Doomsday31415

Hacker
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Everything posted by Doomsday31415

  1. If I got my multipliers right, 30 magic attack is a difference of around 750 damage on Fire Orb against Bowyer.
  2. The Thunder Punch does more than just give you an electrified attack.
  3. With even more fixes than Content Mode, we're now proud to release the "default" difficulty of v9: Normal Mode! Stay tuned for hard mode in the future... You can find Normal Mode in the Downloads section: Enjoy!
  4. FYI, you can respec your level up bonuses from Star Hill.
  5. Version v9.0

    82 downloads

    Super Mario RPG: Armegeddon is a difficulty and content mod for Super Mario RPG. It rebalances the entire game and adds a lot more post-game content, such as more FF bosses, two boss rushes, and even some special guests! This hack assumes you're VERY familiar with the original game. The game starts off relatively simple, but after Moleville the difficulty picks up. Looking for a difficult Mario RPG hack? This is it! Patches should only be applied to the legally obtained 1999 US version of the ROM. Compatible with SNES9x 1.53+.
  6. After a month of testing, bugfixing, and feedback, we've decided to split version 9 into three difficulties: content, normal, and hard. Normal should also be available soon, and hard will come later. For now, however, you can download Content Mode in here: Enjoy!
  7. There is no glitch here, nor anything in need of patching. I'd like to point out that the attack deals twice as much damage in Normal. You should reconsider your options.
  8. Correction: This has been fixed in the official final upload. Unfortunately, it's not compatible with the preliminary release.
  9. You forget that DK and I talked about it, and I was the one that said "no debuff on galaxy beam".
  10. Rosalina can be harder, you know
  11. You realize you can just leave without opening "the chest", right?
  12. Not right now, although someone will probably come along and make a guide for v9 at some point... A lot of spells are only learned by beating certain bosses though.
  13. In general, enemies in content mode deal significantly less damage and take slightly more damage. There's a couple of late-game balance tweaks as well. All the content, however, is the same. DK is planning to come up with a list of all the major differences at a later date. Regarding the superbosses, most of them are locked behind Smithy. The reasoning is threefold: This is Super Mario RPG, not Super Fantasy Pokemon RPG. The non-Mario bosses are almost all hidden until after Smithy has been defeated. In previous versions, you could trivialize Smithy simply by farming the right equipment from the available superbosses. We want Smithy to be an important fight, so he's now the gateway to the superbosses (and is balanced accordingly). There have been complaints in the past about running into these superbosses and just dying. With them locked behind Smithy, this can't happen anymore. You can still fight a bunch of superbosses before Smithy if you want to (including General Guy), and you can fight them in whatever order you want after Smithy (although there's a recommended order). You also don't have to be anywhere near max level to beat Smithy. Hope that helps explain things!
  14. Version 9.0c

    1080 downloads

    Super Mario RPG: Armegeddon is a difficulty and content mod for Super Mario RPG. It rebalances the entire game and adds a lot more post-game content, such as more FF bosses, two boss rushes, and even some special guests! This is the more reasonable version of Super Mario RPG Armageddon. Damage is greatly reduced, FP costs are lower, and battles are in general much easier. Patches should only be applied to the legally obtained 1999 US version of the ROM. Compatible with SNES9x 1.53+.
  15. Just look at the icons next to the character portraits. Also, there's a bug-made-feature where if you resist the element of something, any negative effects it would cause are negated.
  16. That first one is a nasty issue I admit, but the other two are trivial. At least in v9 you can't be stuck with one hidden chest remaining...
  17. I wasn't aware that there were impossible bosses in v9.
  18. That's a nice clip of Spookums jumping up the stairs...
  19. This is because of the way chip damage is calculated.
  20. Maybe... but I'm too lazy to add it now.
  21. The bounty is that chest in Booster Pass that's impossible to get without it. So... also a Master Ball and Speed Bracer... and 500 frog coins.
  22. If anyone can figure out how to trigger the bug where you can't jump on enemies after running from them, that'd be great...