Name: | New Super Mario Bros - Spin Block |
Author: | JamesD28 |
Added: | |
Tool: | PIXI |
Type: | Standard |
Dynamic: | Yes |
Disassembly: | No |
Includes GFX: | Yes |
Description: | This is a Super Mario World themed recreation of the Spin Block from New Super Mario Bros, typically seen in "Athletic" levels. When Mario stands on the platform, it will rev up and start spinning Mario. Pressing B will make him jump off the platform normally, but pressing A will launch him into the sky with a spin-float ability. You can then let Mario slowly float back down, or make him dive down fast by pressing down. When diving, Mario can break through turnblocks. Requires DSX (already applied by default if you're using SA-1). |
Tags: | dsx dynamic dynamic sprites lorom new super mario bros nsmb sa-1 spin |
Comments: | 11 (jump to comments) |
Rating: |
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11.14 KiB | 855 downloads
Comments (11)
Is there any way to set it up?
- Diving through turnblocks isn't 100% reliable
- Collision with certain enemies while spin-floating inconsistent; some sprites like Rex and Flying Koopas works as expected, but you will get hurt if you try to bop a grounded/shelless Koopa. Bopping a Chuck does not hurt you but you don't get any recoil.
- Bopping an enemy while diving sends you REALLY high.
Would be nice to see a 4-frame animated version or some of the redundant parts of the sheet cleaned up since it uses an entire GFX slot for itself too.
I figured out the issue. It's a problem with BSNES v115, not this sprite.
#$0F handles the palette - #$0E is to use sprite palette 7, and the +1 makes the tiles use SP3/SP4. To use sprite palette 6 you would replace #$0F with #$0D, for palette 5 you'd use #$0B, and so on.
They are indeed significantly bigger - the original NSMB ones are 23x20 which isn't something I felt like handling interaction for
but hey, we got spinny boi
WHEE-HEE-HEE!