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Understood
@benjaminstevensRegistered April 27, 2011Active 1 month, 1 week ago
2,288 Replies made

That is a very nice remix indeed.

It’s also nice to see your videos generating new interest in the Virtual Boy.

I wonder how good it would look if something like the brick texture from the Bowser levels of Super Mario Bros. would replace the current plain walls.

Attachments:

VBmills wrote:
You guys get a mention over at nintendo life!

http://www.nintendolife.com/news/2012/12/virtual_boy_title_bound_high_goes_into_production_16_years_late

Wow… with all the attention, these things should sell out in no time.

HorvatM wrote:
In my opinion, a more interesting hack would be to give each level or group of levels its own texture set

How complex could the textures be? Or what all textures would be able to be implemented?

I was wondering what characters from the Mario universe would be perfect as replacement sprites for the actual monsters in the game. The characters from Luigi’s Mansion would, indeed, be perfect for that. Unfortunately, I myself don’t have the artistic capabilities to make complex sprites like that, but I’m sure others on here like Virtual_Ben would. Of course, if a programmer can find the sprites of the monsters in the game and design a patch to replace them with sprites of choice, there would be any number of possibilities for different enemy types. I’m not a programmer, so I can’t say for sure, but I think changing the sprites isn’t too difficult, while changing how the enemies behave would be much more difficult. Can a programmer on here verify that to be correct?

You’ve already been a VUE(xpert) in my eyes, thunderstruck. 🙂

Very nice article. It’s good to see that this project is seen as a big thing, because it truly is!

I’ve also watched “Ecstasy of Order” in its entirety. I loved it!

thunderstruck wrote:
I always wonder if someone reads this…

I always read each update, because I just never know when the next post might be: “hey, here’s something new to try out on your Virtual Boy.”

The anticipation enthralls me. 🙂

It would be really cool if it had eerie Mario-type music. That would really help complete what I was going for.

As for my brother, he is currently working on his own homebrew title for the Virtual Boy, and since I’ve already asked him to do so much for me, I was going to give him a request break so that he can do what he has wanted to do for a long time. He has wanted to make his own video game for a while, but he always figured that his first one would be for the PC, but now thanks to my requests, it looks like his first one is going to be for the Virtual Boy! 🙂

But yeah… I’ll keep your idea in the back of my mind for a possible future request once he’s made and released his first game, which might not be for who knows how long, though, so don’t expect anything too soon.

After reading the Endings Guide on this site again, I’ve determined that I must have gotten the best ending when I beat the game because I recall a woman sitting on the carpet with me, and it seems that there are no variations of women that can be sitting on the carpet with you. I just don’t remember her looking like a playboy bunny, so don’t expect it to be too exciting ;-). I performed a speed run on the game when I beat it on the first quest and the second quest. My time for the first quest was 0:30:16, and my time for the second quest was 0:39:25. I didn’t bother trying to collect coins or anything, just beat it as fast as possible while getting all the treasures. Perhaps the target time to beat is under 1 hour? I can’t remember if she appeared at the end of both quests or not, but I definitely remember seeing a woman on the carpet at least once, so perhaps try to beat both quests in under 1 hour, while getting all the treasures each time, and see if you get her.

Also, I’m not sure if you were kidding or not, but the upside down best time for the second quest was something intentionally done by the developers of the game. One meaning of “upside down” is that something is in total disorder or confusion, so I believe they intentionally made the best time for the second quest upside down to show that there is much disorder in the second quest due to the extra obstacles and stuff that seem out of place and that give you extra troubles.

Do you plan to leave the main cover image stretched and skewed like that? It seems a bit too distorted to me. Perhaps cropping it off at the area where the end of Peatron meets the bluish color would be appropriate. However, if you did that, the title would probably have to be moved from the lower left to the upper middle. Just my thoughts.

HorvatM wrote:
My only complaint is that because of the nature of the layouts, you have to turn very often and that causes you to lose time – this is why the Insmouse layouts mostly have straight corridors, even in levels such as JAZZ. I’ll include a level time editing feature in InsmEdit 1.1 to reduce this problem a little.

I don’t know about anybody else, but I have been having an easy time beating all of the current target times in this version, and I’ve been playing it on an emulator with controls that are far worse than the Virtual Boy’s controls. Granted, I know all of the level layouts, so it makes it easier for me to run through the game quickly, but once a person is familiar with the layouts and/or uses the level map guide to help go through the levels quickly, the current target times should be easy to get. Obviously, the shape of each character is what dictated all of the many turns that must be made within each level, but I think the fact that it is harder to go through the corridors because of the many turns balances out the fact that there are less monsters in the levels to try to stop you. So the game challenges you in a different way than the original game challenged you, which makes for a very different gaming experience, and I like that. Since I’ve been having an easy time beating all of the original target times, I don’t plan to change them, but if you do make a new version of InsmEdit, especially if you can find out a way to edit the monster positions, I will very likely make an entirely new version of the game again.

Thanks VBmills for the compliments. 🙂

I also made a level scheme for the new edition of the game, which lets one easily see which routes must be taken to get to certain levels from the start of the game.

HorvatM wrote:
I’ve played a few levels only to find that ASUN (layout 13) has no exit!…

Doh!… Attached are the new files, which now allow for all levels to have exits (I double-checked to make sure all the other levels have exits)

Do you think it would be useful to be able to put IPS patches into IMP patches?

Oh yes… I think that would be very useful. If you like the idea of the first screen being able to be used for a simple title screen for any person’s new edition of the game, perhaps the next version of InsmEdit could allow a person to input their own title and name into the first screen of the game.

The only way I would be tempted to bid on another white box system is if the serial number ended in a number within the first 100, in which case I would then sell my current white box system if I won that auction. I don’t ever expect to find a white box system within the first 100, but one just never knows. 🙂

Thus, I’m out, too.

Yeah… I like how it all worked out in the end. The levels have less monsters than the original levels, but they are larger in size as you mentioned, plus there are less ways to go around the monsters than in the original, so you are forced to confront them more often than in the original. Thus, I think the larger sizes of levels and the less alternate routes help balance out the fact that there are less monsters in total, but I’d actually have to try to get Ending A to know for sure, which I haven’t tried to do yet. I think getting Ending A in this version should be easier than getting it in the original, but I won’t know until I actually try. 😉

Okay, there are two different patches that must be applied, in order to get the full game. The one is the title patch for the initial title screen, and the other is the patch for the new levels. I’ll include both of them here.

Vulpes wrote:

As I found out on PlanetVB this game was never officially released, but the community here got it to work. So I suppose it is one of the cardriges originating from this “release”? The module sticker is a bit more grainy and has no glossy finish like the others, but looks very professional with all logos and such…

To answer your question: yes, you received a cartridge that originated from this community’s release. These cartridges used to be made on a per order basis, and the one that you got would have come from that time period. Just recently, a team was created to make new cartridges, boxes, and instruction booklets for this game, and the current stickers for the cartridges look very much like the typical ones on the commercial games.

Protoman85 wrote:
This is it, my final Virtual Boy video.

That was a great way to end it. Very nice video.

Wow… it is so good that you did that. Now that’s the kind of serial number that I was expecting.

I am also super impressed by the quality of everything. The pictures on this thread don’t even do it justice. It seems that the paper used for the box, as well as the paper used for the instruction booklet, are actually of a higher quality than the paper used for the boxes and instruction booklets of the officially released commercial games. Seriously… I don’t know if it is because of the age difference between this and the commercial games, but I have some rather minty CIB copies of commercial games, and they aren’t as high quality as this.