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SMW Sprites → Beezo

Submission Details

Name: Beezo
Author: Sonikku
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: This is the Beezo from SMB2.
By default, it contains 4 variations; 2 of which are not native to SMB2;
- Brown: Swoops down from the top left/right of the screen.
- Red: Moves straight.
- Green: Moves slowly and then quickly swoops down when the player passes by.
- Blue: Flies around the player's head, swooping down repeatedly before returning to its origin position and gives up after a few attempts.

Included is a generator which will automatically spawn Beezos at a regular interval.

Part of my SMB2 sprite standardization project; a project aiming to perfectly recreate the original enemies while adding new functionality.

Release History:
- 8/7/2023: V1.0 - Initial Release.
Tags: beezo enemy flying lorom sa-1 smb2
Comments: 1 (jump to comments)
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Comments (1)

 MarioFanGamer Link
Moderated with:
  • Lunar Magic v3.40
  • SA-1 Pack v1.40
  • PIXI v1.40
  • BSNES v115
Added enemy, lorom and sa-1 tags, fixed a bug where a carried Beezo may be drawn behind the background, fixed the display of giant Beezos (which previously ignored the giant flag), fixed Yoshi interaction in general, included ExGFX with Beezos only.

Since they share the same general code, it has the same bugs as the ShyGuy / Snifit and Tweeter, some of which I fixed. There isn't much to talk about it aside from the fact that the giant version jitters so weirdly which is intentional (you do need the proper graphics for it, at least, and they don't exist yet).

Edit: However, I recommend you to avoid SpawnSprite.asm since that routine ignores the sprite memory settings and should only be used for non-enemies. This is especially so when you consider that you already manually set the positions anyway (the Giant Sniffits suffer from something similar especially because SMW only reserves one tile each for the upper two sprite slots).