The spinning blocks also act as solid ones, neither spinning when hit from below or breaking when hit from above (although the spinning tiles do exist in the ROM, they do not appear in game). The few blocks that contain powerups have obvious black outlines around them, so players can tell which blocks contain items and which don't. Most of the '?' blocks contain nothing, and apart from in minigames, coins cannot be obtained from them. The blocks act considerably differently to any other Mario game. Also due to the sprite palette amount, certain enemies sport some odd and different palettes examples including Red Paratroopas appearing to have green shells, Urchins appear as a mix of green and yellow with red spikes and Bowser appears pink and yellow as he shares his palette with the Princess. There are also slight palette issues similar to that of other Hummer Team games Hummer Team generally colored specific tiles instead of using the traditional overlapping method many Famicom games used. The game has fewer and lower-quality music tracks. Some graphics such as the bridge tiles in Morton Koopa Jr's and Roy Koopa's room and the lava were reused and edited from Kart Fighter. The music and graphics are mostly from the SNES version, redrawn and downgraded to 8-bit. In an attempt to avoid this problem, the Banzai Bills were replaced with three horizontal Podoboos to decrease the sprite amount. The game can glitch up and either crash or reset if there's too many sprites on the screen. Yoshi is the same as in the SNES version, being able to eat enemies and spit them out, and the cape powerup allows Mario to fly by running until his arms spread out, jumping, then pressing left-right in an alternating rhythm, just like in the original. The spin jump is still intact and can be done by pressing Up and A, since there are only two 'action' buttons on the NES gamepad. There's also the addition of performing a short hop by holding Down and pressing A. In addition, slope physics are reversed, in that Mario picks up speed while going up a slope but it is dramatically slower to run downwards. This is a common trait across many of Hummer Team's platform games.
The physics for Mario are similar to those of Somari in that if he jumps from full speed he will suddenly slow down to a walking pace, which makes him somewhat awkward to control. The gameplay mechanics are similar to the SNES version. Both brothers start with 15 lives, and can earn more by visiting Yoshi houses or finding 1-up Mushrooms in courses. Strangely, Luigi always begins at the first level no matter where Mario starts. Many of the more subtle details were also ported successfully, such as the more powerful spin jump and throwing items upwards.Ģ player mode is also present, with player 2 controlling Luigi on the same controller as player 1. It’s 25 blocks across and 19 blocks high.The SNES-to-Famicom conversion manages to retain many elements of the original, including the fire and cape powerups, the map screen, and even Yoshi. SMBX sections start at the standard minimum size, which fits the window perfectly. First, go to the section you’ll be making into a clone. That’s a vague statement if ever there was one, so here’s a demonstration.
This is a tremendous pain in the butt for any sections bigger than one screen. That means the top, left, right, and bottom edges of the clone section are exactly the same as the original.
Set the level boundaries of the clone section to match those of the original exactly. So what’s to be done? There are two ways to fix this nonsense. You’ll just end up with twice as many blocks because SMBX doesn’t delete what’s already there before placing the new stuff over it. And no, trying to clone over the mistake won’t help. You’ll either have to manually raise all the blocks to their proper height (and NPCs, background items, pretty much everything you placed) or raze the whole thing and try again. This doesn’t always happen when you clone a section, but when it does, it’s a pain to fix. As you can see, even with auto-align checked, SMBX is trying to place blocks about a quarter of a tile too high.