Interesting things in SMBX

General discussion about Super Mario Bros. X.

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Magician
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Re: Interesting things in SMBX

Postby Magician » Mon Jul 13, 2015 10:12 am

Sinem wrote:If he's invincible.. how can he get hit. Makes no sense.
When Link gets hit in this form, he gets knocked back but doesn't take damage, and he'll take damage as normal after that hit.

(To clarify for those who haven't read the previous page; I'm talking about Link's fairy form used to climb ladders and vines.)

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Re: Interesting things in SMBX

Postby PersonNamedUser » Tue Aug 18, 2015 1:38 am

If you hold spin jump while playing as peach while your on the surface of water you float on the water. :shock:

Artemis008
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Re: Interesting things in SMBX

Postby Artemis008 » Tue Aug 18, 2015 3:27 am

Yoshi can eat Bullet Bill Cannons,All the koopalings and their fire balls,SMB1 moving platforms,Hammers,Birdos,But Not signs and not other yoshis,i will countinue experimenting and seeing how much crap Yoshi can eat.Do you agree this could be used to implement some new stage gimmicks?

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Re: Interesting things in SMBX

Postby Mable » Tue Aug 18, 2015 9:06 am

Yoshi can also eat Mouser.

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Re: Interesting things in SMBX

Postby Julia Pseudo » Wed Aug 19, 2015 9:01 pm

If you walk into a side-facing pipe warp on Yoshi's back, and Yoshi has a blue shell in his mouth, Yoshi will drop the shell (if items are not enabled for the warp) but will still have wings on the other side, giving him flight for the rest of the level.

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Re: Interesting things in SMBX

Postby Imaynotbehere4long » Wed Aug 19, 2015 10:29 pm

Pseudo-dino wrote:If you walk into a side-facing pipe warp on Yoshi's back, and Yoshi has a blue shell in his mouth, Yoshi will drop the shell (if items are not enabled for the warp) but will still have wings on the other side, giving him flight for the rest of the level.
Same thing happens if you enter a locked door with a key in blue or black Yoshi's mouth.

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Re: Interesting things in SMBX

Postby Julia Pseudo » Thu Aug 20, 2015 2:17 am

^
Yeah, I assumed it worked with any method of Yoshi flying although I haven't tested it. Interesting that it works with locked doors too, though.

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Re: Interesting things in SMBX

Postby aero » Thu Aug 20, 2015 4:43 am

If you pick up one of those vine piranha things and throw it, it creates vines in an arch formation (you can also do this with a generator projectile for joke levels ;)). If you pick up a normal vine that is buried and throw it, when you try and throw it, it will repel you. I have only been able to do this for two jumps, but it's possible to bounce off the vine twice if you are repelled a short enough distance idk if more is possible.

If you bury a podoboo and throw it, it will glitch out and continue in the direction you threw it in until it despawns offscreen.

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Re: Interesting things in SMBX

Postby RudeGuy » Thu Aug 20, 2015 7:13 am

If you put nogravity=1 in a text file for the kamikaze koopa, and then you put a yellow shell directly on the head of a koopa without a shell so it doesn't have time to jump, the koopa will jump when it's already a kamikaze koopa and it will go about 2 blocks higher.

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Re: Interesting things in SMBX

Postby aero » Fri Aug 21, 2015 9:20 am

If you place Mario completely under the level, the death sound effect will not play. I guess the sound is called only when the player enters that zone, instead of whenever the player falls?

If Mario gets the card SMB3 exit, and a bomb is dropped on his head it will bounce off and is invincible to any new enemies spawned in.

Collision moves Mario's X location to the tile you're colliding with's X position minus Mario's width, or plus that amount depending on the side of the block collided with. This can be used to "push" Mario out of the level bounds, or if you place two NPC blocks on Mario (one where he's standing, and the other where he's moved to), the falling animation is shown.

If you step on a time P switch while walking off after picking up the SMB3 card exit, time stops forever or until Mario walks out of the level. Only works with this exit, because the rest are on a timer whereas this one waits for you to exit the level before ending testing to see it be infinite. Not sure why though because the time stop is limited to a timer but it's infinite when the level is over, maybe the timer is dependent on some level time that clears when you beat it?

If Mario spawns on top of an SMB3 ? exit, sound isn't played.

Artemis008
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Re: Interesting things in SMBX

Postby Artemis008 » Fri Aug 21, 2015 3:43 pm

If you face Left and jump into a SMB3 exit Mario will walk backwards off screen,i haven't tested it with the other characters yet but I will soon,

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Re: Interesting things in SMBX

Postby Emral » Fri Aug 21, 2015 4:03 pm

Artemis008 wrote:If you face Left and jump into a SMB3 exit Mario will walk backwards off screen,i haven't tested it with the other characters yet but I will soon,
Oh you mean like this?
Spoiler: show
Image

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Re: Interesting things in SMBX

Postby Artemis008 » Fri Aug 21, 2015 4:44 pm

It worked for me,if I had a way to record things I would show you,

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Re: Interesting things in SMBX

Postby HeroLinik » Fri Aug 21, 2015 4:49 pm

Enjl wrote:
Artemis008 wrote:If you face Left and jump into a SMB3 exit Mario will walk backwards off screen,i haven't tested it with the other characters yet but I will soon,
Oh you mean like this?
Spoiler: show
Image
That's supposed to happen, just like in Mario 3. It's to prevent Mario from glitching out of the level or dying as a result of exiting the wrong way.

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Re: Interesting things in SMBX

Postby Julia Pseudo » Mon Aug 24, 2015 1:47 am

You can survive up to 1 tile under the lower boundary if you're small Mario, Luigi, or Toad, and 2 as anyone else (taller). Apparently the death threshold is defined by the top of the player instead of the bottom.

On that note, small Peach is over 1 tile tall, so she can crouch-slide under a wall and face backwards to clip through walls even without any power-ups.

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Re: Interesting things in SMBX

Postby aero » Mon Aug 24, 2015 2:32 am

Pseudo-dino wrote:You can survive up to 1 tile under the lower boundary if you're small Mario, Luigi, or Toad, and 2 as anyone else (taller). Apparently the death threshold is defined by the top of the player instead of the bottom.

On that note, small Peach is over 1 tile tall, so she can crouch-slide under a wall and face backwards to clip through walls even without any power-ups.
I think this is to prevent wrong deaths, for when a platform exists in a level that is scrolling downward so you can collide with it instead of falling when there's no actual pit there.

NPCs don't spawn if they're placed more than one block below though, before testing. The only thing that I've seen that does is podoboos, if they're placed below the level then their spawn point becomes the bottom of the level.

EDIT: If you replace blocks with a sizable in the debug window, blocks vanish and then when you test only some of the sizable is shown.

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Re: Interesting things in SMBX

Postby HeroLinik » Mon Aug 24, 2015 11:38 am

Pseudo-dino wrote:You can survive up to 1 tile under the lower boundary if you're small Mario, Luigi, or Toad, and 2 as anyone else (taller). Apparently the death threshold is defined by the top of the player instead of the bottom.
Yeah, I exploited that in my CC11 level where the player can opt to swim underneath a section to get a hidden 1-Up.

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Re: Interesting things in SMBX

Postby RudeGuy » Thu Aug 27, 2015 8:30 am

Make a layer for an NPC that can be frozen and have a block show and hide that layer. Now, if you freeze that NPC, you grab it and you hit the block it'll disappear (and you'll get instead the npc-0 in your hands), but if you hit the block another time, the NPC will appear again without it being frozen.
If you also get a power up like a fire flower, but you aren't fire mario (or fire <insert the character's name here>), and you get the fire flower while you have the NPC in your hands, it will go to the right of the section for a bit and then it'll return in your hands.
If you kill the NPC without releasing the run button, the npc-0 will appear again, but hitting the block some times to re get the NPC again will make so you have ANOTHER NPC (for example a coin) in your hands. Also I don't know how but I could make so in the hands of the character, the NPC switches while I walked in the level.

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Re: Interesting things in SMBX

Postby HeroLinik » Thu Sep 03, 2015 3:44 pm

This may have been discovered before, but it hasn't been documented yet. In fact, I just discovered this by accident.
If you set a Roto-Disc's movement to "Random" it will move to the left in a stuttering fashion. This is a very interesting gimmick, should it not have been used before, that will work well in spooky ghost levels.

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Re: Interesting things in SMBX

Postby Valtteri » Thu Sep 03, 2015 6:23 pm

Linik wrote:This may have been discovered before, but it hasn't been documented yet. In fact, I just discovered this by accident.
If you set a Roto-Disc's movement to "Random" it will move to the left in a stuttering fashion. This is a very interesting gimmick, should it not have been used before, that will work well in spooky ghost levels.
That's a really good find. You could definitely make something different out of that. One application that came to my mind was a SMB3 Eerie. It could create a trail similar to the trails normal Boos leave behind in SMB3.


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