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 Post subject: Re: Super Mario is way more satisfying mixed with Contra...
PostPosted: Sat May 01, 2010 8:42 pm 
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loganvdh wrote:
Psycho Gorilla wrote:
No no, they have little hand blasters.

Contra Guy has a GUN.

Fuck him, Simon has a WHIP.


You mean the worst character you can possibly choose? :teehee:


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 Post subject: Re: Super Mario is way more satisfying mixed with Contra...
PostPosted: Sat May 01, 2010 8:47 pm 
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Koari wrote:
You mean the worst character you can possibly choose? :teehee:


Worst character if you want an easy time, sure.

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 Post subject: Re: Super Mario is way more satisfying mixed with Contra...
PostPosted: Sat May 01, 2010 8:59 pm 
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Sollah wrote:
Koari wrote:
You mean the worst character you can possibly choose? :teehee:


Worst character if you want an easy time, sure.


Or, you know, the jumping


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 Post subject: Re: Super Mario is way more satisfying mixed with Contra...
PostPosted: Sat May 01, 2010 9:02 pm 
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I found it pretty easy to get across most gaps and enemies thanks to the addition of the double jump, actually.

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 Post subject: Re: Super Mario is way more satisfying mixed with Contra...
PostPosted: Sat May 01, 2010 10:53 pm 
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Yeah, it's funny how both Konami characters can blow through the game if you're a little patient. Simon is the ultimate badass who can jump on air. He's better than Jesus. Contra Guy, then, represents Mormonism.

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 Post subject: Re: Super Mario is way more satisfying mixed with Contra...
PostPosted: Sat May 01, 2010 11:01 pm 
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Psycho Gorilla wrote:
Yeah, it's funny how both Konami characters can blow through the game if you're a little patient.


Only Simon requires the patients. And as much of a patient gamer as I am, I just can't deal with the ability not to turn the other direction in mid air. The double jump may fix the problem once, but what happens when you use it to jump away from an enemy and into a pit? Yeah, you're fucked


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 Post subject: Re: Super Mario is way more satisfying mixed with Contra...
PostPosted: Sat May 01, 2010 11:17 pm 
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See, I've always enjoyed those 8-bit jumping physics, because they feel more "realistic." Don't get me wrong, I enjoy a good floaty-direction change-mid-jump cyclone attack of swords cutting motherfuckers up as much as anybody, but as a human being, you can't do a long jump and turn direction in mid-air to land where you started. Sure, you can turn around in mid-air as a human, but classic Castlevania made you plan and commit, and I love that.

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 Post subject: Re: Super Mario is way more satisfying mixed with Contra...
PostPosted: Sun May 02, 2010 11:29 am 
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loganvdh wrote:
Psycho Gorilla wrote:
No no, they have little hand blasters.

Contra Guy has a GUN.

Fuck him, Simon has a WHIP.


Fuck all that, Mario just has his bare-fucking-hands!

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 Post subject: Re: Super Mario is way more satisfying mixed with Contra...
PostPosted: Sun May 02, 2010 2:41 pm 
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I beat the game with Contra guy. Making sure you never lose the spread gun helps.

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 Post subject: Re: Super Mario is way more satisfying mixed with Contra...
PostPosted: Sun May 02, 2010 4:09 pm 
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Danimal Collective wrote:
loganvdh wrote:
Psycho Gorilla wrote:
No no, they have little hand blasters.

Contra Guy has a GUN.

Fuck him, Simon has a WHIP.


Fuck all that, Mario just has his bare-fucking-hands!

Image


...But why does he have a beard?

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 Post subject: Re: Super Mario is way more satisfying mixed with Contra...
PostPosted: Sun May 02, 2010 4:53 pm 
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Now as much as we all can disagree about which characters we like to play and which ones are shit, I think there is one thing we all can agree upon. If you decide to play as Mario, for nostalgia, you're not playing the same SMB like the NES. It's like playing the beta version of the game right before encoding it onto the cartridge or maybe gamma version, idk. Now I know flash isn't exactly the best for programming, but they could do better than this, right?

Sorry if I'm nitpicking here, but it's just that I've seen flash game versions of SMB work better than any emulator I've played


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 Post subject: Re: Super Mario is way more satisfying mixed with Contra...
PostPosted: Sun May 02, 2010 4:57 pm 
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Brakywaki wrote:

...But why does he have a beard?


Cause bitches dig beards.

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 Post subject: Re: Super Mario is way more satisfying mixed with Contra...
PostPosted: Sun May 02, 2010 7:50 pm 
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Danimal Collective wrote:
Brakywaki wrote:

...But why does he have a beard?


Cause bitches dig beards.

Either that, or it's Barry from Resident Evil disguised as Mario.

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 Post subject: Re: Super Mario is way more satisfying mixed with Contra...
PostPosted: Sun May 02, 2010 7:59 pm 
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loganvdh wrote:
Danimal Collective wrote:
Brakywaki wrote:

...But why does he have a beard?


Cause bitches dig beards.

Either that, or it's Barry from Resident Evil disguised as Mario.


I actually have no proof that it's not Billy Mays modeling for that pic.

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 Post subject: Re: Super Mario is way more satisfying mixed with Contra...
PostPosted: Sun May 02, 2010 9:46 pm 
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Koari wrote:
Now as much as we all can disagree about which characters we like to play and which ones are shit, I think there is one thing we all can agree upon. If you decide to play as Mario, for nostalgia, you're not playing the same SMB like the NES. It's like playing the beta version of the game right before encoding it onto the cartridge or maybe gamma version, idk. Now I know flash isn't exactly the best for programming, but they could do better than this, right?

Sorry if I'm nitpicking here, but it's just that I've seen flash game versions of SMB work better than any emulator I've played


The game originated on Newgrounds, the creator said you're free to play the game wherever you like but only Newgrounds will get bug updates. Really, if you want to play as Mario, you should just use an emulator. Mario really shouldn't be there at all. He worked on it for only about a year in his spare time by himself so I think the first version should get away with a few glitches.

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 Post subject: Re: Super Mario is way more satisfying mixed with Contra...
PostPosted: Wed May 05, 2010 12:46 pm 
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This game is awesome!

Simon's controls reminds me of the controls in Prinny. :innocentsmile:

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 Post subject: Re: Super Mario is way more satisfying mixed with Contra...
PostPosted: Wed May 05, 2010 1:01 pm 
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Speaking of Simon, after about two days straight, I finally beat the game with him alone. Then I tried it with Link directly after wards, I never died once. I guess after Simon, playing the rest of the characters are a breeze


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 Post subject: Re: Super Mario is way more satisfying mixed with Contra...
PostPosted: Wed May 05, 2010 7:24 pm 
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The water levels are much harder without mario...also fully upgraded samus=orgasmicly cheap

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 Post subject: Re: Super Mario is way more satisfying mixed with Contra...
PostPosted: Thu May 06, 2010 12:32 am 
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You might need to rush through some of the stages, but really the game is quite doable with everybody.

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 Post subject: Re: Super Mario is way more satisfying mixed with Contra...
PostPosted: Sun May 09, 2010 12:25 am 
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So I went ahead and made a tier list for this game. Yeah, yeah, sue me later, bitch now. Pretty much based this on the usefulness of each character, how well they upgrade, what their base is, and their mechanics.

6. Simon - Base power: Whip, Double Jump, Axe throw (One per screen). First upgrade: Increase whip damage, able to hit small enemies without ducking, and 2 axes per screen. Full upgrade: Increase whip damage and range, and 3 axes per screen. Pros: Whip and axe damage causes momentary stun, whip can break through blocks and double jump may avert danger, second highest jump in the game. Cons: Stiff Castlevania jumping controls, initial jump is the shortest jump and cannot jump any lower; water jumping is ungodly high, which becomes a problem late in the game, cause if you miss the timing of the jump, you could end up sacrificing your power-up; out of all the characters, he is the slowest; cannot break bricks by jumping into them. Final thought: Unless you want quick work with hammer brothers, stay away at all costs.

5. Mario - Base: Run, Long Jump. First upgrade: Increase jump height, gains ability to duck and break bricks by jumping into them. Full upgrade: Gains projectile. Pros: Only character that can run, has the longest jump and has a projectile that OHK's (One Hit Kills). Cons: For him to be fully effective, he must be fully upgraded through out the game. Final Thought: It's his game. No, they can't cut him.

4. Megaman - Base: Fires 3 projectiles per screen, sliding. First upgrade: Gains charge shot and ability to break bricks by jumping into them. Full upgrade: Increase base and charge shot damage. Pros: His slide is on par with Mario's run, making Megaman the second fastest character in the game, and it's abuse-able; abuse-able projectile at base; doesn't need weapon to break bricks when upgraded; Charge Shot can destroy a line of bricks and "?" blocks; when you hit a breakable block with weak version, it only takes one shot to break it. Cons: Only character with two frame body that cannot duck, therefore must rely on slide; slide is a predetermined distance, so careful when approaching a pit or following a shell; charge shot not guaranteed One Hit Kill against weaker enemies. Final thought: Not being able to duck is a huge problem in the game, and the sliding is most likely his best and worst attribute. The music alone however makes him a fun character to play.

3. Link - Base: Sword attack, Air attack by pressing up or down, and boomerang that paralyzes and can be thrown in any direction for a limited range. First upgrade: Increase sword damage. Full upgrade: Increase sword damage, gains projectile which does base damage, increase boomerang speed and range to the length of the screen. Pros: Shortest character, never needs to duck; Down-Air attack causes a bounce, even with bricks; sword attack cause momentary stun; second best jumping mechanics; Boomerang can also be used to grab coins and power ups. Cons: Cannot break bricks except by slashing; mainly close combat character; projectile weapon basically useless; Boomerang can only stun Lakitu for a short amount of time and Bowser recovers almost instantly. Final thought: DOWNWARD THRUST MOTHERFUCKER

2. Bill R - Base: Gun that shoots 4 bullets at a time in all directions, high jump. First upgrade: Machine gun, never need to let go of the "B" button again. Full upgrade: Spreader, but loses ability to hold down "B" button. Pros: Has projectile even at the base; can attack while ducking; projectile travels length of screen. Cons: No short jump, basically the same place Simon has a problem late in the game, Bill will have the same problem; cannot break bricks by jumping into them; jumping not easy to control. Final Thought: Nothing is more satisfying than using a Spreader on a goomba, but it may not always be the way to go. You can beat the game just fine with the Machine Gun upgrade. Also, he may help discover secrets you didn't think were there before. He's a fan favorite for a reason. Also, he should have come with the konami code :dowant:

1. Samus - Base: Projectile with limited range, morph ball with bomb planting, high jump, 2 axis aiming, breaks bricks by jumping into them. First upgrade: Increase projectile damage and range to full screen. Final upgrade: Wave beam, no longer needs to duck to hit small enemies, increase projectile damage, loses ability to break bricks by jumping into them. Pros: Can move while ducking, via morph ball, and can still attack; highest jump in the game; easiest and fluid jumping mechanics. Cons: Loses ability to break bricks when fully upgraded, which is contradictory to the norm. Final thought: If you suck with Samus, you're an idiot. Plain and simple

Let me know what you guys think


Last edited by Koari on Tue Jun 01, 2010 3:21 pm, edited 4 times in total.

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