Smw Game Genie Codes

Smw Game Genie Codes Average ratng: 3,6/5 206 votes
  • You fine folks left me so many great Super Mario Game Genie codes, I thought it was a shame they were buried in the comments of my old video. Join me while I check out 26 of your comments in a.
  • Game Genie Codes by ABlake Version: 1.2 Updated: 07/10/99. Second level is dungeon, 3rd is spade, dungeon is hammer brother without hammer brother. PYPUPO-Fantastic code! Level 1 is some strange dungeon with music from the level 7 map! The fortress is a stable warped map which will not freeze.
  • The following are known Game Genie Codes for Super Mario Bros. 3 on Nintendo Entertainment System (NES). Infinite lives for Mario and Luigi. 1 life for Mario and Luigi after using a continue. 9 lives for Mario and Luigi after using a continue.
  • Fly to a bonus stage and finish the level after you fall from the bonus stage: 00A70649 OGITH. Unlimited jumps: 3E2C-AF6F You will be able to jump anywhere, even when you are fall.
  • Permanent Flying Ability. With these two codes, you can fly through almost any level on Super Mario World. As soon as you jump and press the A button, you are able to fly. Press the X and A buttons together to fly faster. If Mario's head bumps up against a ceiling, he will temporarily lose his ability.
Posted by2 years ago
Archived

Genesis Game Genie Codes Some games' pages contain scans. They were all acquired from a variety of old gaming magazines that published official Galoob updates, as well as user-made codes. This is the Game Genie Super NES Code Booklet 'E2C' which appears to comprise Volume 1, Numbers 2 and 4. It contains codes for the following games: The 7th Saga. Alien vs Predator. Batman Returns. Battletoads in Battlemaniacs. Best of the Best.

I have a Game Genie (G.G.) with a pink label (NOT red) - there are dashes on the code screen before I start entering any codes (I believe it's a version 1? from the research I've done?). My SNES says it's SNS-001 model on the bottom. I'm having a couple problems:

The first is any of my flat-front cartridges which look like this:

won't fit inside the G.G. There's a tab which blocks them from being inserted:

All of my carts with the indented front which look like this:

fit fine because the tab fits into that indent on the front and lets them be inserted just fine. Even the red-label (I assume G.G. version 2) I see photos of on eBay also seem to still have that tab. Can the G.G. not be used on these older style of SNES cartridges at all?

My second problem is I've tried a bunch of games so far and only had 2 codes work (think I'm on code 30 or 35 I've tried on common games like Donkey Kong Country, Super Castlevania IV, Earthworm Jim 2, Super Mario World, etc.)..am I doing something wrong? Or is it because I really need a version 2 Game Genie to work with my SNES?

My procedure is to insert the game into the Game Genie, and insert both of those into the SNES. The switch is on the 'on' position so the green LED shows. I enter the G.G. code, start the game, and usually load a save game or enter the password/code to continue my normal game. I've also tried starting new games. I've also tried entering the G.G. code with the switch off (LED off), then wait until I'm after the game's load screen, then switch the switch on (read this needed to be done with Super Castlevania IV?).

Last, what the heck are 'master codes' I keep seeing them being mentioned (and being mentioned that all other codes won't work without them) but have only seen like 1 single master code (for a game I honestly forget the name of), and can't find any of these elusive codes anywhere.. Urban myth?

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Super Mario World

Also known as: Super Mario Bros. 4: Super Mario World (JP)
Developer: Nintendo
Publisher: Nintendo
Platform: SNES
Released in JP: November 21, 1990
Released in US: August 13, 1991
Released in EU: April 11, 1992

This game has unused areas.
This game has unused code.
This game has unused enemies.
This game has unused objects.
This game has unused graphics.
This game has unused items.
This game has unused sounds.
This game has debugging material.
This game has regional differences.

This game has a notes page
This game has a prerelease article

Super Mario World is the first Mario game on the Super NES, rushed and hacked together in time for release.

Despite that, it's considered a high point of the franchise, partly due to the ridiculous amount of non-linearity and secrets within the levels. Also, Yoshi.

To do:
Document the discoveries posted here.
  • 3Unused Level Modes
  • 4Unused Graphics and Objects
    • 4.1Sprite-Based Objects
    • 4.3Foreground Objects
    • 4.4Overworld Sprites
  • 5Other Unused Graphics
    • 5.15Older Title Screen Graphics
  • 6Oddities
  • 7Developer's Tools
  • 8Used but Hidden Content

Sub-Pages

Unused Levels
Early levels that still linger in the ROM.
Version Differences
Those dolphins had it coming.

Unused Sound

There is an unused sound in the ROM. It was reused in the next game for Expansion Blocks..well, expanding.

Sorry, your browser either has JavaScript disabled or does not have any supported player.
You can download the clip or download a player to play the clip in your browser.

Unused Level Modes

Layer 1 horizontal into Layer 2 vertical

The brothers karamazov pdf download. Sprite ID: EC

When this object is put into a level, the level will start out with a horizontal Layer 1 section, then transition into a vertical Layer 2 section. It only functions in levels with the layout mode set to 05 or 06.

Translucent Levels

Level modes: 1E and 1F
The game contains two translucent level modes: one for horizontal layer 1/background levels (1E), and one for horizontal layer 1/layer 2 levels (1F). Both modes are fully functional. Their position at the end of the mode list suggests they were 'hacked in' somewhat later in development.

Early screenshots showed a flooded grassy area using mode 1F, with water on one layer and ground on the other. It may have been abandoned due to the obvious lack of a background layer when using this mode, and may have prompted the later addition of a non-transparent layer 3 water mode.

Unused Background and Sprite Graphics Indexes

Object graphics indexes: A, E
Graphics-wise, index A (Switch Palace 2) is identical to index 4 (Switch Palace 1), except it uses tileset 3, which is normally used by underground levels and castles. As a result, all tileset-specific objects are scrambled, making the index mostly unusable.

Index E (Underground 3) is identical to indexes 3 and 9 (Underground 1 and 2), except it uses a forest/mountain background GFX bank. This would have allowed for above-ground rocky levels, similar to those of World 6 in the New Super Mario Bros. series.

Sprite graphics index: F
Index F is identical to most of the other sprite indexes, save for the SP4 GFX bank (14), which only appears in one other index (B, Switch Palace). GFX bank 14 contains the pipe, block, Bullet Bill cannon, and Yoshi Coin graphics seen in every background tileset, none of which are used by any sprite in the game. It's possible that a set of sprite graphics existed in this bank at one point during development.

Vertical Dark BG Level

Level mode: 0D
Same as 0C (horizontal dark BG level), but uses a vertical layout.

Duplicate Horizontal Layer 2 Level

Level mode: 0F
Duplicate of level mode 01.

Unused Graphics and Objects

A gigantic number of unused graphics and objects can be found hidden in the ROM. Even more stuff from earlier builds of Super Mario World can be found in the SNES Test Program and SNES Burn-In Test Cart.

Sprite-Based Objects

Classic Piranha Plant


Sprite ID:1A

A classic Piranha Plant. If you've ever played a Mario game, you should know how this works. Its vine tile has been replaced in memory with one of the frames of Cheep Cheep flopping around on land, using the red palette instead of their normal yellow palette. Note that the upside-down variation of this is used in Vanilla Dome 3, but its stem has been made tileset-specific to the Cave object tileset, and since both Piranha Plants share their stem tilemaps, this explains why the stem of this has been moved.

An unused, yellow upward facing Piranha Plant variant was shown in a prerelease screenshot however.

There is in fact code in the game to make the stem use the same tiles as the upside-down variation, but due to a bug, it doesn't work properly. There is an Asar patch to correct this problem.

Floating Platform


Sprite ID:5E

This platform will move to the right constantly once Mario lands on it. If Sprite Buoyancy is enabled in the current level, this object will act like the smaller floating platforms found in levels such as Yoshi's Island 4.

Flying Coin


Sprite ID:7E

A red coin that continuously moves to the right like a P-Balloon. Collecting it will give the player five coins. Red coins would not make their official debut until Super Mario World 2: Yoshi's Island, five years later.

Flying Mushroom


Sprite ID:7F

Similar to the above object, this floating 'gold' (it actually uses the tan palette of the Monty Moles) mushroom gives the player an extra life.

Flying Cage


Sprite ID:88

This graphically-glitched flying cage can be put into the game. Mario is automatically placed inside the cage when the level starts, and if used in conjunction with an autoscroll object will make the cage move across the level on a set path.

Interestingly, the tile numbers and proportions used to draw the wings match up with sprite graphics found in the SNES Test Program (at least for the larger tile), making this an old leftover.

Unused Chargin' Chuck

Sprite ID:96

A duplicate of the normal Chargin' Chuck, used nowhere in the game.

Swooper Spawner


Sprite ID:E4

This object will spawn a bunch of Swoopers at whatever Y position it's placed, acting much like the Boo spawner found in Ghost Houses. These Swoopers cannot be defeated and will hurt Mario if he tries jumping on them. Note that one of their two flying frames has glitched graphics, hinting that Swoopers had a tilemap change at some point in development, and the fact that jumping on them deals damage hints that they may have once been something completely different.

It should be noted that the Swoopers spawned by this object have a completely different palette than the ones used in-game; a blue and red palette is used instead of the green and orange one used by the normal Swooper objects. Curiously, later games would use the alternate coloration for Swooper, meaning that this may have been the intended palette after all.

Dummy Floating Platforms

Sprite IDs: 56, 58

These platforms are like the checkerboard platforms, but their sizes are 3 × 2 pixels.

Eerie Generator

Sprite ID: CB

Like the other spawners, this one spawns Eeries. You probably already guessed that.

Layer 2 Fall

Sprite ID: ED

A sprite that causes Layer 2 to fall. It also disables horizontal scrolling. Intended for use in Vertical Layer 2 Level with Layer 2 interaction (Level Mode 08).

Foreground Objects

Blue Coin


FG Object ID:16

This acts just like a normal coin, but it's all..blue.

Hitting a P-Switch will turn these blue coins into magenta blocks. They can still be collected like coins, since the code that makes regular coins solid does not apply to this particular object.

Global Rope


FG Object ID:17

A horizontal rope platform resembling those found in the mountain tileset, only this one isn't tileset specific. This shares its object ID with the 16x16 cloud platform.

Small Door


FG Object ID:10 (Extended object)

Half-sized doors that can only be entered by Small Mario. Both normal and P-Switch versions are coded in the game.

Question Mark Block with Shell


FG Object ID:37, 38 (Extended object)

Question Mark Blocks that contain Koopa shells are fully coded in the game! Well, not just a Koopa shell. The actual Koopa is still inside, and it will get back up if you wait too long. Unlike a normal shell, fireballs have no effect on it. This is because items from blocks or the reserve box are immune to fireballs in order to prevent the player from frying them.

Empty Turn Block

FG Object ID:2E (Extended object)

Acts like a Turn Block with an item inside, but doesn't actually contain anything.

Bounce Block


FG Object ID:39 (Feather - Extended object)
Block with 'Nothing' not defined as an object but is in Map16 at 12B

These blocks aren't activated by Koopa shells or jumping, but by running into them from the side. They are finished, but the object part of this block uses the wrong graphics (hinting that something else other than the P-Switch and Springboard was here). This graphical error can be fixed by changing the two 0x03 bytes at PC address $0729A to 0x00. Two versions of this block are coded: one with nothing in it, and one with a Cape Feather, the latter turning into the former when hit. Similar blocks appeared in Super Mario Bros. 3.

Seaweed


FG Object ID:81 (Extended object)

An object-ified version of the seaweed commonly seen in underwater backgrounds. This is only found in the Ghost House tileset, and was likely intended to appear in the Sunken Ghost Ship.

Grass


FG Object ID:3F X5 where X is the object length (Plains tileset only)

In the tileset-specific object set, Bushes 4 and 5 are considered unused, although Bush 5 is finished and works fine. The graphics for it are also finished, available in the forest tileset.

Conveyor Ropes


FG Object ID:36 X_ (Flat), 37 SS (Diagonal) (Mountain tileset only)

These are completely functional conveyor belts using special animated rope tiles. They can go either left or right, and the diagonal ones can face either direction, giving a total of six different unused ropes.

Note Block (All Sides)

FG Object ID:27 (Extended object)

A Note Block that will bounce Mario away from all sides, not just the top, similar to the pink Note Blocks in Super Mario Bros. 3.

Log Objects


FG Object ID:3E (Horizontal), 3F (Vertical) (Mountain tileset only)

These logs are bright yellow, and can be both horizontal and vertical.

Side Cloud Fringes

FG Object ID:3E (Plains tileset only)

All Game Genie Codes

Side cloud fringes. Used nowhere in original game.

Top Cloud Fringe on white

FG Object ID:3D X1 (Plains tileset only)

Cloud fringe inside the white tile.

Cloud Fringe edges

FG Object ID:68-6F (Extended object)

Super Mario World Game Genie Codes

Cloud Fringe edge tiles.

Overworld Sprites

Lakitu

This Lakitu will follow Mario around on the main overworld map, but he won't appear on any submaps (e.g., Vanilla Dome). Lakitu can be activated by hex editing a save state and changing address 19FB from 00 to 01.

This was most probably meant to appear on levels with Lakitus in them, but it was never coded to do such. Besides that, the only Lakitus in the game appear in submaps.

Blue Jay

This odd-looking bird also follows Mario around on the overworld map, but it will also appear on submaps (except Vanilla Dome). Like the Lakitu, it can be activated by changing address 19FC in a savestate to 02.

It has been suggested that the bird was used around levels that contained the flying cage, since the mysterious winged objects holding up the cage use a blue palette.

Piranha Plant

The Classic Piranha Plant really got shafted in this game. This is a sprite meant to go on the overworld as decoration, but it's never used.

Koopaling

Three Koopalings are actually present on the overworld map, but are never visible; the path tiles that were originally supposed to make them appear were changed into oddball corner tiles and used in the Star World. Unlike the rest of the overworld sprites, these actually had a purpose – they were to drag you into levels, much like the hands in World 8 of Super Mario Bros. 3.

The positions of the sprites (visible in Lunar Magic's overworld editor) suggest a vastly different overworld layout at the time of their 'removal' than what was seen in the final.

Other Unused Graphics

To do:
  • There's a couple unused graphics for Mario, including an unused Cape sprite and a variant of one of Cape Mario's flying frames without the cape (Source: https://www.spriters-resource.com/snes/smarioworld/sheet/53664/)
  • Some graphics are incorrectly displayed, such as Wendy's bow

Hills Background Star


An animated star tile found in the hilly and Ghost House background tilesets. It's not used in either. In the final game, a different tileset is used for starry nights.

Early Yoshi Berry

This rounder, shinier, non-animated version of the Yoshi berry is loaded into VRAM at the beginning of each level, but is immediately overwritten with the animated version, which looks much different. In fact, three different versions of the berry graphic exist in the ROM, as shown below:

  • Early berry

  • Sprite berry

  • Final berry

  • Final berry, animated

Small Musical Note


A small musical note sprite, that bears a resemblance to the one on Note Blocks. In later games such as Super Mario 3D Land, notes like these pop out of Note Blocks when you jump on them, so maybe the same was planned for this game.

Fire-Spitting Dino Rhino

Dino Rhino was supposed to have an actual attack! These frames and a vertical version of Yoshi's fireball appear in the Dino Rhino tileset. In the actual game, Dino Rhino just walks back and forth; only the smaller Dino Torch actually attacks.

Interestingly, one of the transformed kings in the Super Mario All-Stars version of Super Mario Bros. 3 uses a scaled-down, differently-colored variant of the horizontal frame with a crown tacked on top.

Chain Chomp Chain?


In the graphics set for the forest enemies like Wiggler and Lakitu, is this small circular object. While there isn't any way to completely verify this, it does seem to resemble a chain that would be used for a Chain Chomp enemy. Given that the Chain Chomp was originally intended to make an appearance, and that there is an unusually large amount of placeholder tiles in the forest enemy graphics, it is entirely possible that the Chain Chomp was dummied out late in development, and this single tile was forgotten.

Yoshi

Several unused Yoshi parts intended for the ending.

Yoshi Dust

This dust is supposed to appear when Mario hops on Yoshi, but it's unused in the final game. Game Genie code 8B68-AFDC will enable this feature.

Iggy's Hair

In the game, Iggy and Larry both have the same hairstyle.

However, in Super Mario Bros. 3, Iggy had a significantly different hairstyle. Graphics for this hairstyle do exist in Super Mario World, but are unused:

If used, it would look like this:

This seems to have been a mere oversight, as Iggy has his proper hair style during the ending. The tilemaps used during the ending are separate from the in-game ones, hence the discrepancies.

Morton and Roy's Attack

It seems that Morton and Roy were intended to have a secondary attack! This makes sense, since both of them have the same appropriate frames as Ludwig, who has a fireball attack.

Early Koopa Clown Car Teardrop


A tile version of the teardrop that appears when damaging the Koopa Clown Car. In the final game, it is a sprite that animates slightly and uses a blue palette, so this static tile version ends up unused.

Placeholder Block Graphics

Before
After

These placeholder graphics for the on/off and spinning blocks are loaded before the animated versions are.'ブロック転送' means 'Block transfer'.

Early Brick Graphics

Early
Final

An earlier version of the bricks seen in the boss fights. Compared to the final version, the early one is poorly shaded.

Flying Birds

The birds found atop Yoshi's House have two unused flying frames. While these were left unused in the original game, the tiles found a purpose in the Game Boy Advance remake during the 96 exits cutscene, and as part of the reward for completing the coin-collecting challenge in Donut Plains 1.

5-Up

Graphics for a 5-Up bonus, which can only be seen via a glitch.

Older Title Screen Graphics

Super Mario Bros. 4

Best privacy eraser. These graphics appeared in an early version of the U.S. title screen, and are still present in the ROM. Strangely enough, they are not present in the Japanese ROM, even though the official Japanese label art did have the subtitle of 'SUPER MARIO BROS. 4'.

  • Japanese title screen

  • Prototype U.S. title screen (earlier)

  • Prototype U.S. title screen (later)

  • Final U.S. title screen

AND

Just the word 'AND'. This could have been meant to appear in the copyright line, e.g. '© 1990 AND 1991 Nintendo', though it doesn't fit well with the existing copyright font.

Oddities

Older Level Layout Leftovers


A Buzzy Beetle can be found at the very end of Donut Plains 2, stuck inside a wall. Because the screen slowly autoscrolls at that point, it can never be seen, and even if it could be seen, it would just fall through the floor.

Extra Warp Data


There's a pipe in Vanilla Secret 1 that leads to a secret exit. In the screen right above that one, there's warp data that takes the player to the same exit. This was done to fix a bug with the secret exit pipe: if Mario enters the pipe while riding Yoshi, he'll be just high enough (by a single pixel!) to be on the next screen up. Instead of just, say, moving the pipe down a block, they instead duplicated the warp pipe data.

Unused Red Switch Palace

Another instance of the Red Switch Palace map tile is coded into the Valley of Bowser. There's no way to reach or activate it without hacking the game. Trying to enter this level leads to Level 112, which points to the Test Level. The actual level ID of the Red Switch Palace is 11B.

Interestingly, Valley of Bowser 3 has its Enable path on secret exit value set to Left, whereas all other single-exit levels have it set to Up, implying that there was a path there at some point. Nintendo probably figured the player would have little need for red Switch Blocks by this point and (wisely) decided to make the Palace accessible from Vanilla Dome 2.

Boss Door

The door on the left is how the boss door appears in the game. The door on the right represents how the different 8×8 tiles stored in VRAM comprise the boss door. Each color is a different 8×8 tile.

Interestingly, the graphics for the orange, purple, and green tiles are identical, but are stored as separate tiles. This suggests that the door once had a much different appearance, and the purple and green tiles were originally used for something else, like doorknobs or hinges.

Overworld Paths

There are some blank tiles in the overworld graphics banks, which are drawn over the pathways Mario takes. These tiles were once used by the developers to indicate where the unrevealed pathways are.

This feature can be enabled with this patch:

Download Super Mario World (Layer 2 IPS patch)

Reserve Starman

In-game colors
Corrected colors

At one point, it was possible to have a Starman in the reserve item box (though exactly how it would get there is a mystery). There is even a routine that specifically checks for the Starman item ID (03) and cycles the colors appropriately, though it appears to use incorrect palette values (00 02 04 02). Shifting each value left by one bit (00 04 08 04) fixes this.

Pro Action Replay code 7E0DC203 will force a Starman to appear in your reserve item box.

Goal Post Bottom

Though never seen in-game, Goal Posts have a bottom tile. It's likely that they were intended to float above the ground at one point, much like the similarly-styled midway points do in the final game. Unfortunately, the rounded part of the bottom tile was overwritten with large bush graphics at some point in development, causing the glitched appearance seen above.

Unused Bonuses

Normally, the bonus table caps at 1-Up after stomping eight enemies in a row. However, due to a programming oversight, this does not apply to Wigglers! Starting from the tenth stomp, you'll receive a 2-Up, a 3-Up, and then the following unused bonuses:

  • 5-Up
  • 5 coins
  • 10 coins
  • 15 coins
  • 20 coins
  • 25 coins

After 25 coins, each successive stomp will overflow the bonus table and give a glitched bonus, which is often worth a very large number of points and coins. None of the unused bonuses appear correctly; the 5-Up pulls its attributes from the code following the bonus sprite attribute table, while the coin bonus graphics simply don't exist (though they can be seen in the SNES Test Program).

Though none of the game's levels feature more than two or three Wigglers in a row (due to their processing overhead and large sprite count), it is possible to revert them to their calm state by scrolling them off and back onscreen while floating with the cape, at which point they can be stomped on again to increase the bonus count. The easiest place to do this in the game is in Forest of Illusion 1, on the log platforms above the keyhole.

Developer's Tools

Free Movement/Instant Flight Mode

The Game Genie code DDA6-DF07 enables a free movement/instant flight mode. Hold L and press A once, and you'll be able to fly (provided you have a cape) as soon as you start running. Hold L and press A again, and you will be able to move Mario anywhere in the stage. Hold Y to speed up Mario's movement, or press L and A again to return to normal gameplay. This was removed in the European version.

Boss Defeated Scene Select

The Game Genie code 7DBD-04AF will give you special controls during 'boss defeated' scenes. After the scene has ended, press L + R to repeat the scene or Up + L + R to view the 'boss defeated' scene from the next world.

Additionally, if you go past the seventh and final 'defeated Koopaling' scene, you can view the credits.

Power-Up Select

The Game Genie code EDA5-0F6F enables a power-up select not unlike Super Mario Bros. 3. Hold Up and press Select to switch between Small, Big, Cape, and Fire Mario. This was removed in the European version.

Yoshi Select

The Game Genie code ED60-642D will let you choose what Yoshi you want on the map screen. Press Select to cycle through the different Yoshi colors (None, Yellow, Blue, Red, Green).

Instant Level Completion

The Game Genie codes DDC1-64DD DDC5-6DAD allow you to instantly complete any level, even ones you have not already beaten. Press Start then Select to complete the level via the 'normal' route, or hold A or B while pressing Select to complete the level via the secret goal, if the level has one.

Star World from Yoshi's House

The Game Genie code EDB7-0FBD allows you to reach Star World from Yoshi's House. Press Select while on Yoshi's House to be transported to Star World 1.

Overworld Free Movement

The Game Genie codes 0ABB-6D9D CEBB-6DBD B4BB-6D2D allow you to walk on not-yet-revealed paths and enter not-yet-revealed levels. However, you cannot pass through locked doors.

Used but Hidden Content

Invisible 1-Up Triggers

Super Mario World has a little-known category of secrets, where having Mario touch four invisible and silent trigger points in a level in the correct order will cause a 1-Up to spawn.

Smw Game Genie Codes Sega Genesis

The only way to discover these in-game is to stumble across them by chance (some are much more obscure than others), but Lunar Magic's level editor will show their locations on maps that include them.

These hidden 1ups are from Extended object of 19-1C.

There are at least 14 of these accessible in the game:

  1. Map 006 (Donut Plains 4)
  2. Map 010 (Cookie Mountain)
  3. Map 015 (Donut Plains 1)
  4. Map 01A (#6 Wendy's Castle)
  5. Map 0E0 (Vanilla Fortress)
  6. Map 0E7 (#2 Morton's Castle)
  7. Map 102 (Yoshi's Island 4)
  8. Map 107 (Vanilla Ghost House)
  9. Map 110 (#7 Larry's Castle)
  10. Map 119 (Vanilla Dome 4)
  11. Map 123 (Forest of Illusion 3)
  12. Map 12A (Gnarly)
  13. Map 1E3 (Valley of Bowser 2)
  14. Map address 0x36BFB (Chocolate Island 2)

(There are also two sets of triggers in each copy of the 'TEST' map found throughout the ROM.)

To do:
  • Find some way of searching the ROM for these objects, to make sure there aren't others that were overlooked when browsing maps visually in Lunar Magic
  • Document them with screenshots/video?

Big Boo Peek Frame

It's relatively well known that if you stare down a Boo Buddy for approximately eight (real-time) seconds, it'll briefly make a face at you. (These frames are also used for other Boo-related enemies, like Circling Boo Buddies.)

However, less widely known is that Big Boos also have this behavior, but they require you to wait for approximately sixteen seconds before they'll react (by peeking out from behind their hands). This frame does not appear to be used anywhere else in the game.


(Source: Supper Mario Broth)
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Web GamesMario Tennis: Power Tour - Bicep Pump
Other
Arcade GamesDonkey Kong • Donkey Kong Jr. • Mario Bros. • Donkey Kong, Donkey Kong Jr., Mario Bros.
Computer GamesDonkey Kong (Atari 8-bit family) • Mario is Missing! (DOS) • Mario Teaches Typing (DOS) • Mario's Early Years (DOS) • Mario's Game Gallery (Mac OS Classic)
Console GamesDonkey Kong (NES) • Donkey Kong Jr. (NES) • Mario Bros. (NES) • Wrecking Crew • Dr. Mario (NES) (Prototypes) • Mario Paint (Prototype) • Mario & Wario • Tetris & Dr. Mario • Undake 30: Same Game Mario Version • Mario's Super Picross • Wrecking Crew '98 • Mario is Missing! (NES, SNES) • Mario's Time Machine (SNES) • Mario's Early Years: Fun With Letters • Yoshi's Safari • Hotel Mario • Super Mario's Wacky Worlds • Mario no Photopi • Mario Artist Paint Studio • Mario Artist Talent Studio • Mario Artist Communication Kit • Dr. Mario 64 • Luigi's Mansion • Dance Dance Revolution Mario Mix • Fortune Street • Captain Toad: Treasure Tracker (Wii U, Switch) • Dr. Luigi • Mario + Rabbids Kingdom Battle
Handheld GamesDr. Mario • Donkey Kong • Mario's Picross • Picross 2 • Jaguar Mishin Sashi Senyou Soft: Mario Family • Mario Pinball Land • Mario vs. Donkey Kong (Demo) • Mario vs. Donkey Kong 2: March of the Minis (Demo) • Mario vs. Donkey Kong: Minis March Again! • Super Princess Peach • Dr. Mario & Puzzle League • Mario Bros. Classic • Luigi's Mansion (Nintendo 3DS) • Luigi's Mansion: Dark Moon • Photos with Mario • Dr. Mario World
Web GamesDr. Mario: Vitamin Toss
See also
Yoshi • Donkey Kong • Wario
The Yoshi series
NESYoshi • Yoshi's Cookie
SNESYoshi's Cookie (Prototype) • Yoshi no Cookie: Kuruppon Oven de Cookie
Super Mario World • Super Mario World 2: Yoshi's Island • Tetris Attack • Yoshi's Safari
Game Boy (Color)Yoshi • Yoshi's Cookie • Tetris Attack
Nintendo 64Yoshi's Story
Game Boy AdvanceSuper Mario World: Super Mario Advance 2 • Yoshi's Island: Super Mario Advance 3 • Yoshi Topsy-Turvy • Yoshi Sample
Nintendo DSYoshi's Island DS (Demo) • Touch & Go
Nintendo 3DSYoshi's New Island • Poochy & Yoshi's Woolly World
Wii UYoshi's Woolly World
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