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| Port of Mario 64 released |
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Posted by: ProClifo - 9th May 2020, 9:02 AM - Forum: Video Games
- Replies (4)
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Somebody has created a fully functioning PC port of the classic retro game Super Mario 64. It has support for native 4K resolution, better graphics and camera movement. Since all of this is very illegal, Nintendo is currently working as hard as they can to remove download links from the Internet, and I can't tell you where to find it.
As you can see, this video demonstrates moving the camera with a joystick instead of the awkward C-buttons from the original N64. Where to download? I have no idea.
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| hi i'm new |
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Posted by: ProClifo - 9th May 2020, 8:55 AM - Forum: Blogs
- Replies (14)
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hey guys i just saw the new jiggmin game being announced which was mildly interesting. so how are things going here? is this forum alive?
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| Exciting news! |
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Posted by: bls1999 - 7th May 2020, 9:03 PM - Forum: Announcements
- Replies (44)
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Look who I found!
![[Image: qi17LoO.png]](https://i.imgur.com/qi17LoO.png)
@Jiggmin and I had a video chat conversation today!
The way this happened was kind of out of the blue. I asked him if how I plan to implement something into v160 is the most efficient way to do it, and he asked if I wanted to have a video call. He got me about 3/4 of the way to a really good method of implementing the thing about which I was asking, so that's cool.
He also gave some information about Bubble Racing. Unsurprisingly, he said he "definitely pulled some inspiration from Kongregate Racing." He sees Bubble Racing as a "spiritual predecessor" to Platform Racing Forever. Development for PRF had initially been in Phaser, but he didn't like it (or had some other reason he didn't want to use it, I'm blanking). Bubble Racing is his method of gaining more experience using GoDot, which is what he intends to use for PRF. The WIP of Bubble Racing can be played here (dev version) or here (master version). The dev/master links are reflective of the current state of the dev/master branches on the GitHub repo.
He seemed apologetic for not being on JV as much as he "should." I told him he's always welcome and gave him the invite. It would be nice to have him pop in every now and then. He did mention that he sometimes hops on PR2 on a guest account and plays a few levels!
If I remember anything else we discussed, I'll post below and/or update this post. Overall, he is as nice in person as he seems in his videos and on the forums. Truly a great guy. I hope I get the chance to speak with him again, but if that's the last time, I'm happy I got the chance at all.
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| Returning |
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Posted by: Antonhs - 7th May 2020, 7:09 PM - Forum: Welcoming Gates
- Replies (5)
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Howdy! It's been a while, hasn't it? I had been super inactive this year, but I am now back with full force! Hope everyone is safe during these hard times.
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| FYR4 |
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Posted by: ThePizzaEater1000 - 7th May 2020, 4:27 PM - Forum: Platform Racing 3
- Replies (14)
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As we all know, the platform racing series is all about wasting large amounts of your time on completely pointless tasks. That's why I made this mess of a level.
![[Image: NFqgcT8.png]](https://i.imgur.com/NFqgcT8.png)
This is the minimap before sector 12. The red at the bottom is just move blocks that go down, don't worry about those. They're about six and a half minutes of falling down, and they only extend the time falling to the insane amounts to complement going up. After all, who doesn't love hour long falls? There's also a lovely background that tells you what this level is all about!
![[Image: Eg3r7nY.png]](https://i.imgur.com/Eg3r7nY.png)
The border between sectors is easily defined. What's a FYR roller without things that may be considered war crimes?
Sectors of FYR4
- Sector 1 is a mix of vanishes and bombs. You avoid the bombs and try not to fall into the abyss. Falling into the abyss sends you back to the start.
- Sector 2 is a staircase filled with bombs. There are occasional holes in the bottom, and again, falling into the abyss sends you back to the last checkpoint. Better hope you grabbed the checkpoint at the end of Sector 1. The blocks at the top send you down 50 blocks, making you fall into the abyss.
- Sector 3 is a very large square of bombs, similar to sector 2 of FYR3, but much bigger. It also winds differently.
- Sector 4 is just a line of vanishes in a down and right path. This is to give the player a break before Sector 5, and make up for Sector 3.
- Sector 5 is a mega sector. It goes upward in a zigzag pattern, and each part changes color and has progressively more powerful bombs.
- Sector 6 is a long line of vanish blocks. It is a *very* long line.
- Sector 7 is quite like sector 4 of FYR3. It has up arrows and forced bomb hits.
- Sector 8 is a wall jump tunnel filled to the brim with bombs. Also, you can't climb the sides.
- Sector 9 is the longest sector by length I believe. It has no bombs, but there are no internal checkpoints. They are normal blocks made with Cool Guy.
- Sector 10 is a stat hell sector. The player chooses between reversed speed and lowered FOV. It contains mini versions of previous sectors.
- Sector 11 is a good old ice sector.
- Sector 12 is a floating point hell sector. It starts with the player teleporting over a million blocks away, to an area where floating point rounding error effects are very noticable.
This level is very near the point where the server refuses to save the level. A testing version where anyone can create footage at any point of the level will be made.
The level is theoretically possible to beat, but not practically possible. You can beat it, but do you really want to spend a week trying to beat this level?
Someone might come in with an 12 person team (ʰᵃʰᵃ ᵃˢ ᶦᶠ) and beat it, but I don't anticipate that happening ever.
???????roller emote when ???????
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