Tip: Press F2 on the level editor to see sub-screen boundaries. This will help you avoid glitching Dragon Coins by putting them on the sub-screen boundaries.
A fliped disco shell(board) that you can ride (...Or just get "pushed" by it because why not? :P) and you can get nice X-speed boost jump when you take off from the shell(board) depends it's kicked speed. ("Kicked speed = Player's X-speed" when you interact with it basically.)
You cannot stop it normally once you kicked, except some cases...
Also, It never "die" from stuffs in normal ways either. (Again, exception exists too... Like "Sprite kill block" and lava etc.)
Based upon "Koopas + Shells + Disco Shell" by KevinM heavily, so please give big credits to him! :)
And special thanks to JamesD28 for give tips about kill/ride routines!
Without his help, I would still really struggle with about both routines no doubt. :D
Also, certains some customizable options too! (Check inside of the asm file for more info.)
(Recommend to patch "Player X Speed Fix" or something like that if you want full advantage of X-speed boost when you take off from kicked shell properly. It is due to one glitch that make you not able to jump properly at all when your X-speed exceeds on "certain" point.)
[Update log]
v1.1: Fixed small quirk when you trying to cape spin on the shell(board) if "!SpinBoostTimer = $00".
v1.11: Added "!InterruptNoInteractTime" option which let you set the timer for disable contact on player when shell(board) got interrupt by anything.
Quite the strange sprite, but there are likely some neat uses to be had with this. By nature this sprite seems to be "janky", but given that this behavior is intended and there are seemingly no game-breaking bugs with how this works, this is accepted. Note that the interaction occurs on all sides (which I was told was intentional) and not just from riding on the top.
Follow Us On