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Acmlm's Board - I3 Archive - General Gaming - SMB1 "Restompable Goombas"! | New poll | | |
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Proto K Gator Since: 11-17-05 From: New Brunswick, Canada Last post: 6436 days Last view: 6432 days |
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Okay, some of you might already know this.. but this is something I've only found recently.
Normally, once you beat the game and enable the "Second Quest".. all of the Goombas are replaced with Buzzy Beetles. However, for some reason the "Second Quest" Goombas have extra code even though you can never see them normally. Enter these Game Genie codes: TAEGYZZA TAXKTYZA After that, either beat the game to get the Second Quest or change the memory value at 076A to 01 if you are using an emulator. I haven't been able to make a GG code so far for that value, for some reason. Instead of changing to Buzzy Beetles, all the Goombas will stay as Goombas.. but with the following differences: - They move much faster. - They do not die when stomped, but merely stay squished for a few seconds before popping back up. Anyway, here are a few screenshots: Fireballs still kill them the same as before. So does a Starman. Here are a few Goombas that are stomped, but come back to life multiple times: I found this in VS. Super Mario Bros. quite a while back but figured it was only put in that game.. but after some GG hacking I found that it's in the original game too. Normally, you'll never see it since there are no Goombas in the "Second Quest" because the game uses code to change all Goombas to Buzzy Beetles (which the two GG codes above are for). Why would Nintendo put something like this in? I don't think it's a bug.. but it's still weird. |
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NSNick Gohma IF ALL ELSE FAILS USE BOOZE Since: 11-17-05 From: Last post: 6434 days Last view: 6434 days |
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My guess would be that they did the unkillable Goomba thing, then changed their mind and turned them all into Beetles, and never took out the first part of code. | |||
FreeDOS + Giant Red Koopa Legion: freedos = fritos Since: 11-17-05 From: Seattle Last post: 6432 days Last view: 6432 days |
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Neat, they act like the Yoshi's Island goombas now. | |||
Cynthia Uh-huh. Since: 11-17-05 From: LaSalle, Quebec, Canada Last post: 6432 days Last view: 6432 days |
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Who said you can't find out new things about SMB 20+ years after it was released? | |||
Emptyeye Oneofthebiggestlegendsand starseverinthis...GOD! Ceremonial Full Moderator Since: 11-17-05 From: I DUNNOOOOOOOO!! Last post: 6432 days Last view: 6432 days |
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Wow, that's pretty cool.
And yeah, the "wrote the code, changed their minds, but never bothered removing the original code" theory makes sense. The Intellivision game Astrosmash (I think) has something similar; it was originally supposed to be two games (You would've chosen which game to play via a menu), but for some reason got cut down to one. Rather than remove the code for the second game, the programmer simply put in some code that bypassed the selection screen and took you to what we know today as Astrosmash. |
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Doritokiller Mole Since: 06-15-06 From: California Last post: 6575 days Last view: 6437 days |
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What would be cool is if you simply bounce off of them, and they would never be squished, so you can rack up points and 1-Ups.
Anyways, awesome code. |
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Shadic The Adventure of Link Perfect Member Since: 11-18-05 From: Olympia, Washington Last post: 6438 days Last view: 6435 days |
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*Sighs*
For all those who don't know (Apparently all of you,) there is a quick byte that you can edit to change enemy behavior.
There are much more interesting things that you can do with this byte. There is no proof that the game genie code you posted has anything to prove related to the second quest changing how Goombas act. All we know is what was in the game, AKA that they are now quicker when going through the game the second time. This is, unless you yourself made that code, and are completely positive it doesn't change enemy behavior. EDIT: All information was found on http://niftyhacks.zophar.net/smb1.htm (edited by Shadic on 07-08-06 02:48 AM) |
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Proto K Gator Since: 11-17-05 From: New Brunswick, Canada Last post: 6436 days Last view: 6432 days |
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I did make those codes myself.
They do not change anything except for the enemy that the game uses instead of a Goomba, on "Second Quest". The first code (TAEGYZZA) is for single Goombas. The second code (TAXKTYZA) is for groups of two or three Goombas. Both of these are set to the same value (02, which is a Buzzy Beetle), and all that the codes I made do is change both of them to "06" (Goomba). Here is a long list of Game Genie codes to use other enemies (and in some cases, even platforms) instead of Buzzy Beetles. You can also mix and match codes too.. use one that modifies single Goombas and another that modifies group Goombas and you can have two different enemy types to use instead of one. "Single Goomba" codes: AAEGYZZA - Green Koopas PAEGYZZA - Red Koopas ZAEGYZZA - Buzzy Beetles (default) IAEGYZZA - Hammer Bros. TAEGYZZA - Goombas (restompable in Second Quest) YAEGYZZA - Bloobers AAEGYZZE - Bullet Bills (single, non-generating) GAEGYZZE - Podobos IAEGYZZE - Piranha Plants TAEGYZZE - Green Parakoopas (jumping) YAEGYZZE - Red Parakoopas (flying, up and down) APEGYZZA - Green Parakoopas (flying, left and right) PPEGYZZA - Lakitus ZPEGYZZA - Spinies GPEGYZZA - Flying Red Cheep Cheeps (generating) IPEGYZZA - Bowser's Flame (generating) YPEGYZZA - Bullet Bills (generating) LPEGYZZE - Fire Bars (slow, left) GPEGYZZE - Fire Bars (fast, left) IPEGYZZE - Fire Bars (slow, right) TPEGYZZE - Fire Bars (fast, right) YPEGYZZE - Long Fire Bars (fast, left) GZEGYZZA - Platforms (do not move, lower and fall when stood on) IZEGYZZA - Platforms (constantly move up and down) TZEGYZZA - Platforms (constantly move up) YZEGYZZA - Platforms (constantly move down) AZEGYZZE - Platforms (constantly move left and right) PZEGYZZE - Platforms (do not move, sink when stood on) ZZEGYZZE - Platforms (move constantly to the right once you stand on them) LZEGYZZE - Platforms (constantly move up, three-wide) GZEGYZZE - Platforms (constantly move down, three-wide) IZEGYZZE - Bowser "Group Goomba" codes: AAXKTYZA - Green Koopas PAXKTYZA - Red Koopas ZAXKTYZA - Buzzy Beetles (default) IAXKTYZA - Hammer Bros. TAXKTYZA - Goombas (restompable in Second Quest) YAXKTYZA - Bloobers AAXKTYZE - Bullet Bills (single, non-generating) GAXKTYZE - Podobos IAXKTYZE - Piranha Plants TAXKTYZE - Green Parakoopas (jumping) YAXKTYZE - Red Parakoopas (flying, up and down) APXKTYZA - Green Parakoopas (flying, left and right) PPXKTYZA - Lakitus ZPXKTYZA - Spinies GPXKTYZA - Flying Red Cheep Cheeps (generating) IPXKTYZA - Bowser's Flame (generating) YPXKTYZA - Bullet Bills (generating) LPXKTYZE - Fire Bars (slow, left) GPXKTYZE - Fire Bars (fast, left) IPXKTYZE - Fire Bars (slow, right) TPXKTYZE - Fire Bars (fast, right) YPXKTYZE - Long Fire Bars (fast, left) GZXKTYZA - Platforms (do not move, lower and fall when stood on) IZXKTYZA - Platforms (constantly move up and down) TZXKTYZA - Platforms (constantly move up) YZXKTYZA - Platforms (constantly move down) AZXKTYZE - Platforms (constantly move left and right) PZXKTYZE - Platforms (do not move, sink when stood on) ZZXKTYZE - Platforms (move constantly to the right once you stand on them) LZXKTYZE - Platforms (constantly move up, three-wide) GZXKTYZE - Platforms (constantly move down, three-wide) IZXKTYZE - Bowser There are other values, but most of them either do nothing or are glitches. All that the first two codes I made do is change the enemy type and not any behavior (Goomba, instead of Buzzy Beetle).. so the restompable Goomba thing was most likely intended but cut out in the final version. (edited by Proto K on 07-08-06 07:34 PM) |
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Shadic The Adventure of Link Perfect Member Since: 11-18-05 From: Olympia, Washington Last post: 6438 days Last view: 6435 days |
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I've just thought of something else.
Perhaps the behavior value (The one that makes Goombas re-appear) is also the same value used for Koopas and Buzzy Bettles for when they've become stomped. AKA having them recover. So, while the code you posted does only make Goombas and Buzzy Beetles switch, it doesn't change the behavior on those sprites back to what it should be, therefore, the "Restompable Goomba" effect. |
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Proto K Gator Since: 11-17-05 From: New Brunswick, Canada Last post: 6436 days Last view: 6432 days |
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I don't know how it works.
I'm pretty sure the codes change the enemy type completely. It only seems to be the Goombas that have that weird kind of effect. If it did use the Koopa or Beetle stomp effect, wouldn't there be some kind of "phantom shell" that would be there when the Goomba is squished? There isn't though, and you can walk right through it and not move it or be hurt. Plus, changing the Beetles to other enemies doesn't give them any restompable status that they don't normally have. It only does this for "Second Quest" Goombas. If anyone knowledgeable in ASM could trace where and what code it is reading from, I'd appreciate it. Maybe the "Second Quest" Goomba code does borrow from the Buzzy Beetle / Koopa code.. I'd laugh if all of this ends up being a bug somehow. |
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asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6434 days Last view: 6432 days |
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Originally posted by Emptyeye Yeah, but you forgot the most important part: It is possible to reach the menu and thus the second game if you hold down reset for around three seconds. As for the restompable goombas, this is pretty cool. I never played VS Mario Bros. (although I've been meaning to), so this is new to me. I doubt it's a bug, as it was in the arcade version, though. But at the same time, it being a bug does make a little sense. We all know from Pokemon Red and Blue that Nintendo doesn't like to admit their mistakes (bugs). If this did turn out to be a bug, they definetly kept it in the ports for either that reason, or for consistancy. |
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