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Posts by I don't know a good name.

I don't know a good name.'s Profile → Posts

Originally posted by K.T.B.
Originally posted by I don't know a good name.
What game?

This man right here just won the game more than anyone.

You didn't even mention the game You mentioned the game, while talking about my post, so you win more.

See, I mentioned the game in my post. But you were talking about my post when you mentioned the game, so you're better???

I don't know, but that's fine.
Hello.
I've only been active for about 1 month of the time I've been on here.

I don't know how long I'll be here, but only time can tell.
Hello.
I've already said this in another topic, but I've actually been on here for about 14 months. I abandoned that account, for this one with a better name. I was going to ask for it to be deleted, but never did as I didn't feel like wasting idol's time

I've literally logged on once in the past year and that is "active".
Hello.
Request name: Para-Beetle
Type: Sprite
Short description: A Para-Beetle, acting similarly to the ones in New Super Mario Bros Wii
Tool: PIXI
GFX: Buzzy Beetle from the original SMW, with a wing
Long description: I want the normal Para-Beetle and the Heavy Para-Beetle (the big one). The normal one will fly to the left until it despawns. Mario can jump on it. When he does, it will sink a little bit, then rise until Mario steps off.
The Heavy one will act similar, except it keeps sinking until Mario steps off, then it'll rise to it's beginning position. Whether it's normal or heavy will be determined by the extra bit.
If you jump on a customisable amount of beetles in a row (without touching the ground), a customisable sprite will be spawned. This can be disabled.
Hello.
Originally posted by KKevinM
Originally posted by I don't know a good name.
Request name: Para-Beetle
Type: Sprite
Short description: A Para-Beetle, acting similarly to the ones in New Super Mario Bros Wii
Tool: PIXI
GFX: Buzzy Beetle from the original SMW, with a wing
Long description: I want the normal Para-Beetle and the Heavy Para-Beetle (the big one). The normal one will fly to the left until it despawns. Mario can jump on it. When he does, it will sink a little bit, then rise until Mario steps off.
The Heavy one will act similar, except it keeps sinking until Mario steps off, then it'll rise to it's beginning position. Whether it's normal or heavy will be determined by the extra bit.
If you jump on a customisable amount of beetles in a row (without touching the ground), a customisable sprite will be spawned. This can be disabled.

Isn't this what you're looking for?

Didn't see that. Yes, it is. Thanks.
Hello.
I was wondering if it's possible to change the boss sequences, not their text as that's in LM. I searched in the tools section and came with nothing.

Anyone know?
Hello.
Originally posted by NathanWarford
If you mean swapping around which bosses activate which castle destruction scenes, go to Overworld > Edit Boss Sequence Levels. In the menu that opens, select the overworld level numbers that activate which castle destruction sequence upon completion. The Boss Sequence #'s are labeled to be the same as they are in the original SMW with Boss Sequence #1 as Iggy's Castle, Boss Sequence #2 being Morton's castle, etc.

That helps for what I'm doing. Thank you.
Hello.
Originally posted by K.T.B.
Originally posted by I don't know a good name.
I was going to ask for it to be deleted, but never did as I didn't feel like wasting idol's time

All of the admins can change usernames, Idol isn't the only one who can do that

I'm not sure why I chose idol, to be honest. I guess idol was the first admin I thought of...?
Originally posted by K.T.B.
(and accounts can't be outright deleted, but you can have its username nuked so that people will have a hard time finding it if you want) #ab{:P}

Interesting, didn't think of those.
Originally posted by K.T.B.
-snip- (just the rest of the post)

Good to hear you're having fun. Good luck! (it feels weird using "good" twice in quick succession)
Originally posted by Falaflame
I've literally logged on once in the past year and that is "active".

In all fairness, there'd be worse things you could waste her (or any admin for that matter) time with.</div></div>
Agreed, but it's an inactive account and I've removed the e-mail so I honestly don't care if someone finds that account. It's got a cringe username anyway, which is why I wanted to delete it.
Hello.
(restricted)
^ Happy early birthday!
< Exists
v Has an eye
Hello.
Originally posted by MarioFanGamer
I remember that someone made a run to glitch through SMW in almost every level but don't know the name of it.

It's called Let's Glitch SMW.

Anyway, I've never seen that. However, I do recall being shoved to the right by jumping into a hammer bro platform. but I didn't see anything like that. It should be possible on an SNES, but I only have a Wii and no SMW virtual console on it.

The hammer bro thing seems to be a bit random in outcome and consistency. Sometimes it happens, sometimes it doesn't.

I think you can just go away and come back to fix it, and it's purely graphical to my knowledge.
Hello.
(I had to rewind over 125K frames and then my emulator decided to call it quits, you're welcome)

I just did a run of the Advance version of SMW where I try to touch as little coins as possible. Here are my results:

For a full-game run, I got 70/96 exits.



You can chat about coinless in this thread, maybe try to remove a coin or two?
Hello.
Originally posted by ECS.98
You can avoid the coin with a well timed shell throw. The shell you can bring from the P-Balloon sublevel.

Yup. That's another 4 exits.
Originally posted by ECS.98
In the main area with all the doors, after you press the P-Switch, go left instead, there will be a door there that leads to the secret exit room without the need to collect coins.
As for the Normal Exit, it's 21 coins minimum required.

Yup. That works.

Originally posted by randomdude999
It is possible to get the Donut Secret 1 secret exit without coins by taking a shell from the cave sublevel, carrying it and the P-switch to the place where the key is, then press the P-switch, then throw the shell at the ?-block from the side, then quickly swim to the key to catch it before it goes under the coins. I'm not sure how RTA-viable exactly it is though.

That was already stated, but I managed to get it by standing on the tile before the coins and tossing the shell. I did it RTA, but I abused tools to do it. (I abused tools the entire time so who cares)

Originally posted by randomdude999
Vanilla Dome 2 seems really hard. That clip is possible though, as demonstrated here. Even then, there's no way to get to the end of the level in order to get the main exit. So you'd get 2 more exits from here.
Yup.

Originally posted by randomdude999
Vanilla Ghost House's cape tricks are possible with tools, but probably not RTA. But they aren't of much use if we don't have a way to get VD2 normal exit.
Yup. They are useful if you're doing a 96 exit run, though.

Originally posted by randomdude999
I'm currently investigating whether it's possible to pull off an item swap to get an orb without collecting a coin. It seems difficult, since in most strategies you're collecting a coin off Yoshi's tongue to activate the glitch, but it may be possible with a powerup on Yoshi's tongue too.
I'm not entirely sure how the orb works. If it spawns in a powerup-reserved slot, then it would be easy. With one quick look in Lunar Magic, it seems that there are enough powerups to fill up the 2 powerup-reversed slots and get a powerup into a normal slot. You can drop a reserve item to fill one slot, then open the ? block to fill the second one. Then, you can drop the falling mushroom from your box and do the swap like that. Even then, you'd have to find a way to cancel Yoshi's tongue so he doesn't swallow a copy of the orb and get a coin (but that would be 33 coins better) and you'd have to find a way to get the orb into the correct sprite slot (let alone, spawn the orb) to do the level coinless.
Hello.
Originally posted by Aja
Originally posted by I don't know a good name.
Vanilla Dome 2 - Both exits: Coins block the patch downwards and the patch through the level. I tried to Yoshi clip, but that seems to only be possible in the SNES version *sigh* - Minimum of 1 coin for the normal exit, and 7 more for the secret exit. The rest of Vanilla Dome and the main path through world 4 are blocked (except the castle).

For the record, it's possible to get the secret exit in vanilla dome 1 without the red switch, just use Yoshi.

That's what I did. I mentioned that it's required in the world breakdown.
Hello.
These new rules are fine. I can't say much else, except what punishments will be handed out exactly? For example, if you post an irrelevant comment, would that be a warning or will it be a harsher punishment? It would be nice to know this. Thanks.
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Happy birthday to PMH and Tokiko!
Hello.
You're welcome Tokiko. Out of curiosity, what birthday presents did you get? You don't have to tell me, but still.
Hello.