Luigi battle. When you enter the castle there is a graphic display and the game freezes. You do not interact with Koopas and Goombas, and they are mutated wildly. The Goombas have wings but do not fly. Buzzy beetles also have wings. On occaison, there are strange rains and hammers or odd projectiles will come flapping towards you. The flashing circle things name? A great code! AKIXXL-When you change from the map to a level, the palette changes rapidly but returns to normal once you enter the level.
In addition, the sound of Mario flapping his tail changes. Freezes with infinite music. Mario enters a battle with the hammer brother and falls through the ground. After he dies, the hammer brother starts moving and never stops.
Mario is also paralyzed. All of these are also behavioral codes. When you die, the hammer brother moves indefinitely. When little Mario jumps, he still appears to be running. When you get a mushroom, the palette changes slightly. Becomes a graphics scrambler if you get a tail. When you enter a level or the map, screen dims until only Mario can be seen.
Scenery, enemies are still there, however. Freezes when you get a mushroom. Level 1 is a warped Toad house. Looks like it will freeze, but it doesn't. Second level is dungeon, 3rd is spade, dungeon is hammer brother without hammer brother. Level 1 is some strange dungeon with music from the level 7 map! The fortress is a stable warped map which will not freeze. Enemies trail. Enemies look odd, some trailing. Sky is grey, except for colorful "lightning" when you get a powerup or stomp an enemy.
Free-standing coins are blocks and vice versa. Hammer brother is in a different spot on the map. Mario dies in slow motion. Raccoon Mario has especially odd animation. Question blocks are not animated. Getting a 1up restores a degree of normalcy.
Freezes in level. This is one of the only codes I have found which changes the actual structure and layout of levels most only change appearance. I need more codes like this! Mario cannot move in level. Mario immediately exits and appears on the map spinning. Graphics Scramblers The set of these codes is a subset of the set of Graphics Codes which basically do the same things as each other. They replace certain sprites with others. For example, the left corner of a piranha plant pipe may be replaced with a section of undulating waves.
As a result, descriptions are hard to make for each one. I have asterisked or otherwise indicated my favorites, but try them all out and give them your own descriptions. Mario also appears to be underground. The following are all the codes I have tested, and a formula for generating similar scrambler codes follows the list of codes.
These are the codes I spent the most time and energy compiling, and I love them like children : Anyway, give them a try. Great for listening to codes below work without the hindrance of a time limit. The first level music is nothing special, but 2 on is simply incredible! It is almost the same every time you run the code I have never heard a NES utter these kinds of sounds before. TTTVYU-On the map screen, a music "sampler" will play which goes through first small cuts time up, hurry up, finish level music and then goes once through each map's music.
Next is the finishing game music. Music box music follows, with strange noises accompanying it, and it eventually degenerates into wonderful strange noises. Check this out! EEEVYU-A sampler within a level, running through all normal level music, and going into a beautiful fast noisy rave-up! Let me know if you find other great-sounding levels. Sounds like you are being chased by the mechanical Hitler in Wolfenstein 3d. Freezes when you try to enter a level.
This also makes your timer just the ones digit, occaisonally with arcane symbols replacing the other digits. Level music is normal. In addition, game freezes seconds after entering a level, making it another ideal "infinite music code".
After an indefinite time interval, only the drum part resumes at full speed, but with strange touches you will NOT hear in the game normally. When you trigger a sound effect like getting a mushroom or being shrunk, the game appears to freeze. Notify me of new comments via email. Notify me of new posts via email. You keep warping through levels and negative levels until the game freezes up. But sometimes you die after beating a level on a flag pole.
If you have any experience with the always stay big code, you will know that it does NOT work until you get a Super Mushroom. Princess Toadstool as an enemy, Koopa on , Squids on land, etc. Share this: Twitter Facebook. Like this: Like Loading Si, es por eso v: el emulador tiene mucho que ver y el room que uses. Leave a Reply Cancel reply Enter your comment here Fill in your details below or click an icon to log in:. The longer you take to finish a level, the more points you get at the end!!
Lets you start on any world you want! Here is how to get to the level select screen: When you first start out, you are in a new world and you have to finish this level to get to the level select screen. Here's how: Swim yes swim past the first pipe you see and keep going until you see some water at the bottom of the screen. Swim over the top of the blocks that are above the water, but not too far.
Then swim down and backwards a little to drop down through the little opening in the blocks that lets you get to the bottom of the screen. This part is very important because if you aren't at the bottom part of the screen, you won't be able to finish the level. Once you get to the lower part of the screen, just keep going to the end of the level.
To get the game to continue, you have to press "B". Now your at the "Level Select" screen! Just press "B" until you see the world you want at the top of the screen , and then press "Start". By changing the first letter to P,Z,L, or G, you can adjust where you start the levels.
If you change the first letter to a "G", then you will start some worlds right next to the flag pole! GSAENT you can position mario anywhere on the screen even when he's moving by holding down the "A" button on controller 2.
Press reset to start in a different world. Also, going down tubes does weird things. KEATZE enemies don't die when you jump on them, so by jumping on the same one over and over, you get several 1 up's. But shooting them does kill them. Basically, just add 6 zeros to what the item was worth. So if an item was worth points, now it's worth ,, points. Actually, what this code does, is add 4 more zeros between the score and the number of coins collected.
So the score counter has 12 digits, instead of only 6. The last two digits are really the coin counter, but looks like it's part of the score counter. The code does have one little glitch. On worlds that have a light background like , the score is a little hard to see.
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