This is the goal flagpole seen in the original Super Mario Bros and countless Mario games since.
Once Mario grabs the pole, he will slide down, and once both he and the flag reach the base, the level will end. The higher Mario grabs the pole, the more points he gets, and if he grabs the top of the pole, he gets a 1-up.
You can customize what reward Mario gets for grabbing the top of the flagpole, choosing between points, or a 1-up, a new powerup status, or both. You can also set the exit type for the goal flag to be the normal exit, or any one of the 3 secret exits. Both options are controlled with the extra bytes - see the asm file for details, and usage notes.
Includes the original SMB style flag/flagpole, and a Super Mario World themed recreation with an animated flag.
Requires a small hijack to take care of Yoshi interaction.
Update: Added a "stop time" option to the 1st extra byte by setting the highest bit, and added a define for the level end song that plays.
Moderated with:
Lunar Magic 3.20 (3.21 was accepted during this moderation)
Pixi 1.2.15
SA-1 Pack 1.32 (also tested without)
Snes9x 1.60
Works as intended and I'm fairly certain this is an already existing sprite, but the normal and 3 secret exit endings and the various top of pole rewards are nice features so I feel it warrants being accepted. Note that you don't grab the pole while on Yoshi, that confused me at first but it behaved this way consistently and was explicitly hijacked, so I'm fairly certain it's fine as is.
This looks really cool; I might use it in place of the older SMB1 flagpole in my hack. Just wondering if the flagpole can be set up to award Mario a 1-up if he touches it anywhere while having a number of coins that is a multiple of 11 and having the ones digit of the timer matching that number (e.g. having 55 coins, and touching the flag when the timer is at 165), like in the Lost Levels?
Works pretty well, with 1 small oddity, it seems that the victory music playing is the Water theme, of all things. Is it dependant on what songs there are, or is this just a bug?
Sounds like you're using AddmusicK. It re-orders the list of songs - find the comment in the asm file that says " ; "Level beaten" music." and change the #$0C value on the line above it until you find the correct song (can't remember what value it changes to).
Umm... do mario can jump in the flagpole with yoshi?
No, Mario has to dismount Yoshi to grab the flagpole and can't remount him until he jumps off the flagpole. As shown in screenshot 6, you need to drop Yoshi to the correct position to be able to hop back on him once the level end sequence starts.
Added the option to stop the timer with a bitflag in extra byte 1, and added a define to change the level end song.
I couldn't find an easy way to give object immunity when grabbing the pole without setting other things like Mario's flashing invincibility etc, but the user can just not put harmful objects on the flagpole if they don't want Mario to die to that
Hold on, can't you also freeze the timer when the player touches the flag just like in the original SMB? Otherwise, the ability to die while sliding down the pole could pose an interesting challenge. Still, it would be a great option.
Works pretty well, with 1 small oddity, it seems that the victory music playing is the Water theme, of all things. Is it dependant on what songs there are, or is this just a bug?
Sounds like you're using AddmusicK. It re-orders the list of songs - find the comment in the asm file that says " ; "Level beaten" music." and change the #$0C value on the line above it until you find the correct song (can't remember what value it changes to).
Originally posted by HammerBrother
Uh, the level timer is still counting during the entire sliding animation. This is potentially dangerous if it hits 0 while sliding.
Hitting 0 timer while sliding will give Mario a normal "time up" death, and that's intentional. Like the screenshot shown where Mario can die to a Muncher (or any harmful object) after grabbing the flagpole, he can die to a time up too. I didn't intend for the flagpole to be a hard pass on the level - the player still has to survive pulling the flag down first. That being said, I may add an option to make Mario immune to death after grabbing it so it's closer to the original SMB flag.
Works pretty well, with 1 small oddity, it seems that the victory music playing is the Water theme, of all things. Is it dependant on what songs there are, or is this just a bug?
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