Recent Posts

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General Discussion / Re: 10 Years in 72dpiarmy and Memories
« Last post by eeliottheking on October 19, 2017, 10:04:42 PM »
things certainly change.  miss you guys.
Super Mario War / Re: Speaking of Merging...
« Last post by lilydustyscooter on October 15, 2017, 12:52:51 AM »
hi i am new to the community. i really want to revive super mario war.
Super Mario War / Every button pauses on xbox one bluetooth on retropie
« Last post by dangerusty on October 05, 2017, 09:44:27 AM »
Hi, I'm new with super mario war on retropie. I'm using xbox one controllers over bluetooth. No matter how correctly I map buttons in retropie or the super mario war controls menu, every button does its own action as well as pause. Except the pause button which does nothing. Has anyone encountered this issue before? Any workaround ideas? Thanks.
Miscellaneous Projects / Re: Super CLASH Bros
« Last post by MC Jimmy on October 03, 2017, 09:33:52 PM »
Looks pretty interesting. Can't wait to see where it goes from here.
Super Mario War / Where can I download SMW 1.7 for Mac?
« Last post by jomskylark on September 29, 2017, 11:16:44 PM »
Hi all,

Longtime fan who tried to boot up SMW 1.8 beta 2 on Yosemite just now. Works great except freezes after trying to go full screen. Beta 1 didn't work either. I'd like to try 1.7 -- does anyone have an install they can pass along? Google Drive maybe? I can find a couple links for windows but not for mac.


Miscellaneous Projects / Super CLASH Bros
« Last post by JFizzle on September 26, 2017, 09:28:24 PM »
Hello, I'm working on a game that fans of Super Mario War should enjoy. Here's the first intro video I made a few months ago:

And here is some recent additions:

Right now it's only local multiplayer but if I get a big enough fanbase for this I'm planning to add online play.
ideas, brainstorming, stuff / Re: NES/Famicom 2D Fighting Game
« Last post by KingPepe on September 24, 2017, 08:15:48 PM »
New patch because I screwed up with the bonus stage like an idiot.
Puts the bonus stage back on the roster (so you will actually encounter it in arcade and survival mode although it's hidden away from the main roster) and fixes up some text. (Lakitu's message text mentioned a timer which isn't utilized and Thonolan's Knee Drop mentions you have to be descending in the air to use it)
Thanks a lot! It will really help me with my GFX pack that I am making.
ideas, brainstorming, stuff / Re: NES/Famicom 2D Fighting Game
« Last post by KingPepe on September 22, 2017, 12:52:10 PM »
Thonolan has arrived with his great kicking skills!
IKEMEN Multiplayer version:

We also have a Discord server now!:

Change list:
-Hard knockdowns are now implemented. (Knockdowns that you are unable to quick rise out of) These are caused by sweeps, grabs, aerial basic attacks that shove aired opponents back into the ground and super attacks.
--Quick Rise is now mentioned in the controls menu.
-Pause menu fades in and out much faster
-During Turns mode, every new character that appears in a match can choose their helper.
-Victory quote screen now has a fanfare thanks to MC Jimmy!

-New stage: New Junk City from Earthworm Jim 3. (Uses the remix from Family Fighters 3 Special, thanks brightentayle!)
-Wrestling Ring stage's music has been remixed thanks to MC Jimmy!

-Thonolan and Star Man have been added.
-The first bonus stage in Famicom Fighters: Hit the Spinies!
--In order to win, you're required to hit half of the spinies the Lakitu throws out.
--In survival mode, the bonus stage WILL end your streak if you're past round 5 if you don't hit all the spinies.
-After landing from a dash, your character automatically gains control. Everyone's dash speeds have been altered due to this.
-Characters with broken switch-in attacks have been fixed.

-Hitbox height on High Kick and Brick Breaker has shrunk a bit.

Urban Champion:
-Head Smash requires the player to hold Up in order for it to come out.

-Level 3 has been changed; Samus preforms a launching knee attack instead of shooting freeze beams. Samus is invincible when he rises upwards.

Dig Dug:
-Standing Light Punch has more range.
-Standing Light Kick has more range, is now +10 on hit and +2 on block
-Standing Strong Kick's hitbox height has been shrunk, making Dig Dug a little harder to stuff.
-Crouching Light Punch has been reworked, it does more damage and has more range but comes out slightly slower. It's also now +4 on hit and +2 on block.
-Crouching Light Kick has more range.
-Jumping Light Kick has been changed so it's a deep jump-in. It still retains its cross-up properties.
-Earthquake has less startup frames. (2 instead of 5)

-Jump and Slash's damage has been nerfed. (30 per hit instead of 35, 90 total instead of 105)
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