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Posts by mariofanbusterfourty
mariofanbusterfourty's Profile - Posts by mariofanbusterfourty
Pages: « 1 2 3 416 17 »
I've patched the SMW ips file to the original SMW...Then, it says bad checksum. Why the heck does that happen?
6986
Originally posted by Fourpify
@mariofanbusterfourty - Welcome!, I See your new to SMWCentral. but anyway, thats a usual thing that happen's. if it says a Fail Chksum then it just means something's been changed to the Rom and doesn't do anything at all.


Um...Yeah, but I patched it so what is the matter? I used Lunar IPS. And my other IPS doesn't patch on my SMW.
6986
Originally posted by mockingod
If it says "Chksum: Fail" that just means the ROM was modified. If it was a clean ROM, then I dont think it would say that. It wont do anything bad to your ROM hack, so dont worry about it too much.

That means MKM2 fails me...Well, better get scavenging for other hacks.
6986
Originally posted by NeverHappy
Hello! I'm new here.

I recently downloaded ZSNES and a sweet Super Mario World ROM. Keep in mind I have Vista. I tried to run ZSNES and it lagged my computer to hell. Everything went so slow that it froze for about 30 seconds, then unfroze for a split second, and froze again and repeated. I had to reboot to get out of that hellish state. I would appreciate any help you could bless upon me. Thanks in advance :)

~NeverHappy

I have the same problem, too. But my computer lags every second, non-stop. My computer has 32.6 GB of memory out of 128 GB.

1. SNES9x doesn't work anymore. It crashes now. Before, it works.

2. ZSNES runs on XP only. I guess.

3. Lunar Magic works fine with me.

So, one question, HOW THE HECK AND WHY DOES THIS HAPPEN?
SNES9x crashes.

ZSNES crashes on me. These are my computer specs:

Manufacturer: Hewlett-Packrd
Model: HP Pavilion dv6700 Notebook PC
Processor: Intel (R) Core(TM)2 Duo CPU T7250 @2.00GHz
Memory (RAM): 2.00 GB
System Type: 32-bit Operating System
Operating System: Vista Home Premium

How does this work?
How does it occur?</s>

EDIT: SNES9x won't work with the FMOD OPenGL and ect. sound system and it crashes. I had to re-download it fix it...
6986
Originally posted by Ultimaximus
Does the actual program crash, or just the game?

The program. I just opened it and absolutely and directly crashed. :(
6986
Originally posted by erpster2
Originally posted by mariofanbusterfourty
SNES9x crashes.

ZSNES crashes on me. These are my computer specs:

Manufacturer: Hewlett-Packrd
Model: HP Pavilion dv6700 Notebook PC
Processor: Intel (R) Core(TM)2 Duo CPU T7250 @2.00GHz
Memory (RAM): 2.00 GB
System Type: 32-bit Operating System
Operating System: Vista Home Premium

How does this work?
How does it occur?


no wonder, mariofanbusterfourty. you're using Vista. ZSNES sometimes has trouble running properly under Windows Vista/Windows 7 and crashes.

Read this ZSNES forum topic:
http://board.zsnes.com/phpBB2/viewtopic.php?t=13285
apparently, someone there made a "patch" for Zsnes 1.51 to work under Vista/Win7.

normal ZSNES v1.51 is not yet fully compatible with Vista/Win7


Sorry, but theproblem has changed. It now lags like 400000% on Vista. I have to restart to get out of the horrendous state.
6986
Originally posted by hypershadic
Hey I was wondering if I made a level that appears to only be
beatable by preforming a glitch but there is a way to do it without glitches, would that be acceptable?
For instance if I put yoshi in a cage of cement blocks and two browns, and also inside is a purple p-switch. the player's first thought is that he/she has to do the glitch to be able to get yoshi but there is another hidden p-switch elsewhere. The glitch in question is the one with spinjumping with
a block under and above you, one thing I'd like to mention is if you
do the glitch you get yoshi faster than the normal way. Since it's
not required to beat the level does it make a difference?
Sorry for the wall of text but I've always been into hacking SMW
and up until recently haven't thought much about doing it for real rather for the fun of it, thanks for reading.

Using glitches to beat hacks are not allowed here!!!
6986
Originally posted by 2technogeeks
That may just be your computer.

There is something wrong happening to my computer lately.
6986
Originally posted by lolcats439
There should be a dropdown box on the bottom that says 8x. Change it to 16x.

Also, to change it into English, rename the file yychr.ENG to yychr.ENU. YY-CHR should then be in English.

For me, it wo't seem to work. I'm using the 0.99 Version.
6986
I'm making myself a hack and trying to think of level names.

The plot is about an apocalypse that will take over the MK. But I can't think of any level names.

I will have 4 worlds in the first demo. Each world has the same amount of levels as the original Super Mario World.


Done! Close this, please?
6986
Here are a few ideas:

Wind Waker?:
Yes, a windwaker frm LoZ: TWW. Playing notes by pressing it either hitting a block or somethin'.

RPG Health Bar:
I realize there are already hacks like that. But I'm thinking of SP, HP, 999 money counter, level up display, battle overworld and more! But since I fail at ASM, I can't do that. :(

Space POP:
There are sky POP and underwater POP. But with the sprite that Carol used fo the spaceship level and a bit of tweaking, we can make a Space POP!

Water that drains your money:
There is water that drains time, there is water that reveres your control and time that drains your coins. But what if we had water that drains your coins?

SPM Flip Gauge with other uses:
SPM Flip Gauge can be used to determine your time left underwater, the time of he level or the dragon coins.

Super Mario Advance: SMW "Death Cry":
As someone else suggested, someone should rip that "Mamamia!" from the GBA SMW.

SMB3 Style Secret:
You know the secret flute in the 2nd level of SMB3? The one that you have duck long enough to go behind the level? We should implement that into a SMW Hack.

M&L:BiS Bowser Help:
Like M&L: Bowser's Inside Story, we'll have Bower help. Unlike M&L: Bowser Inside Story, we'll have to make it into a platformer or an RPG.

SMB1 Exact Replica:
Same replica meaning, same graphics (also Mario) and same flagpole end.

Shoot-em-up game, once again:
This should be some kind of mini-game.It has to be hard to get to and do. With a specific amount of score, you get a better reward, like this:

5,000 - 30 coins
10,000 - 50 coins
50,000 - 99 coins
100,000 - 1-up
150,000 - 2 1-ups
250,000 - 3-up
500,000 - Secret Level
1,000,000 - 3-up, secret level and instant warp to Bowser
5,575,230 - Secret OVERKILL power-up (Make sure the mini-game is hard)

Overkill Power-up:
You guys know what it is. A starman that gives you the feather and a fire flower at the same time with sumo bro fire that falls from the sky and kills all the enemies on-screen when you have 50 seconds left on the time limit. Make it like you have no chance to get it.

Race of Heat:
You have to get bubbles to stay warm undrwater. But ou only have limited time getting to the goal.

Those are all I have for now. Bye!
6986
If anyone wants to add something, feel free to write it.

1) Walljump.
2) If yoshi eats anything right before it breaks/disappears it will regenerate.
3) Simultaneous ⇦ and ⇨ to get through wall while on a Lakitu cloud..
4) Silver P-switch through pipe causes it to act like a blue P-switch. Doublegrabbing the Silver P-switch CAN prevent this glitch from happening, but not always.
5) Turn around while flying.
6) Hold something while flying.
7) Block Factory (Block Duplication).
8) When big, you can go through the floor by spinjumping in a crowded spot.
9) Continue flying when go inside a door or pipe.
10) Invisi-Yoshi. When you spawn two Yoshi's in the same level, one of the Yoshi's will disappear. If you jump on this one, it will appear as if nothing has changed, but spinjumping will warp Mario to the same position as Invisi-Yoshi was when he first got on.
10.1) If you get on Invisi-Yoshi, then jump off just as Mario is about to die, he will warp to the center of the screen and become stuck in the "Riding Yoshi" animation, but there will be no Yoshi (and he can't spinjump off). At this point, Mario will not be hurt by almost all of Super Mario World's enemies, yet he can still jump on them. The downside of this glitch is that you can not grab onto any items, and Yoshi's tongue doesn't work.
10.2) If you kill real Yoshi without dismounting Invisi-Yoshi (by taking a hit, or riding Invisi-Yoshi during the frames you kill Yoshi) Invisi-Yoshi will spawn below Mario, regardless of circumstances. This way you can climb while riding Yoshi, or fall through the floor.
10.3) If you get on both Invisi-Yoshi and Yoshi, then jump in a hole and jump off Yoshi just as you are about to die, then Invisi-Yoshi will spawn with his toungue sticking out.
11) Spin-hitting a block at the same time as something freezes the game (message box, Yoshi, Fireflower) will cause a ton of items to come out.
12) Flying/jumping through corners.
13) Berry Duplication (Berry falls on the floor as a rusult into a duplicate).
14) Keyjumping.
15) Yoshi Flying.
16) P-switch Jump.
17) "Low jump". Spinjumping on a flying enemy will kill it and stop mario's vertical movement.
18) Doublegrab glitch.
19) Picking up a solid blue block while jumping off of it.
20) Eating two items with baby yoshi consecutively causing them to act like 3.
21) Duplicating a block over a Yoshi coin will create a Key/Wings/Balloon/Shell block.
22) ⇦ + ⇨ while having a P balloon
23) Spinjumping/flying/swimming through slopes.
24) Hopping glitch (jumping on the frame you touch the ground will let you keep your speed).
25) Dying in a bonus game will activate the midpoint for the level it was entered from
26) Sticking to a ceiling with Yoshi.
27) Sticking to ceilings while flying.
28) ⇦ + ⇨ while on Yoshi will make you go faster.
29) Holding an item in Mario's hand while on yoshi
30) Holding an item while climbing (a vine, etc.)
31) Blue solid block lasts forever after entering a pipe
32) 1/1 Swimming/walking/running
33) "Smashola" glitch (turnblock+cape=lolz)
34) Placing a shell/P-Switch between a solid block and a Multiple Coin Block will both perform the copy glitch AND give you an infinite amount of coins (and also add to the sprite limit).
35) Hitting a block while glitch 34 is happening will create 2 of the item in the block.
36) Hitting a musical block while glitch 34 is happening will turn it into an invisible cement block.
37) Getting a second item between a multiple coin block and a solid block will cause enemies to start glitching out, and possible get rid of the music.
38) If the time passes 100 seconds (making it speed up), and you eat a green berry soon after, the time will speed up even more the next time it passes 100 seconds.
39) Spinjumping on a sprite while a solid sprite and a cement block are both above it will cause Mario to warp downwards.
40) Hitting a block twice within the activation frames will cause two items to come out.
41) Hitting a message block and entering a door before the message appears will cause the message to display in the next room.
42) Goomba jumping. Holding a goomba and jumping right before the goomba returns to normal will cause Mario to jump even higher than normal.
43) Springboarding through sprites.
43.1) Standing on a dolphin and moving through sprites
44) Springboarding through the ground.
45) Spinjumping through Dolphins.
46) Surviving Smashers. Alternating A and B every frame will let Mario survive the log smashers.
47) Entering pipes without ground. Similar to a walljump, catching the ground below a pipe will let Mario enter it.
48) Springboard-Yoshi glitch. Eating a springboard on the same frame you bounce off it will let Mario get the boost of the spring and still keep it. It may also fling him through walls.
49) Fast eating. Eating while Yoshi's head is in an object or enemy will make him eat it faster.
50) Continuing flying after grabbing a vine.
51) Running into a block while on a rope will make Mario able to grab onto thin air.
52) 6/5 glitch.
53) While flying, pressing ⇦ for one frame, releasing for one frame, then pressing ⇦ for another frame will cause Mario to catch air faster.
54) After reaching top speed at the start of flight, release Y and press it again a bit later. Mario will fly higher.
55) Alternate ⇨ for 5 frames to dive faster than normal.
56) Releasing Y for one frame while flying and then pressing it again will let Mario drop an item without losing flight.
57) Pressing ⇧ and B together every other frame will let Mario climb faster.
58) Standing on a key as it bounces can allow Mario to pass through invisible coin blocks.
59) Stuff getting stuck in walls.
60) Standing inside a solid sprite (key, P-switch, springboard) by throwing it up and standing under it. Often used near a wall.
61) Going through an exit-enabled object 256 times will make the level restart
62) Spawning two items from a block (using either glitch 7, 11 or 40) in a room with a Ghost Ceiling will make the game think the item is the next Ghost to spawn. This will make it "rain" the item.
63) Sprites stick to Sumo Bro's lightning
64) If a Baby Yoshi grows while in a wall, it will scale the wall.
65) For some reason, rarely, if the level is set up correctly, jumping on a note block under an ON/OFF switch will cause you to teleport up and down.
66) Green spring (non-portable) can teleport mario
67) Eating a berry (while on Yoshi) and changing/growing from a fireflower on the same frame will make Mario unable to move, and he will keep having the fireflower's animation. If done right, this will also give Mario an infinite number of coins. Pressing Start+Select will exit the level like normal.
68) Duckjumping into a corner can teleport you if you hit both the ceiling and the wall at the same time.
69) Spinjumping on multiple overlapping sprites can kill Mario
70) If you get a koopa in a shell and knock it out of the shell, the game will think it is a new enemy. If you get the original starting point of the enemy off screen, and then bring it back on screen, you will have a second koopa. You can repeat this so many times that they start screwing up.
71) Yoshi can turn a shell into a useless key+a koopa. Also a fish can spawn when spitting out an item.
72) If you eat 20 berries, and then fall down a hole after eating the last one (without touching the ground), Yoshi will continue hopping even after Mario dies.
73) Shooting a fireball at a diagonal moving slope will make the fireball fly from above.
74) Yoshi will act as alive while Mario is performing the death animation. This can be used to enter keyholes.
75) If a Baby Yoshi goes off-screen while he is swallowing an enemy that doesn't process off-screen, the enemy will be eaten, but will re-spawn.
76) Performing glitch 60 with multiple items will make the sprites act as a solid block, pushing mario to the side. This can be used to activate glitch 6.
76.1) If multiple overlapping sprites push big mario into the wall, spinjumping will push mario down and left (similar to the Smashola glitch)
77) When licking an item with Yoshi the item will act normally until it has completely entered Yoshi's mouth. You can use this to hit question blocks etc.
78) Torpedo Ted acts like a Torpedo Ted in it's 'killed' animation, meaning you can kill it again or spinjump off of him.
79) Having a baby Yoshi (that has eaten 4 enemies) eat a Koopa from below will make the Yoshi grow, but the Koopa will still be there. However, all death interaction will not work (but you can still bounce on it to get the shell). If you take the shell from it, the shell will not have any other sprite interaction, so you can in fact double grab it and a normal shell.
80) Kicking a shell at a steep slope will make it go through it.
81) Activating a bonus game in a Yoshi Wing-section of a level will reset the Yoshi-section, and after that the game end animation will not show.
82) When performing glitch 21, if the block that is created contains a shell, the shell will spawn in the block like normal, but will not come out. Koopas will still try to jump in this, but they will end up on top of the block (regardless of walls).
83) "Koopa Kicking". Having the screen scroll on the same frame you touch a koopa, from any direction, will kill that koopa.
84) Jumping on wigglers multiple times without landing will give Mario lots of free lives and points.
85) If a Wiggler is at the top of the screen Mario can bounce off of it as if it were at the bottom of the screen (this sounds similar to 65 to me)
86) Pausing the game a frame before the music changes will stop the music from changing
87) Perform glitch 13 a certain amount of times in a level. If Yoshi eats another berry and gets hit by an enemy on the same frame that a sprite is spawned from a block, that sprite will spawn in Yoshi's mouth.
88) Vertical Bonus Game causes the goal tape to act like a goal sphere but adds the bonus stars.
89) Hitting a midway point and hitting a message box on the title screen at near 1/4 of a frame causes the game to send you to a random position on a glitched SMW overworld.
90) When Mario collects a star in the title screen the music will mess up or not be played at all
91) Activating the end of the level (end tape, goal point question sphere, keyhole, switch palace switch, Yoshi wings) in the intro screen will restart the intro level. Also if you use Yoshi wings to beat the intro screen Mario will start with blue Yoshi the second time.
92) Finishing a level with too much time will cause the score counter at the end to loop.
93) Doing glitch 13 enough will cause sprites to begin disappearing due to sprite limits. If you do this enough times, the game may replace sprites with more important ones.
94) If you exit a side-exit enabled level during the frames between hitting a switch (from a switch palace) and the message showing up the Switch will be considered as 'hit' but the level will not be beaten. Also the Switch event (flying blocks) will show up.
95) Fast diving without slowing down. This only works while going left. This is the same as the previous glitch, but instead of press ⇨, you press ⇦ + ⇨ simultaneously. After 5 presses, Mario will be in his diving animation, but will not have lost any horizontal speed. This can be abused by spinning.
96) Catch less air. By pressing X around the same frame that Mario catches air, the height of the arc will be substantially less.
97) When Mario beats a level above camera, and the game's colors will glitch out. The Overworld colors will also use the wrong palettes.
98) If there is a door next to a screen boundary, both the exit on that screen and the exit on the next screen can be accessed.
99) When a level has the "Fast Autoscroll" sprite, Mario will be inable to jump after 16 screens.
100) If you are big mario and crouch in a 1-tile-high hole, after which you let go of ⇧, you will slowly slide left and move any solid blocks.
101) If Mario enters the corner of a block enough, the game will think he has hit it, even if he is falling.
102) If Mario completes a level while hanging on a vine, he will continue to climb during the "Level Complete" animation.
103) If Mario collects a powerup soon after dying, he will bounce up a little and will not die. The death music will continue playing, though.
104) If Mario enters a door or pipe on the same frame that he is killed, then he will survive and the Death sound effect will replace the music in the next room. This can also be done with the Intro Message.
105) Mario can enter a pipe while only touching one of the pipe tiles. This might result in part of Mario's graphics sticking out of the pipe.
106) Pressing and holding left on the same frame that Mario enters a right-facing pipe will make him come out of the pipe backwards.
107) If you jump on a Wiggler just as it turns on a corner, the Wiggler will get stuck on the corner.
108) When you throw a Koopa in the air (when it is entering a shell), blue/red koopas fly in the opposite direction Mario is facing, while green/blue koopas' fly depending on what Mario's speed is.
109) Kicking a shell up using a purple triangle will make the shell ignore any vertical collisions with objects until it reached its maximum height.
110) The "Layer Switch" glitch. Based on glitch 103, if Yoshi eats a mushroom on the same frame that Mario enters a pipe, then Mario will be moved to the background, and go behind all FG objects and sprites. Mario will also lose all interaction with sprites besides platform-based sprites and Yoshi.
111) If you get hit off of yoshi while licking a shell the shell will act as if being swallowed while it is being kicked. This effect disappears if you lick it with yoshi again or enter a pipe. Also this glitch may cause Yoshi to lose all sprite interaction.
111.1) If you perform glitch 111 with an entire koopa its shell will act as with glitch 111.
111.2) If a shellless koopa enters a shell under the effect of glitch 111 throwing it up will cause it to land just below the surface
111.3) Performing glitch 111 with a goomba will cause similar effect as glitch 111.2. Also the goomba can get stuck inside objects/edges of objects.
113) if you enter a pipe at the exact frame you are hit, the shrinking animation isn't shown, and you will be automatically small when you come out of the pipe.114) If Mario is hit or hits an enemy on the same frame that a Message Box message appears, then no hit or message box sound will play.
114) Hitting a ? block while a coin is on top of it will turn the coin into an invisible cement block.
115) Performing glitch 12 on a bridge that contracts will teleport mario in the direction the bridge is contracting to.
116) A spring board (non-carryable) acrossing a screen boundary will also work at the right side of the right screen of the screen boundary.
117) If you enter a boss fight while riding on yoshi you will spawn below the floor and fall to your death, unless you jump off of yoshi right after spawning (this is caused by Mode7 not taking Yoshi into account for the spawning height).
118) When a sprite touches certain tiles (1D8-1E4, 1E9-1FF), the sprite will stop animating and slide across the tile. If the sprite has no horizontal speed when the block is touched, it will stop.
119) Scrolling the screen in Yoshi's house may cause the smoke to glitch out.
120) In Donut Secret 1, in the room with the P-Balloon, going up a certain distance will turn parts of the pipes different colors.
121) Sliding into certain enemies will glitch their "destroyed" sprites.
122) If Mario has a Yoshi and a cape in a cave level and Yoshi spits out a green shell while a Goal Tape is onscreen, the shell will become a strange cluster of sprites, and will cause the Goal Tape to disappear.
123) If Mario has a Yoshi and a cape, and a key in Yoshi's mouth, and the screen sprite limit has been reached (lots o' stuff, eh?), then when Yoshi spits out the key, it will turn into a deformed shell, which will never change back into a key. If Mario walks a screen to either side, the key will disappear.
124) While riding a Yoshi you can slide up an unsteep slope by holding down and the left/right. Pressing X/Y will speed the sliding up.

Those are all the updates for now.

ATTENTION: From now, all glitches with have an elaboration. See my last post at page 20.
6986
Mario's Adventures: Blast to Outer Space. Sorry if it isn't related.
6986
Mushroom Kigdom Meltdown 2 music screws up. I use SNES9X, FYI.
6986
Originally posted by The Thunder
Originally posted by mariofanbusterfourty
SMB3 Style Secret:
You know the secret flute in the 2nd level of SMB3? The one that you have duck long enough to go behind the level? We should implement that into a SMW Hack.

Demo World uses custom blocks that allow Mario to go behind the level if he ducks long enough. If you mean having a secret flute in SMW hacks, that actually would be worth something.

Originally posted by mariofanbusterfourty
Super Mario Advance: SMW "Death Cry":
As someone else suggested, someone should rip that "Mamamia!" from the GBA SMW.

That would take ASM and sound samples.

Originally posted by mariofanbusterfourty
SMB1 Exact Replica:
Same replica meaning, same graphics (also Mario) and same flagpole end.

I think VIP Mario 5 did something like that, only their flagpole took the player to the next section because the level wasn't over yet. The level's title was aptly named "MARIO GENERATION".

Originally posted by mariofanbusterfourty
Space POP:
There are sky POP and underwater POP. But with the sprite that Carol used fo the spaceship level and a bit of tweaking, we can make a Space POP!

Well for one, most of Carol's sprites aren't just up for grabs that easily. And second, we can actually make space pops using the marine/sky pops we have. All we need do is change graphics and set up a space environment and bam! All you need is a wonderful imagination, really.

Originally posted by mariofanbusterfourty
Shoot-em-up game, once again:
This should be some kind of mini-game.It has to be hard to get to and do. With a specific amount of score, you get a better reward, like this:

5,000 - 30 coins
10,000 - 50 coins
50,000 - 99 coins
100,000 - 1-up
150,000 - 2 1-ups
250,000 - 3-up
500,000 - Secret Level
1,000,000 - 3-up, secret level and instant warp to Bowser
5,575,230 - Secret OVERKILL power-up (Make sure the mini-game is hard)

Now THIS sounds epic! Wish we could do that. Btw, why the number 5,574,230? Isn't 5,000,000 good enough? Meh, that's just me. Carry on!

Originally posted by mariofanbusterfourty
Overkill Power-up:
You guys know what it is. A starman that gives you the feather and a fire flower at the same time with sumo bro fire that falls from the sky and kills all the enemies on-screen when you have 50 seconds left on the time limit. Make it like you have no chance to get it.

A guy can dream, eh?

I was pretty much pushing my imginations to the limits. But imagination HAS no lmits. Lol. Number 1 was the flute.
6986
Originally posted by Roy
You have to stand on sprite C1 in order to activate it.
However, you can apply the following hex edit:

Code
2C9BC	$05:C7BC	3 bytes	Misc.	Change to A9 08 EA and the background will start scrolling fast with generator F4 without having to touch platform C1

True.
6986
Originally posted by Kaizoman666
Originally posted by Sadistic Designer
Usually these are the frames where the hit block 'bounces' up and down a little.

WRONG. You only have 3 frames to do it, and those are the frames before the item appears. Not just as the block bounces.

That is quite right.
6986
Originally posted by narutojon1
Originally posted by mariofanbusterfourty
Originally posted by 2technogeeks
That may just be your computer.

There is something wrong happening to my computer lately.


Like what? Virus?

Lag... :(
6986
Originally posted by bnewton
Originally posted by Glitch.Mr

... or maybe playing as Yoshi!

this is the funniest thing I've ever heard in this thread.

That's true though that has already been done. In Yoshi's Emergency.
6986
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