's Toad doing next to the giant question block, frog suit, and tanooki suit? Maybe there was once a Toad suit?
Unused background tiles.
A spinning propeller object, found among other underwater tiles.
I got all this from this neat little site that showcases what's buried deep in some old games, though I'm not 100% sure it'd be kosher to post a link to it. I'll check with a mod; watch this space!
Okay, so I checked with Captain K and the link isn't good to go here
But that's okay because not everything from the site is worth posting here
So here are a few interesting tidbits from other games:
- The NES game Journey to Silus was originally a Terminator game. Searching within the ROM will find:
Screenshots from a magazine before all Terminator references were stripped:
- Some tiles from Castlevania suggesting unused items:
- A Coca-Cola logo found in the pattern tables of the NES Wheel of Fortune, probably for a promotional deal that didn't pan out:
Some more information about Super Mario Bros 3: there are fifteen "lost levels" hidden in the game that are not accessible via normal means.
Some of these levels lack endgoals and/or enemies or are too short to be real levels, while others are full, complete levels that can be played from start to finish. Some seem to be early versions of existing levels, while others are entirely new.
In these lost levels, there are two enemies not found anywhere else in the game:
The gold Cheep Cheep, which travels in packs and swims faster than the normal variety, and
The green Parabeetle, which is exactly like a normal red Parabeetle except it flies faster.
As for the levels themselves (click the numbers to see maps of the level):
1) Possibly an early version of level 5-3 due to the Kuribo's Shoe making an appearance. There are differences, though, as 5-3 starts on the right, while this level starts on the left. Also this level has two floors, connected by pipes.
2) Unfinished. More like 5-3 in level appearance than the last one, but with no Kuribo's Shoe. Contains a Coin Heaven that ends with a treasure chest containing a cloud item (you exit the level upon collecting it). The only way to get past the giant wall with the pipe is to fly over it (the pipe is nonfunctional).
3) Probably an early version of 7-3. Contains continuous Starmen and Lakitu, as well as a Coin Heaven. Of note is the coin in the sky near the beginning of the level that seems to have no real purpose.
4) Probably an early version of 1-5. Unlike 1-5, it doesn't contain a Coin Heaven.
5) A bunch of unused Tanooki Suit bonus rooms. If these were part of the actual game, the pipes on the ground would take you back to the level they were linked to; instead, they take you to a black abyss where you eventually fall to your death.
6) A possible world 6 reject. It's actually possible to access this level on an NES with the Game Genie code AOZULT and entering the world 1 start panel.
7) An auto-scrolling water level that would be unremarkable were it not home of the gold Cheep Cheep, an enemy that doesn't exist anywhere else in the game.
8) A small level with no enemies. To beat it, you actually have to swim up the waterfalls.
9) A level that takes place in the clouds. The blocks move steadily up and down, but other than that there's nothing really special aside from the fact that it's the one of the only levels in the game where the green Parabeetle can be found.
10) The coins float up and down. Possibly an enemy-infested Coin Heaven? An infinite supply of both red and green Parabeetles fly in from both sides of the stage.
12) A lot like lost level 11, but much shorter and no endgoal.
13) Exactly the same as lost level 12.
14) A short cloud level. No enemies, no exit. Random black patches in the sky near the top of the level.
15) Another short cloud levels with no enemies (unless you count an inactive Bullet Bill cannon) or exit. Of note is the stacked clouds that don't appear anywhere else in the game.
Some more information about Super Mario Bros 3: there are fifteen "lost levels" hidden in the game that are not accessible via normal means.
Some of these levels lack endgoals and/or enemies or are too short to be real levels, while others are full, complete levels that can be played from start to finish. Some seem to be early versions of existing levels, while others are entirely new.
In these lost levels, there are two enemies not found anywhere else in the game:
The gold Cheep Cheep, which travels in packs and swims faster than the normal variety, and
The green Parabeetle, which is exactly like a normal red Parabeetle except it flies faster.
As for the levels themselves (click the numbers to see maps of the level):
1) Possibly an early version of level 5-3 due to the Kuribo's Shoe making an appearance. There are differences, though, as 5-3 starts on the right, while this level starts on the left. Also this level has two floors, connected by pipes.
2) Unfinished. More like 5-3 in level appearance than the last one, but with no Kuribo's Shoe. Contains a Coin Heaven that ends with a treasure chest containing a cloud item (you exit the level upon collecting it). The only way to get past the giant wall with the pipe is to fly over it (the pipe is nonfunctional).
3) Probably an early version of 7-3. Contains continuous Starmen and Lakitu, as well as a Coin Heaven. Of note is the coin in the sky near the beginning of the level that seems to have no real purpose.
4) Probably an early version of 1-5. Unlike 1-5, it doesn't contain a Coin Heaven.
5) A bunch of unused Tanooki Suit bonus rooms. If these were part of the actual game, the pipes on the ground would take you back to the level they were linked to; instead, they take you to a black abyss where you eventually fall to your death.
6) A possible world 6 reject. It's actually possible to access this level on an NES with the Game Genie code AOZULT and entering the world 1 start panel.
7) An auto-scrolling water level that would be unremarkable were it not home of the gold Cheep Cheep, an enemy that doesn't exist anywhere else in the game.
8) A small level with no enemies. To beat it, you actually have to swim up the waterfalls.
9) A level that takes place in the clouds. The blocks move steadily up and down, but other than that there's nothing really special aside from the fact that it's the one of the only levels in the game where the green Parabeetle can be found.
10) The coins float up and down. Possibly an enemy-infested Coin Heaven? An infinite supply of both red and green Parabeetles fly in from both sides of the stage.
12) A lot like lost level 11, but much shorter and no endgoal.
13) Exactly the same as lost level 12.
14) A short cloud level. No enemies, no exit. Random black patches in the sky near the top of the level.
15) Another short cloud levels with no enemies (unless you count an inactive Bullet Bill cannon) or exit. Of note is the stacked clouds that don't appear anywhere else in the game.
This is all very, very interesting.
I haven't looked through the whole thread, but: One thing that always intrigued me was the whole Kuribo's Shoe thing. Why was it only in one level? Was it ever meant to be used beyond that?
1. Open up a new document.
2. Press F5.
3. Type in x97:L97 in the reference box and press enter.
4. Press tab.
5. Hold down ctrl+shift.
6. While holding these two buttons click on the chart wizard button on the icon bar (the button looks like a bar graph).
7. This should take you into a flight sim sort of thing.
8. While in the sim, press the left mouse button to go forward, the right mouse button to go forward, drag left or right to turn, and drag up or down to raise of lower altitude.
9. Press [Ctrl] + [Shift] + [Esc] to return to Excel 97.
Note: There is a monolith the scrolls the name of the development team within the mini-game.
Shooting game in Excel 2000:
1) save your blank spreadsheet as an internet page
2) while doing so, go to "Internet options" and check the "add interactivity with..." box
3) Open your new file, and scroll along and down until you find row 2000 and column WC
4) Select the row so that the white cell within your selection is the address above
5) Hold down control + alt + shift
6) While doing so, click on the multicoloured office symbol.
Ah I remember doing both of these tricks in my jr high (excel 97) and high school copmuter classes (excel 2000) when I wasn't working... much fun!
Reminds me of easter egs from games that show you the credits or whatnot... for some reason I like these kind of easter eggs. Call me weird.
What is the zelda timeline and is there a way to play them all without having to buy every system? Could I just get a Wii and buy WW and get the rest on Virtual console?
What is the zelda timeline and is there a way to play them all without having to buy every system? Could I just get a Wii and buy WW and get the rest on Virtual console?
Any sort of Zelda timeline is mere fan speculation, however certain games directly follow each other
Ocarina of Time -> Majora's Mask -> Wind Waker -> Phantom Hourglass
The most games you can get on one disc are Zelda 1, 2, Ocarina of Time, and Majora's Mask (pus a 20 minute demo of Wind Waker). However, the disc was a promotional one that you got free for registering a certain # of games with Nintendo. You can find it at EBgames for about 30$. You'll still have to buy Link to the Past for the GBA to finish off the collection.
FyreWulff on
0
Blake TDo you have enemies then?Good. That means you’ve stood up for something, sometime in your life.Registered Userregular
What is the zelda timeline and is there a way to play them all without having to buy every system? Could I just get a Wii and buy WW and get the rest on Virtual console?
Any sort of Zelda timeline is mere fan speculation, however certain games directly follow each other
Ocarina of Time -> Majora's Mask -> Wind Waker -> Phantom Hourglass
The most games you can get on one disc are Zelda 1, 2, Ocarina of Time, and Majora's Mask (pus a 20 minute demo of Wind Waker). However, the disc was a promotional one that you got free for registering a certain # of games with Nintendo. You can find it at EBgames for about 30$. You'll still have to buy Link to the Past for the GBA to finish off the collection.
You do realise you'll be missing a bunch of Gameboy games as well.
Links Awakening (IMO the best top down Zelda there is) (this came after a Link to the Past)
And the Less in continuity ones
Oracle of Seasons
Oracle of ages
Minish Cap
Links Awakening (IMO the best top down Zelda there is)
Nobody ever believes me when I say this. Thank you. I tried to play the SNES one, and it blew. Hard. The N64 ones were okay. But this game was just so awesome in every way.
Posts
The trick sacrifices a level of interactivity by forcing the camera to remain stationary and the animations pre-determined.
Well, this is a nice and public explanation of the inner workings. Easier than explaining it yourself I'd imagine.
Awesome stuff to read, and while I've never been a very big fan of Sonic, I can appreciate the hard work that goes into these games, and the fascinating stuff that people later find out about them.
*thumbs up* TSR, do please keep at it, it's greatly appreciated.
Oh, ok, I thought you were a dev or something. Yeah, testing is a whole other deal.
Personally I'd rather see locked camera animations that fit with the context of the game than seeing random FMVs in the middle of battle, for example. Although I do wish that part with Zidane at the end had been fully prerendered.
3DS Friend Code: 0404-6826-4588 PM if you add.
Or Xtreme!
I'll post the rest when things settle down a bit.
Is that what you're trying to say?
It is a message. A secret message...
I will wait for more sonic info. For eternity...
I love ellipses...
They're awesome...
Now Playing - GRAW, FFIII DS, Ninja Gaiden Black, Phoenix Wright
1. Open up a new document.
2. Press F5.
3. Type in x97:L97 in the reference box and press enter.
4. Press tab.
5. Hold down ctrl+shift.
6. While holding these two buttons click on the chart wizard button on the icon bar (the button looks like a bar graph).
7. This should take you into a flight sim sort of thing.
8. While in the sim, press the left mouse button to go forward, the right mouse button to go forward, drag left or right to turn, and drag up or down to raise of lower altitude.
9. Press [Ctrl] + [Shift] + [Esc] to return to Excel 97.
Note: There is a monolith the scrolls the name of the development team within the mini-game.
I will start with Ocarina of Time.
An early shot of the Temple of Time (then known as the Hall of Time). This was before Nintendo made it completely 3D. Here, they're still using the pre-rendered backdrop engine.
Link strolling through an early town. Heavy fog just to keep the N64 running?
This forest has always been interesting to me... because a) it was much more open than the one that showed up in Ocarina, and b) it almost came back in Twilight Princess:
Note that Aonuma was in control of OoT at the time of the old shot. And he was the director for TP.
A shot from around 1996 still, with a Wallmaster. Apparently they used to come at you like this.
In the early stage, you had to press A + B to shoot the bow. Interesting.
At one point, Link had a realistic shadow. This is the only screenshot of early Zelda that shows that shadow, though, so it must have not lasted long (performance-wise)
An old version of Lake Hylia, featuring. Ms. Blocky McBlockerson.
Turtle Rock? An early entrance to Dodongo's Cavern? Who knows.
The Deku tree had a red nose. The deku tree had a fucking red nose.
Notice that item equipped on the right-C button? Yeah. That's the reed whistle... which finally showed up in Twilight Princess. I guess Aonuma really wanted to use a lot of the ideas he had for OoT.
More later..
No Austin has sucked a lot the past 2 days. Floods, ice storms, idiots on the road. Great times have been had by all.
Wow, I've never seen any of that before. Thanks! :^:
Agh, sorry to hear about that. I can empathize, especially since Tulsa's been dealing with an inch of ice for the last five days.
And more is coming.
Shooting game in Excel 2000:
1) save your blank spreadsheet as an internet page
2) while doing so, go to "Internet options" and check the "add interactivity with..." box
3) Open your new file, and scroll along and down until you find row 2000 and column WC
4) Select the row so that the white cell within your selection is the address above
5) Hold down control + alt + shift
6) While doing so, click on the multicoloured office symbol.
One of the many shots with the Forest Medallion equipped.
If you do the D`lesso seaboard mission and pick up the offering for the bonus objective and have that character carry it to the very end of the mission and never drop it, you will go through the cutscene holding it and in the final bits of it, it will look like the person carrying it is not running but in fact is being carried by the rest of his team.
http://www.fallout3nexus.com/downloads/file.php?id=16534
It paralysed my school a good few years ago, with an epidemic spreading out across lunchbreaks. When a librarian asked my friend indignantly one day why he was daring to pay a game on the school computers, he replied simply: "Because it's there."
- It has a debug mode and level select! However, getting to this requires a method I can't really discuss on the forums. But it's there!
- Some Japanese text exists in the bonus game text of the US SMB3 ROM (it's present in the Japanese version as well) that suggests more bonus games were supposed to be included.
- Some unused graphics:
It's possible the set of question blocks was meant to be part of a scrapped bonus game. The P icon and Toad might be part of a scrapped bonus game, too: the skull and cloud were supposed to be used on a map screen.
At one point, Toad wasn't the only bonus game host.
What's Toad doing next to the giant question block, frog suit, and tanooki suit? Maybe there was once a Toad suit?
Unused background tiles.
A spinning propeller object, found among other underwater tiles.
I got all this from this neat little site that showcases what's buried deep in some old games, though I'm not 100% sure it'd be kosher to post a link to it. I'll check with a mod; watch this space!
Wii: 5024 6786 2934 2806 | Steam/XBL: Arcibi | FFXI: Arcibi / Bahamut
But that's okay because not everything from the site is worth posting here
So here are a few interesting tidbits from other games:
- The NES game Journey to Silus was originally a Terminator game. Searching within the ROM will find:
Screenshots from a magazine before all Terminator references were stripped:
- Some tiles from Castlevania suggesting unused items:
- A Coca-Cola logo found in the pattern tables of the NES Wheel of Fortune, probably for a promotional deal that didn't pan out:
Wii: 5024 6786 2934 2806 | Steam/XBL: Arcibi | FFXI: Arcibi / Bahamut
Cool, I actually remember having that game. I couldn't read back then, but that's okay because I won every time anyway! :P
LIVE, DAMNIT! LIVE!
Anybody seen screens of the Juggernaut flood in Halo 2? Those were awesome.
Some more information about Super Mario Bros 3: there are fifteen "lost levels" hidden in the game that are not accessible via normal means.
Some of these levels lack endgoals and/or enemies or are too short to be real levels, while others are full, complete levels that can be played from start to finish. Some seem to be early versions of existing levels, while others are entirely new.
In these lost levels, there are two enemies not found anywhere else in the game:
The gold Cheep Cheep, which travels in packs and swims faster than the normal variety, and
The green Parabeetle, which is exactly like a normal red Parabeetle except it flies faster.
As for the levels themselves (click the numbers to see maps of the level):
1) Possibly an early version of level 5-3 due to the Kuribo's Shoe making an appearance. There are differences, though, as 5-3 starts on the right, while this level starts on the left. Also this level has two floors, connected by pipes.
2) Unfinished. More like 5-3 in level appearance than the last one, but with no Kuribo's Shoe. Contains a Coin Heaven that ends with a treasure chest containing a cloud item (you exit the level upon collecting it). The only way to get past the giant wall with the pipe is to fly over it (the pipe is nonfunctional).
3) Probably an early version of 7-3. Contains continuous Starmen and Lakitu, as well as a Coin Heaven. Of note is the coin in the sky near the beginning of the level that seems to have no real purpose.
4) Probably an early version of 1-5. Unlike 1-5, it doesn't contain a Coin Heaven.
5) A bunch of unused Tanooki Suit bonus rooms. If these were part of the actual game, the pipes on the ground would take you back to the level they were linked to; instead, they take you to a black abyss where you eventually fall to your death.
6) A possible world 6 reject. It's actually possible to access this level on an NES with the Game Genie code AOZULT and entering the world 1 start panel.
7) An auto-scrolling water level that would be unremarkable were it not home of the gold Cheep Cheep, an enemy that doesn't exist anywhere else in the game.
8) A small level with no enemies. To beat it, you actually have to swim up the waterfalls.
9) A level that takes place in the clouds. The blocks move steadily up and down, but other than that there's nothing really special aside from the fact that it's the one of the only levels in the game where the green Parabeetle can be found.
10) The coins float up and down. Possibly an enemy-infested Coin Heaven? An infinite supply of both red and green Parabeetles fly in from both sides of the stage.
11) An early version of level 1-6?
12) A lot like lost level 11, but much shorter and no endgoal.
13) Exactly the same as lost level 12.
14) A short cloud level. No enemies, no exit. Random black patches in the sky near the top of the level.
15) Another short cloud levels with no enemies (unless you count an inactive Bullet Bill cannon) or exit. Of note is the stacked clouds that don't appear anywhere else in the game.
Wii: 5024 6786 2934 2806 | Steam/XBL: Arcibi | FFXI: Arcibi / Bahamut
I haven't looked through the whole thread, but: One thing that always intrigued me was the whole Kuribo's Shoe thing. Why was it only in one level? Was it ever meant to be used beyond that?
Reminds me of easter egs from games that show you the credits or whatnot... for some reason I like these kind of easter eggs. Call me weird.
http://www.fallout3nexus.com/downloads/file.php?id=16534
http://useruploads.mythica.org/view/FloodJuggernaut.wmv
Any sort of Zelda timeline is mere fan speculation, however certain games directly follow each other
Ocarina of Time -> Majora's Mask -> Wind Waker -> Phantom Hourglass
The most games you can get on one disc are Zelda 1, 2, Ocarina of Time, and Majora's Mask (pus a 20 minute demo of Wind Waker). However, the disc was a promotional one that you got free for registering a certain # of games with Nintendo. You can find it at EBgames for about 30$. You'll still have to buy Link to the Past for the GBA to finish off the collection.
Links Awakening (IMO the best top down Zelda there is) (this came after a Link to the Past)
And the Less in continuity ones
Oracle of Seasons
Oracle of ages
Minish Cap
Satans..... hints.....
I knew I've seen this one before. Now I know the back story.
:^: to Arcibi