Interesting things in SMBX

General discussion about Super Mario Bros. X.

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PixelPest
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Re: Interesting things in SMBX

Postby PixelPest » Sat Oct 17, 2015 4:25 pm

Just figured this out today and I'm pretty sure it works (sorry if anyone already said this):

If you create a text file for npc-11 (SMB3 standard exit) and add score=#, any number from 1-12 will give you a 1-up when the npc is collected.

EDIT: Here's another one:

If you hold a shell to a horizontal pipe that has a piranha plant inside of it, the piranha plant will be killed even while it remains inside the pipe.

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Re: Interesting things in SMBX

Postby Julia Pseudo » Sat Oct 17, 2015 11:00 pm

^
In earlier versions of SMBX, all Piranha Plants worked like that (you could kill them when they were inside of their pipes, as in Super Mario World, including eating them with Yoshi). I remember someone submitting a suggestion for this to be changed on the original forums, and it was changed in the next release.

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Re: Interesting things in SMBX

Postby FanofSMBX » Sat Oct 17, 2015 11:42 pm

Pseudo-dino wrote:^
In earlier versions of SMBX, all Piranha Plants worked like that (you could kill them when they were inside of their pipes, as in Super Mario World, including eating them with Yoshi). I remember someone submitting a suggestion for this to be changed on the original forums, and it was changed in the next release.
I want to say this makes physical sense, except Yoshi's tongue still goes through the pipe :P

If you make a 4 frame vine 1 frame, the next 3 frames are invisible, and it is still animated like it has 4 frames.
If you make a 1 frame vine 4 frames, it animates once then freezes on the first frame.

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Re: Interesting things in SMBX

Postby HeroLinik » Sun Oct 18, 2015 5:05 am

This is another one that relates to an early version of SMBX.
In the earlier versions of SMBX, the key was pretty overpowered, because you could hold it in front of you and decimate everything in your path in the same manner as the Piranha Pipe/Toothy (I call it the Piranha Pipe).

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Re: Interesting things in SMBX

Postby Ness-Wednesday » Sun Oct 18, 2015 8:54 am

I remeber discovering two glitches in SMBX (specifically, the final version).

1. If you grab a power-up and touch an enemy's hit box at the exact same frame, you don't power-up, wasting the item and you will die.
Although, the sound effect will play when getting the mushroom.

2. If you collect a coin and stomp on a stomp-able enemy at the same frame, the enemy won't get hurt and the effect will show without any damage done to the enemy.

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Re: Interesting things in SMBX

Postby Taker » Sun Oct 18, 2015 1:34 pm

If you unbury a coin and kill an enemy with it, it gives you more points than if you collected it. If you collect a coin you get 10 points, but if you kill an enemy with it you get 100

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Re: Interesting things in SMBX

Postby Ness-Wednesday » Sun Oct 18, 2015 6:15 pm

I counted the amount of fireballs that it takes for each boss that is vulnerable to the player's fireballs (Except for Bowser since I've memorized it from those You tube videos).

SMB1 Bowser = 12 fireballs (3 fireballs per hp) 3x4=12
Wart = 30 fireballs (5 fireballs per hp) 5x6=30
Mouser = 20 fireballs (5 fireballs per hp) 5x4=20
SMB3 Bowser = 200 fireballs (10 fireballs per hp) 10x20=200
Lemmy Koopa = 15 fireballs (5 fireballs per hp) 5x3=15
Boom Boom = 9 fireballs (3 fireballs per hp) 3x3=9
Ludwig = 15 fireballs (5 fireballs per hp) 5x3=15

In addition, any projectile will act like a fireball to Boom Boom, including carry-able enemies.
I don't know if this will work with Birdo if it is set to nofireball=0, I think it probablly won't. :P
The Metroid glass is immune to fireballs, but the sound effect will play when hit by a fireball.
The same goes for Mother Brain so I don't know if the whole txt idea will make it vulnerable.

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Re: Interesting things in SMBX

Postby bossedit8 » Sun Oct 18, 2015 6:47 pm

Ness-Wednesday wrote:SMB3 Bowser = 200 fireballs (10 fireballs per hp) 10x20=200


Original link: http://www.youtube.com/watch?v=BOaT97Sln1A

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Re: Interesting things in SMBX

Postby Taker » Sun Oct 18, 2015 7:58 pm

Ness-Wednesday wrote:I counted the amount of fireballs that it takes for each boss that is vulnerable to the player's fireballs (Except for Bowser since I've memorized it from those You tube videos).

SMB1 Bowser = 12 fireballs (3 fireballs per hp) 3x4=12
Wart = 30 fireballs (5 fireballs per hp) 5x6=30
Mouser = 20 fireballs (5 fireballs per hp) 5x4=20
SMB3 Bowser = 200 fireballs (10 fireballs per hp) 10x20=200
Lemmy Koopa = 15 fireballs (5 fireballs per hp) 5x3=15
Boom Boom = 9 fireballs (3 fireballs per hp) 3x3=9
Ludwig = 15 fireballs (5 fireballs per hp) 5x3=15

In addition, any projectile will act like a fireball to Boom Boom, including carry-able enemies.
I don't know if this will work with Birdo if it is set to nofireball=0, I think it probablly won't. :P
The Metroid glass is immune to fireballs, but the sound effect will play when hit by a fireball.
The same goes for Mother Brain so I don't know if the whole txt idea will make it vulnerable.

HAMMERS WHAMMERS PLEASE!

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Re: Interesting things in SMBX

Postby Imaynotbehere4long » Sun Oct 18, 2015 9:23 pm

Ness-Wednesday wrote:1. If you grab a power-up and touch an enemy's hit box at the exact same frame, you don't power-up, wasting the item and you will die.
Although, the sound effect will play when getting the mushroom.
That reminds me of something I discovered not long after I got SMBX:

If you place a Poison Mushroom (may or may not work with any 32x32 hazard) in front of a door warp, set the Poison Mushroom to "Don't Move," and walk into it as a Super character while holding up, the hurt sound effect will play, but you'll enter the door and emerge at the other side unharmed.

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Re: Interesting things in SMBX

Postby Artemis008 » Sun Oct 18, 2015 10:38 pm

Orochimaru wrote:If you unbury a coin and kill an enemy with it, it gives you more points than if you collected it. If you collect a coin you get 10 points, but if you kill an enemy with it you get 100
In that case you get the points for killing the enemies and not for the coin because SMBX can't load two point GFX at the same time.

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Re: Interesting things in SMBX

Postby Ness-Wednesday » Mon Oct 19, 2015 2:58 pm

Orochimaru wrote: HAMMERS WHAMMERS PLEASE!
They all count as 1 hp loss to every boss except Boom Boom, in this case.
It will take 9 hammers to kill Boom Boom.

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Re: Interesting things in SMBX

Postby FanofSMBX » Mon Oct 19, 2015 5:31 pm

Ness-Wednesday wrote:
Orochimaru wrote: HAMMERS WHAMMERS PLEASE!
They all count as 1 hp loss to every boss except Boom Boom, in this case.
It will take 9 hammers to kill Boom Boom.
No they don't. It takes 9 hammers for Boom Boom true but they are equal to Bombs, Bullet Bills, etc. for every other boss. In fact Boom Boom only takes more than 1 damage for a stomp. All others subtract 1 HP.

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Re: Interesting things in SMBX

Postby Taker » Mon Oct 19, 2015 7:27 pm

FanofSMBX wrote:
Ness-Wednesday wrote:
Orochimaru wrote: HAMMERS WHAMMERS PLEASE!
They all count as 1 hp loss to every boss except Boom Boom, in this case.
It will take 9 hammers to kill Boom Boom.
No they don't. It takes 9 hammers for Boom Boom true but they are equal to Bombs, Bullet Bills, etc. for every other boss. In fact Boom Boom only takes more than 1 damage for a stomp. All others subtract 1 HP.
Make me a chart of how many hammers it takes to kill all bossess please

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Re: Interesting things in SMBX

Postby Mable » Mon Oct 19, 2015 11:20 pm

Why not do it by yourself?

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Re: Interesting things in SMBX

Postby MECHDRAGON777 » Mon Oct 19, 2015 11:35 pm

If you stack springs up on each other until they touch a block npc (like the pipes) and remove one, it will glitch through a wall.

If you spin-jump into a fairy pendent, you continue to spin jump.

If you spin-jump into a Li or R block, Rosalina or Link will continue to spin-jump.

Furthermore, sometimes when spin jumping as Rosalina, she will sometimes stop spinning and take a hit.

Spin-jump and hold up and let go of a spring before the height of your jump to spring higher.

Furthermore, when you do so big, if done close enough after leaving the ground, it will also work if you have a correct angle of departure.

When you go into a door, if you hold jump and up, you carry over tour momentum.
Ness-Wednesday wrote:I counted the amount of fireballs that it takes for each boss that is vulnerable to the player's fireballs (Except for Bowser since I've memorized it from those You tube videos).

SMB1 Bowser = 12 fireballs (3 fireballs per hp) 3x4=12
Wart = 30 fireballs (5 fireballs per hp) 5x6=30
Mouser = 20 fireballs (5 fireballs per hp) 5x4=20
SMB3 Bowser = 200 fireballs (10 fireballs per hp) 10x20=200
Lemmy Koopa = 15 fireballs (5 fireballs per hp) 5x3=15
Boom Boom = 9 fireballs (3 fireballs per hp) 3x3=9
Ludwig = 15 fireballs (5 fireballs per hp) 5x3=15

In addition, any projectile will act like a fireball to Boom Boom, including carry-able enemies.
I don't know if this will work with Birdo if it is set to nofireball=0, I think it probablly won't. :P
The Metroid glass is immune to fireballs, but the sound effect will play when hit by a fireball.
The same goes for Mother Brain so I don't know if the whole txt idea will make it vulnerable.
*Larry Koopa

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Re: Interesting things in SMBX

Postby Julia Pseudo » Tue Oct 20, 2015 2:39 am

When you say Rosalina, MECHDRAGON, do you mean Peach?

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Re: Interesting things in SMBX

Postby MECHDRAGON777 » Tue Oct 20, 2015 8:07 am

Pseudo-dino wrote:When you say Rosalina, MECHDRAGON, do you mean Peach?
Yeah, habit of my changed copy of SMBX.

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Re: Interesting things in SMBX

Postby FanofSMBX » Tue Oct 20, 2015 10:47 am

The glass used to take 15 fireballs. But then it was changed.

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Re: Interesting things in SMBX

Postby HeroLinik » Sat Oct 31, 2015 7:34 am

Here's something I discovered yesterday.
If you set a coin to friendly, then hit a P-switch, the coin will still turn into a block. But when the P-switch duration expires, you can collect the coin as if it wasn't friendly. I can see a few gimmicks being made out of this.


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