That swooper got mushroom. That's how they got big at the beta version(Super Dry Bones, Super Piranha Plant, Super Goomba(boss at final version)and Super Mario, so there's Super Swooper!
They get stuck in the air because they... don't like seeing Mario's face. You see that they are blocking their own sight, and if they would move, we don't know what happens because they can move through anything but Mario.
here are some others, 258 is an unused spike bass, havent noticed the differences (only thing i have thing that the unused one doesnt requires any sprite data) and 255 (the tropical plants you discovered) 00 00 SS 00 00 W0 change s to the speed that will start hovering, change W to have invisble water at the height of the plants and 40 is a DUMMY lakitu that will crash the game when he throws something. 266 is a weird red dot or flame that appears in front of you and damge you where you putted
is 00 00 SS 00 00 W0 for the tropical plants (255)
i found out about the unused spike bass first but i didnt post anything about it :P the differance i know is that it works on a lower water level the used one dosent. does the lakitu move? have you tried puting selecting bullet bill/bomb in the sprite sets so spineys work becuase the game crashes on the used lakitu if he tries to throw one
Oh my gosh, Nice find for those who found those unused stuff! Now I can conclude something, the giant enemies were not completely removed from the game... (BTW, what were the sprite datas for the giants? Maybe need it..)
discovered something in koopa troppa change to 00 00 10 00 00 00 to make appear a empty koopa shell. if you change the color to blue you can grab the blue shell and carry it around but if you ground pound you will get the powerup like in the beta way of getting this powerup
That glitch with the boos happened in my hack every time that I added a boo in a place that wasn´t a haunted house (in 1-A happened too but it was fixed by an unknown reason)
There was going to be a giant world just like in super mario bros 3, but was then later removed.
Link6155 1 month ago
What value did you use for invisible Swoopers?
Ben12066 7 months ago
That swooper got mushroom. That's how they got big at the beta version(Super Dry Bones, Super Piranha Plant, Super Goomba(boss at final version)and Super Mario, so there's Super Swooper!
TheMarja1967 1 year ago
That cheep-cheep bouncing on the water is from Super Mario World!
InsaneBuzzNeini 1 year ago
They get stuck in the air because they... don't like seeing Mario's face. You see that they are blocking their own sight, and if they would move, we don't know what happens because they can move through anything but Mario.
rinkavideos64 1 year ago
@rinkavideos64 Or maybe they can move through Mario...
rinkavideos64 1 year ago
@mariomadproductions thanks
smaug131 1 year ago
@mariomadproductions what is hot foot?
smaug131 1 year ago
2 marios?
mango2197 2 years ago
Hot Foot? Imagine, if the developers of this game did not removed that enemy.. how much new super mario brothers could be way better..
nsmb2 2 years ago
Remove the enemy? nsmb was not based upon smb3, you know?
mariomadproductions 2 years ago
Please, you can put as are the sprites to put them in my hack
animalcrossing890 2 years ago
Lo puedes mirar en el foro de JUL. Allí están todos en el tema de Sprite data reference
Martboo48 2 years ago
here are some others, 258 is an unused spike bass, havent noticed the differences (only thing i have thing that the unused one doesnt requires any sprite data) and 255 (the tropical plants you discovered) 00 00 SS 00 00 W0 change s to the speed that will start hovering, change W to have invisble water at the height of the plants and 40 is a DUMMY lakitu that will crash the game when he throws something. 266 is a weird red dot or flame that appears in front of you and damge you where you putted
gridatttack 2 years ago
203 is an unused purple tilt mushroom that acts diferent.
gridatttack 2 years ago
is 00 00 SS 00 00 W0 for the tropical plants (255)
i found out about the unused spike bass first but i didnt post anything about it :P the differance i know is that it works on a lower water level the used one dosent. does the lakitu move? have you tried puting selecting bullet bill/bomb in the sprite sets so spineys work becuase the game crashes on the used lakitu if he tries to throw one
mariomadproductions 2 years ago
yes, 00 00 SS 00 00 W0 is for 255 and fixed the lakitu thing.
gridatttack 2 years ago
Hmm.. I guess the 266 you are talking about is an old fortress enemy in Super Mario Bros 3.
nsmb2 2 years ago
which enemy? I cant remember
gridatttack 2 years ago
I forgotten it's name.. sorry. But I know it is in one of the World Four Fortresses (SMB3).
nsmb2 2 years ago
Oh my gosh, Nice find for those who found those unused stuff! Now I can conclude something, the giant enemies were not completely removed from the game... (BTW, what were the sprite datas for the giants? Maybe need it..)
nsmb2 2 years ago 3
discovered something in koopa troppa change to 00 00 10 00 00 00 to make appear a empty koopa shell. if you change the color to blue you can grab the blue shell and carry it around but if you ground pound you will get the powerup like in the beta way of getting this powerup
gridatttack 2 years ago 7
cool! can you tell me the sprites data?
gridatttack 2 years ago
Thanks for giving credit
That glitch with the boos happened in my hack every time that I added a boo in a place that wasn´t a haunted house (in 1-A happened too but it was fixed by an unknown reason)
Martboo48 2 years ago