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Post by laserbeamed00 on Dec 27, 2015 18:11:38 GMT
Hi guys,
I've got a pro action replay and I was wondering if there are more codes for space harrier other than the infinite lives cheat. I haven't been able to find anything other than this cheat all over the internet.
I'm looking for a stage select code for the pro action replay. Also would like a code that puts you back the start of the level you've progressed to, when you die.
Are there any that exist out there? Can these be made?
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Post by gallos_11 on Dec 28, 2015 4:47:08 GMT
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Post by laserbeamed00 on Dec 28, 2015 12:07:09 GMT
The regular codes aren't helpful.
I'm posting on code hacking sites to see if they can make some stage select codes for the action replay. Is there anyone on here that can do that?
Also is there any kind of physical hardware emulation/save stage cart or add on machine that can help me with this? I'm far into the game but to complete this game within a reasonable amount of time I need the stage select codes to practice on.
There is an extreme dullness unique to this game when repeating stages to practice due to the way the life system has been set up. I've complete some of the hardest retro games out there but for some reason this game lacks something for me personally in terms of drawing you back into to keep on practicing non-stop due to the life system even with 3 continues which is essentially 8-10 lives. Also the strongest rapid fire pads don't work efficiently and your thumbs get tired too quickly.
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vingazole
Transbot
Fetchez la vache !
Posts: 19
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Post by vingazole on Dec 28, 2015 21:12:50 GMT
The level number (less 1, actually) is stored in RAM at $C124.
Maybe you could use 00C124nn to access level nn+1 ? (eg. 00C12405 to access level 6)
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Post by Maxim on Dec 28, 2015 21:57:11 GMT
The stage select ought to be possible but changes to the game code are very hard to do with the PAR because it can only change RAM which mostly means changing values you can observe.
If you have a device to play arbitrary ROMs, such as an Everdrive or an emulator, then you can find someone to make arbitrary code hacks to the game to suit your purposes, although finding such a person will be hard.
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Post by Centrale on Dec 29, 2015 18:15:22 GMT
There is an extreme dullness unique to this game when repeating stages to practice due to the way the life system has been set up. I've complete some of the hardest retro games out there but for some reason this game lacks something for me personally in terms of drawing you back into to keep on practicing non-stop due to the life system even with 3 continues which is essentially 8-10 lives. Also the strongest rapid fire pads don't work efficiently and your thumbs get tired too quickly. If you feel that way, why are you bothering with it? I've heard Space Harrier called a lot of things, but this is the first time I've heard it called "dull." Personally I think Space Harrier is brilliant... playing it back-to-back after the coin-op game, it's absolutely amazing how faithful the SMS version is considering its limitations. The thing about Space Harrier, though, is that the boss battles are easy compared to the stages leading up to them. Regarding rapid fire, have you tried a controller that allows for an adjustable rate? Something like the Beeshu Ultimate Superstick - it has a dial so you can fine tune how rapidly to fire.
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Post by Stan on Jan 1, 2016 0:20:53 GMT
If you feel that way, why are you bothering with it? I've heard Space Harrier called a lot of things, but this is the first time I've heard it called "dull." Personally I think Space Harrier is brilliant... playing it back-to-back after the coin-op game, it's absolutely amazing how faithful the SMS version is considering its limitations. The thing about Space Harrier, though, is that the boss battles are easy compared to the stages leading up to them. Regarding rapid fire, have you tried a controller that allows for an adjustable rate? Something like the Beeshu Ultimate Superstick - it has a dial so you can fine tune how rapidly to fire. Hahah, dull, yeah I wrote a thorough review of how much I hate this game, years ago. classic.gamefreaks365.com/review.php?artid=640
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Post by Centrale on Jan 1, 2016 4:21:48 GMT
Well, whatever... I'm not really into that AVGN style ranting humor.
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Post by laserbeamed00 on Jan 1, 2016 9:11:58 GMT
I never said the game play alone is dull. I said the life system that causes you to repeat the stages so many times makes the game dull, wears you out and makes you less motivated to play. The controller also seriously hurts your hand after a while which makes you tired and causes you to loose focus. All rapid fires don't work efficiently.
If it weren't for those factors the game would get an A
This game should have just allowed you to progress into the game with two-three lives per stage no matter what and a game over if you loose. It should have given you a smooth and consistent autofire feature when you press button 1 or 2 which no rapid fire controller to my knowledge can give you for this game.
I think if it weren't those two factors the game wouldn't have been seen as unplayable by many people.
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Post by Centrale on Jan 1, 2016 16:34:04 GMT
Maybe so... I think that was just the state of arcade games of the mid-80s: hard as stone, and to some degree, actually physically punishing. I don't think arcade shooters started having built-in rapid fire until the early 90s - or if they did, the rapid fire was slower than manually hammering the buttons. And a life system that restores your stock of lives at each stage is definitely a contemporary game idea. Not saying it's a bad idea, I just don't know of any game from the era that had such a system. Although to be fair, in the arcade you did have the option of just dumping in tons of quarters at the outset to build up a store of credits. When I beat arcade Space Harrier in MAME I'm sure I must have spent at least $10 virtual dollars.
Usually when I hear people's criticisms of SMS Space Harrier, they bring up its choppiness. I think it's something that some people can "see through" and some people can't. By "see through" I mean you can see the literal positions of the enemies and obstacles, and also kind of mentally smooth it out. Prior to having the SMS I was used to playing Flight Simulator 2.0 on the Apple IIe, which could push maybe 1-2 frames per second. So to me, Space Harrier looks comparatively fluid! Also, I work in various time-based media - animation being the most directly applicable - so I'm used to mentally envisioning the motion between two frames. Ultimately I think Space Harrier somehow transcends the limitations of the Master System. It's accurately building a 3D space and moving objects around in it. The perspective of enemies and obstacles shifts depending on how you move Harrier. It's unfortunate that the tiles can't have transparency - that's why you can see boxy edges around them - but again ... some people can see through that and some people can't. It's also accurate in the timing and movements of the enemies, so to a high degree it can be used to practice for playing the arcade version, which I think is why it sold well.
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Post by laserbeamed00 on Jan 1, 2016 17:10:56 GMT
Nobody is saying it can't be beaten as is. But very few people have the patience to spend 2-3 months or less mastering such a game. I can imagine the 8-15 year olds back in 1987-1988 rather wanting an Nes or Atari St/Amiga than an SMS if they were stuck with this game.
Yes but the majority of the hard classic games on consoles and computers from 1985-1987 were insanely hard but mostly playable in the sense is a clear learning curve, a comfortable system to practice on you just need to practice like hell and make notes of little tricks. ex. ghosts n goblins, gradius, rush n attack. 1943. Most can be beaten in a few weeks time with enough training and patience.
The problem with the home SMS port is that the firing is poor and sometimes doesn't shoot consistently and you end up loosing concentration since you press hard and strain your thumbs this causes you to make silly mistakes after mastering the game. Then you have to reset in the middle of the game and then you may loose concentration at the easiest early stages due to the controls and thumb strain, which is caused for the same reason as above, and just being bored with the same levels.
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Post by Centrale on Jan 1, 2016 17:30:58 GMT
I'm not sure what you mean about the firing being poor and inconsistent... I've never had that impression. Yu Suzuki (designer of the arcade version) has stated that the shooting system is programmed such that the game decides at the moment of firing whether or not it's going to be a hit - then it subsequently animates the shot accordingly. Maybe that's what you're experiencing?
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Post by laserbeamed00 on Jan 1, 2016 20:34:04 GMT
I'm referring to the sms version. I've played the arcade cabinet and the various ports.
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Post by Centrale on Jan 1, 2016 20:46:26 GMT
Yeah, anyway, good luck in your efforts.
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