![]() The upper 2 bits of the first level header setting byte determines the starting timer. This behavior was later used in World A-4 of the Japanese Super Mario Bros. (Source: doppelganger's SMBDis (Setting Table)) It's so ubiquitous, people can't get rid of these carts once they have them. This game cemented Mario as the most famous plumber to grace televisions, with compelling gameplay, catchy music, and good graphics. was, and still is, probably the most well-known and biggest-selling NES platformer ever, especially since it was included with most NES units either by itself or with Duck Hunt. See also: the todo on the prerelease page If the Koopa Shell 1-Up trick is a glitch, then what causes it? Also, if it is just a side effect of combos for stomping multiple enemies in a row - is there a place in the normal game where this is possible without glitches? The same question applies for hitting multiple enemies in a row with a Koopa Shell (which can give you infinite 1-ups too, in hard mode).Stuff from the (partial?) source code for the SMAS port game, from the Nintendo leak.There might be more unused enemies and objects.(oddly, the underwater levels come first - perhaps maybe the underwater levels were originally the "cloud levels" mentioned in various interviews?) Document the internal level layout order.
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