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04-23-23 05:48 PM
Acmlm's Board - I3 Archive - - Posts by Frank15
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Frank15

Goomba








Since: 01-01-06
From: New Orleans

Last post: 6093 days
Last view: 5908 days
Posted on 01-01-06 11:03 PM, in A Completely New Bugs Bunny Crazy Castle Hack! Link
Copy and paste!

http://www.geocities.com/plinko50000/bbcc1b.zip

In 2002, there was the first Bugs Bunny Crazy Castle hack. Since then, there have been none... this just seems to be one of those forgotten gems no one thinks of hacking. But for those of you who have been depressed, that there have been no new Bugs Bunny Crazy Castle hacks in three and a half years--probably just me--fear not, for we've got another here!

The Ultimate Second Bugs Bunny Crazy Castle! Sixty all-new levels for you to trudge your way through. The game doesn't start as mind-numbingly simple as the first, but on the other hand, it also never gets as difficult as the first--hands up if you felt Level 58 was impossible in that one .



Frank15

Goomba








Since: 01-01-06
From: New Orleans

Last post: 6093 days
Last view: 5908 days
Posted on 01-02-06 02:57 PM, in A Completely New Bugs Bunny Crazy Castle Hack! Link
HH3, I take it you are not too familiar with the original game: I assure you, it's 60 completely new levels here. Very little change in graphics, I'll admit, but the levels are all completely redone.

max, I'm glad you like my Super Mario World hack, but I must admit that I have no immediately plans on finishing it. I mean, with the other Super Mario World hacks out there, I just feel mine doesn't really compare, that it doesn't add much value to the game, that it's not really all that worth playing. As opposed to my (second) Super Mario Bros. 3 hack, which, while not the best, I feel it does a lot for the game, and is a worthwhile play in its own right.

And for those of you who enjoyed this hack, thank you!
Frank15

Goomba








Since: 01-01-06
From: New Orleans

Last post: 6093 days
Last view: 5908 days
Posted on 01-04-06 10:23 PM, in My SMB hack thats realy cool Link
Hey, now, you stole my hack! I made Super Impossible Mario Ultra Happy Game And I Made It And I Think Its Cool Adn Stuff !

Actually, though, I'm guilty with near-impossible jumps, though I think I've gotten less sadistic with them more recently, anyway. I still think the Bullet Bill-assisted jump was a great idea on my part, at least.
Frank15

Goomba








Since: 01-01-06
From: New Orleans

Last post: 6093 days
Last view: 5908 days
Posted on 01-12-06 12:12 AM, in The Ultimate Bugs Bunny Crazy Castle: Game Boy Version! Link
It's complete! And again, as usual, copy and paste!

http://www.geocities.com/plinko50000/bbcc1c.zip









The images from the left are from either my first or second Ultimate Bugs Bunny Crazy Castle. The images on the right are from my Game Boy version for the Ultimate Bugs Bunny Crazy Castle.

Honestly, I'm not sure if there's really anyone who does prefer the Game Boy version as opposed to the NES version, but if any such person exists, here's a hack for ya'! For whatever reason, the Game Boy version has 80 levels instead of the NES's 60, and those 80 levels come from the levels of my two NES hacks, with a few differences, since the Game Boy levels are a bit smaller than their NES counterparts.

Since I pretty much had to pick 80 levels out of a pool of 120, 40 levels did not get to be a part of this hack. Some levels--especially some pipe levels--would be virtually impossible to pull off, due to the smaller size allowed for levels on the Game Boy. Aside from that, though, some levels were just plain better than others... personal preference on my part, really.

Unlike the NES, the Sylvesters aren't color-coded, making it a bit trickier to tell them all apart, though for your benefit, the equivilent of the NES's green Sylvester--the aggressive one--has a black nose in this game. The other three have light grey noses.

While the potions are useful weapons in the NES version, they make the levels ridiculously easy on the Game Boy, where the potions seem to last an eternity. As such, some of the later levels have the potions replaced with other weapons.

Also, for whatever reason, the equivilent to the NES's pink Sylvester is as dumb as a brick in the Game Boy version, often running straight into walls without turning around. Some of these got replaced by a different enemy, due to their incredible stupidity in this game. Some didn't.

So is this hack worth playing? Maybe not. I mean, I like the NES version better, but I can't speak for your personal taste. Maybe you prefer the Game Boy version! If so, it might be worth a go !
Frank15

Goomba








Since: 01-01-06
From: New Orleans

Last post: 6093 days
Last view: 5908 days
Posted on 01-12-06 01:05 AM, in The Ultimate Bugs Bunny Crazy Castle: Game Boy Version! Link
About 4 seconds on the NES, and 12 seconds on Game Boy, enough time to leisurly kill every baddie in almost every level.
Frank15

Goomba








Since: 01-01-06
From: New Orleans

Last post: 6093 days
Last view: 5908 days
Posted on 01-16-06 06:13 PM, in The Ultimate Bugs Bunny Crazy Castle: Game Boy Version! Link
You know what I liked best about some of the Game Boy transfers, like Duck Tales on Game Boy and Bugs Bunny Crazy Castle on Game Boy? They were like hacks of the NES version, with different levels and such. Like Duck Tales, they were the same 5 worlds, but the levels were designed differently, especially Transylvania, which was completely different, with the boss being at the bottom of the level instead of at the top .

And then, Bugs Bunny Crazy Castle... that's interesting. 41 of the 60 levels from the NES are on the Game Boy version, from levels 7-48, except for level 15 (like level 7 is level 1 from the NES, level 8 is level 2 from the NES, level 9 is level 4 from the NES--level 3 from the NES being one of the 19 unused levels). The first 6 levels, level 15 (ridiculously easy level), and levels 49-80 are all completely original, and with 71-80, much more difficult than any that were on the NES version .
Frank15

Goomba








Since: 01-01-06
From: New Orleans

Last post: 6093 days
Last view: 5908 days
Posted on 01-16-06 08:15 PM, in Whats The Best Super Super Mario Bros.3 Hack? Link
Not just a Super Mario Bros. 3 hack, but a Super Super Mario Bros. 3 hack? Since, as far as I know, I'm the only one with a doubly super hack--Frank's Super Super Mario Bros. 3 hack--I guess I have the best, since I'm in a group of one !

...OK, ignoring the typo, it is still the most underrated, even if not the best !
Frank15

Goomba








Since: 01-01-06
From: New Orleans

Last post: 6093 days
Last view: 5908 days
Posted on 05-16-06 03:35 PM, in Super Mario Bros 9 demo. by DANK Link
I rather like the Thwomps on the conveyor belt, myself. I got past it without getting hit on my first try, so I'd say it wasn't too hard.

The colors on the hill at the end of 1-3 were weird... dark blue spots with light blue sky for the most part. I think it's a case of you using the underwater hill, where you should have used the regular above ground hill instead. If that doesn't fix it, I'd recommend changing the hill to a regular set of stairs.

The C-shaped jump at the very end of 1-3 is very cheap. Those jumps are difficult enough, but putting the super low ceiling increases the difficulty of the jump tenfold, especially since there seems to be no super leaf in the level to make it easier. I'd recommend making the "ceiling" there higher, or just removing the jump all together.

The ? ball at the end of the fortress is glitched, for some reason.

Might wind up fun. We'll see where this goes.
Frank15

Goomba








Since: 01-01-06
From: New Orleans

Last post: 6093 days
Last view: 5908 days
Posted on 05-18-06 10:51 PM, in New Super Mario Land Stuff: Pipe and Item Info! Link
I'm pretty sure I haven't seen it posted before, and I don't think there's much looking into the game to start with.

PIPES

$D0CA starts pipe information. The pipe information has six bytes. Like for the first bonus pipe room in 1-1, the bytes are as follows:

05 01 01 06 18 88

The first byte is the screen number where you can enter the pipe. Keep in mind that the first screen of the level if 03, the second screen is 04, the third 05, et cetera.

The second byte is the horizontal location for the left side of the pipe. There must be a pipe here: if there is no pipe at this location, Mario will not just enter whatever ground is there.

The third pipe indicates where the pipe will lead. Only 01 or 02 should be used; these indicate two bonus rooms. If the third byte above were changed to 02, then the first bonus room in level 1-1 would be identical to the second. Values above 02 should not be used: these lead to either single screens of a level that cannot be completed, garbage screens, or other random stuff you don't want.

The fourth byte indicates the screen you'll wind up at when you exit the bonus room. Notice that this does not have to be the same as the first byte: you can exit on a different screen that you entered from! However, if you exit the bonus room from a part of the level that comes before the bonus room, you will be able to re-enter, unlike when you exit the bonus room from the screen you entered.

The fifth and sixth bytes are the horizontal and vertical positions that you'll appear on the screen when you exit the bonus room. It seems to go by pixels from the left for the first byte, and pixels from the top for the second byte.

Pipes cannot be used in 1-2, 2-3, or 4-3: some sort of fancier hacking may be able to get usable bonus rooms for those levels, but those levels are skipped in the data. The other nine levels can have up to two bonus rooms each.

ITEMS

$D13F starts the information for items! Each item has three bytes. The first mushroom in 1-1 has this:

04 02 28

The first byte indicates the screen number that the item is in. There can be more than one item on the same screen. Keep in mind that the screens, again, start with 03 at the very start of the level.

The second byte indicates the horizontal position of the item on the screen. No vertical assignment necessary: the item will automatically put itself in the brick, ?-block, or invisible block object (?) on that vertical line. If there is more than one such block on the same vertical line, the item will always be in the top-most block. You cannot have two items on the same vertical line, even if there are two blocks on the vertical line.

The third byte indicates the item inside the box. 28 is for a mushroom, 2A for a 1-up heart, 2C for a star, C0 for a multiple coin box, 07 for a rising platform, and F0 for a "blank" box: this is usually used to make invisible blocks appear, but it can be used for normal bricks and ?-blocks as well. There is probably a special invisible block object that must be used in the main layout of the screen itself for F0 to be used as a normal invisible block, though.

Enemies can be placed inside bricks and ?-blocks, but they do not seem to harm Mario, and Mario cannot kill them, either.

Any ?-block not assigned to an item will always have 1 coin. Any brick without an item assigned will always be a regular brick.
Frank15

Goomba








Since: 01-01-06
From: New Orleans

Last post: 6093 days
Last view: 5908 days
Posted on 06-04-06 07:15 AM, in Frank's Super Super Mario Land! Link
Copy and paste to download!

http://www.geocities.com/plinko50000/ssml.zip





This is a complete level hack for Super Mario Land! And if I'm not mistaken, it's the very first level hack for Super Mario Land. Graphics changes are minimal, but they do exist, but the levels are all completely redone, except some of 4-3... considering the levels are drawn screen by screen, and screens are reused, that wide open space with the one brick is useful.

And yes, normal and hard mode are both edited. Normal mode should not be too difficult, though moreso than the original game. Hard mode is where I get to have a little fun!

So download, have fun, and maybe get inspired to do a Super Mario Land hack of your own !
Frank15

Goomba








Since: 01-01-06
From: New Orleans

Last post: 6093 days
Last view: 5908 days
Posted on 06-04-06 01:12 PM, in Frank's Super Super Mario Land! Link
No, no level editor for the game. At least none that I know of. It takes a little patience, editing the levels by hex, but it's not really that hard, either, especially once you get the hang of it.
Frank15

Goomba








Since: 01-01-06
From: New Orleans

Last post: 6093 days
Last view: 5908 days
Posted on 06-04-06 07:32 PM, in Frank's Super Super Mario Land! Link
Originally posted by VinceIP
Were you able to find documentation for the game, or did you just figure it out on your own?
For most of it, I was able to find documentation, like the level objects themselves, as well as the enemy locations. I did figure out a few things on my own, though: the bonus room and power-up locations, and also the "screen order"--if you've ever noticed, the levels in Super Mario Land are made up of screens that repeat throughout the levels.


(edited by Frank15 on 06-04-06 06:33 PM)
(edited by Frank15 on 06-04-06 06:33 PM)
Frank15

Goomba








Since: 01-01-06
From: New Orleans

Last post: 6093 days
Last view: 5908 days
Posted on 06-04-06 11:03 PM, in Frank's Super Super Mario Land! Link
The only way you can really add objects is to either reduce the number of screens, allowing you more objects per screen, or to put the objects stacked vertically. Like two bricks would normall require 4 bytes, but if the two bricks are stacked one atop the other, they only need 3 bytes.

There's a little extra space after the 4-3 level data, and it could probably be used to make levels in either world 2 or world 4. Worlds 1 and 3 are stored elsewhere, though, and the extra space probably can't be used for those worlds. Too bad, since I could have really used that extra space for world 3, which I found to be the most restrictive world space-wise.
Frank15

Goomba








Since: 01-01-06
From: New Orleans

Last post: 6093 days
Last view: 5908 days
Posted on 06-05-06 01:39 PM, in Super Loco Spoof hack release. (SmB1 hack) Link
Either the power-ups are extremely well hidden, or you just didn't put any in the hack .

I had trouble finishing most of the levels with much time left, usually having less than 60 seconds by the time I finished. I also got a time up in 2-1. I'm not sure if the time limit is meant to be that tight or not.

And wow, does the difficulty ever ramp up between 1-3 and 1-4. 1-3 being fairly easy, and 1-4, bam! Not much of a curve there .

1-5 is really fun, for whatever reason. Kinda' early for that hard a level, but if the later levels get even harder, I guess it's appropriate.

2-3 isn't as hard, but still pretty fun. I enjoy well-designed underwater levels.

Are the Goombas noses with sunglasses? Looks kinda' cool, and weird, anyway.

I got up to 2-4, which seems kinda' unfair, since it relies on luck: that the Bullet Bills don't appear in the wrong place at the wrong time, and if one does, then you're just screwed, and there's nothing you can do about it. I came to the level with 10 lives, too. 7 times I died through my own fault, but three times, I was forced to die because of a horribly-timed/horribly-placed Bullet Bill shot. I'd recommend getting rid of the Bullet Bills: the level is pretty hard without them, and the luck factor with those is annoying. I don't normally mind the infinite Bullet Bills, since in most levels, you can dodge them if you're patient (like in 1-3). Only problem is that patience isn't an option here .

So mostly, I liked it. I just hate having to rely on luck over skill in 2-4.
Frank15

Goomba








Since: 01-01-06
From: New Orleans

Last post: 6093 days
Last view: 5908 days
Posted on 08-09-06 11:10 PM, in Luigi's Crazy Castle hack demo. Link
Of course I have to reply, being the resident Bugs Bunny Crazy Castle expert.

I was surprised to see Mario as an enemy. Not one of the smarter enemies, either. Shows us what you think of Mario !

Overall, I've noticed that the levels are very difficult, coming close to the difficulty of latest levels in my two hacks. It might be excessive for the first five levels, though, considering that, except for me, most people playing the hack are likely to have a lot of difficulty with this. Even I had a little bit of trouble: Stage 5 took me three tries to beat!

I've also noticed you've used "points of no return" in four of the six levels. While I'll admit I've done it, I tend to do it quite rarely, and try to make sure that, in all likelihood, something will be able to kill you if it happens. I also try to make it obvious that, if you go past a certain point, there's no going back: Stage 5, in particular, is bad about this, with being able to fall to the bottom of the level without even realizing that you'll be stuck if you do so.

Stage 1: Surprisingly difficult for the first level in the game. Either you have to hurry up to the beetle shell to kill Red Tree immediately, or you have to use the Bullet Bill on him. I personally don't have any trouble getting the coins Green Tree is guarding, but I suspect most other people will have a lot of trouble if they don't still have the Bullet Bill for that. I'd suggest replacing Red Tree with either Green Tree #2, Brown Tree, or Mario to make things easier.

It also surprised me, the first time I tried the level, that you could get trapped at the bottom-right part of the level, and have to reset the game if you kill all the enemies. I'll admit I've done that myself, but I usually give an out to kill yourself in case it happens. Kinda' a mean trick for the very first level.

Stage 2: This level leaves more room for error than Stage 1, but it's a moderately difficult level. It's also a really well thought out level, though: the two Green Trees and Brown Tree complement each other well. I particularly like how Green Tree #2 can wind up in either the top-middle or top-right section of the level, and that greatly affects the difficulty: it makes things a lot easier if he goes to the top-right with Brown Tree, and more difficult if he goes to the top-middle with Green Tree #1.

Stage 3: I like that, unlike in Stage 1, it's crystal clear where the point of no return is. The stage is very difficult, though, leaving very little room for error: you pretty much have to kill either Red Tree or Green Tree with the Bullet Bill to get the coin at the top-left, and then you have to kill Brown Tree with the shell. Brown Tree is easily controlled, but it's still very easy to miss, in which case, you're screwed. Killing Knight with the rock is easy, anyway. But getting the coin in the top-left corner is mostly impossible without using up the Bullet Bill, which would really be nice to have for the Brown Tree later.

Stage 4: If nothing else, you can really effectively use the Brown Tree better than I could use the equivilent Pink Sylvester. I've gotta' hand you that. It's difficult to get past the level without killing Knight with the Bullet Bill, though, which makes it difficult to get all the coins if you can't kill Green Tree #1 with the star, which is tricky. It's not the most interesting level layout, but that's fine: I'll admit, having done 125 levels myself, that they're not all great.

Stage 5: It's a more interesting design, but the level is really cheap, in that going to the bottom of the level at the start is extraordinarily tempting, but then, I found out there was no way to get back up, and with Sorcoress dead, I had to reset. Dodging both Green Tree and Brown Tree at the top of the level is moderately tough, since you can't kill either one. Or more to the point, you can't kill either one if you actually want to beat the level.

Stage 6: Definitely the easiest of the six levels, despite the "point of no return," which this time was blatantly obvious. Still had a small level of difficulty, but by no means was the level difficult. The placement of Red Tree was excellent. Also fun to actually kill him with the star, with lets you save the Bullet Bill in case you miss killing Brown Tree with the shell. Very well-designed, well-thought out level!


(edited by Frank15 on 08-09-06 10:13 PM)
Frank15

Goomba








Since: 01-01-06
From: New Orleans

Last post: 6093 days
Last view: 5908 days
Posted on 08-12-06 01:39 AM, in Luigi's Crazy Castle hack demo. Link
Yes, I'll beta test for ya'! I may not be the biggest gaming expert around, but at least I have this game as my little expertise specialty!

And I think I remember the older Crazy Castle game you were working on: Mickey Mouse, right?
Frank15

Goomba








Since: 01-01-06
From: New Orleans

Last post: 6093 days
Last view: 5908 days
Posted on 08-14-06 01:28 PM, in Hi, my name is Frank. Link
I'm Frank... guess you could've figured that out, though. I've been around the site since around May 2000, as a ROM hacker, though not as good as I've gotten later on. I was around a lot in 2001 and 2002, the year I actually ran a play-along Price is Right game for 19 episodes, and a local moderator at the time. Though not for a ROM hacking forum.

I'm around a lot less than I was back then, but I still do stuff. Recently, I've created a second Bugs Bunny Crazy Castle hack for the NES, a first Bugs Bunny Crazy Castle hack for Game Boy, and the first ever complete Super Mario Land hack just about three months ago, for which I figured out most of the data needed to hack the game on my own. While I've done seldom-hacked games, I've also put out a great hack last year for Super Mario Bros., and in 2004 a great one for Super Mario Bros. 3.

As for what I can help with, pretty much I can help anyone who wants to tackle The Bugs Bunny Crazy Castle, 1 or 2, for the NES or Game Boy. I could also help with Super Mario Land, should anyone wish to try to hack that game. I may not post much anymore, but when I do post, it is worthwhile.
Frank15

Goomba








Since: 01-01-06
From: New Orleans

Last post: 6093 days
Last view: 5908 days
Posted on 08-15-06 01:10 PM, in Help with Super Mario Land : Frank15? Link
I hope I'm answering your question the right way here: if I'm not, feel free to re-ask.

Level information for World 1 is from $A200-$B872, though it looks like there's free space from $A200-$B8D7, if needed.

Level information for World 2 is from $56CD-$65D2, while level information for World 4 is from $65D3-$7DAD, though there's a decent amount of free space, up to $7FFD. The information for worlds 2 and 4 run together, and you could likely use more space for World 4 by using less for World 2, and vice versa.

Level information in World 3 is from $D22C-$E416. No additional free space this time.

And here is the data that determines the screen order: each "screen" is two bytes; specifically, the address of the start of the screen you want to use for that "screen" of the level. If desired, you can start the screen after any occurance of FE without trouble, though it's easiest to design levels by just working with individual screens of twenty FEs.

The four bytes before the screen order for the levels is for the screen you would like to use for up to two bonus rooms. 1-2, 2-3, and 4-3 have this as well, even though you cannot add bonus rooms for those levels. Maybe with ASM, but that's above my level here.

Note that the addresses, for some reason, are listed as 4000 lower than they truly are for World 1, and 8000 lower for World 3. No idea why, but they are.

SCREEN ORDER

1-1: $A198-$A1B5
1-2: $A1BD-$A1D8
1-3: $A1E0-$A1FD
2-1: $55C1-$55E0
2-2: $55E8-$5603
2-3: $560B-$562E
3-1: $D045-$D072
3-2: $D07A-$D099
3-3: $D0A1-$D0BE
4-1: $5636-$5663
4-2: $566B-$5692
4-3: $569A-$56C9

As for editing the levels--or screens themselves, each screen is made up of 20 vertical lines. The information for each vertical line ends in FE. A vertical line with no objects would simply have another FE after the previous FE. Objects you want to use require at least two bytes: one for the vertical location in that line, and another for the actual object

Let's see if I can word this better, 'cause that's confusing even for me to look at. For the first byte, you'd have to have something like, say, E2. The E is the vertical height for the object, and the 2 is the number of objects you're going to have. After the E2, you would have two more bytes, to indicate the two objects at the E and F heights. Probably ground tiles in this case. And of course, you'd put FE after you've put all the objects you want for that vertical line.

I hope you're understanding this... I can't think of how to word all of this better than I am.
Frank15

Goomba








Since: 01-01-06
From: New Orleans

Last post: 6093 days
Last view: 5908 days
Posted on 08-15-06 07:40 PM, in Help with Super Mario Land : Frank15? Link
You want bad guy information? Here ya' go!

Each enemy is three bytes, looking enemy looks something like this:

19 8F 04

The first byte is for the horizontal position, by pixels. Each screen has 0A "spaces." The checkpoints at every level are at 00, 28, 50, 78, A0, and C8, for your convenience, if you have trouble keeping track of where in the level you're placing enemies: they're useful points of reference. It is important to place the enemies in the same horizontal order they appear in the level, or the spites can mess up.

The second byte is, mostly, the vertical position. 0F is actually ground level. 4F, 8F, and CF can also be used to fine-tune the horizontal positioning a little more. Also, 4x and Cx should be used for Piranha Plants and Bullet Bill cannons so that they appear correctly. Jumping fish start start at 13, 53, 93, or D3, depending on how you want it to be aligned horizontally.

The third byte is the specific enemy. A list of common enemies is below.

And below is the location for the enemies, and other non-power-up sprites for each level. Tempting as it is, you are not allowed to use fewer enemies in one level to add more to another. It's really annoying in 3-3, which uses way too few sprites.

1-1: $A002-$A070
1-2: $A073-$A0FC
1-3: $A0FE-$A18D
2-1: $5179-$5220
2-2: $5222-$5299
2-3: $529B-$530F
3-1: $CE74-$CF1B
3-2: $CF1D-$CFD6
3-3: $CFD8-$D03D
4-1: $5311-$5403
4-2: $5405-$54D3
4-3: $54D5-$55B8

And the enemy list. Add 8 to the first digit to have an enemy appear in hard mode only. Like 80 would be a Goomba that only appears in hard mode, A4 would be a jumping seahorse that appears only in hard mode, etc. This also applies to the moving platforms, despite that the original game never had hard mode-only moving platforms.

00: Goomba.
02: Piranha Plant.
03: Infinite giant boulders.
04: Bomb Koopa.
06: Pipe fist.
08: Sphinx boss.
09: Bubble-spitting flower.
0A: Vertically moving platform.
0B: Horizontally moving platform.
0C: Stone that falls after a few seconds, used in 1-3.
0E: Fly (world 1) or jumping spider (world 3)--same enemy, different graphics for it.
10: Jumping skeleton fish.
16: Head-throwing robot.
1A: Seahorse boss.
1D: Swimming seahorse.
24: Jumping seahorse.
25: Descending ceiling spider.
2F: Triple fish.
31: Really really fast running stone head.
32: Stone head boss.
35: Falling stalactite.
36: Platform that falls when stepped on.
38: Diagonally moving platform.
39: Diagonally moving platform. Can't think which was which.
3A: Skinny vertically moving platform.
3B: Skinny horizontally moving platform.
3C: Flying stone head.
3F: Sphinx (world 1) or snake (world 4)--same enemy, different graphics for it.
42: Flying arrow-dropping bee.
47: Single giant boulder.
48: Seahorse invincible fireball protector.
49: Bullet Bill cannon.
52: Airplane gunner.
53: Flying chicken.
54: Roto-Disc.
55: Upside-down Piranha Plant.
56: Jumping zombie ninja.
61: Cloud boss.


(edited by Frank15 on 08-15-06 06:41 PM)
(edited by Frank15 on 08-15-06 06:44 PM)
Frank15

Goomba








Since: 01-01-06
From: New Orleans

Last post: 6093 days
Last view: 5908 days
Posted on 08-16-06 06:43 PM, in Super Mario Bros 1 Hack: Merc Bros Link
Just because there are a lot of Super Mario Bros. hacks doesn't mean none of them are awesome, Darkmatt. I'm not sure if you just don't care much for Super Mario Bros., or you have trouble finding the best ones, or something, but I assure you that there are definitely great Super Mario Bros. hacks out there.
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