![]() Graphics for blinking animations for both Jason and Fred are loaded among the other cutscene graphics. Additionally, an upgrade with the above function would appear in Blaster Master: Overdrive for WiiWare, where it was known as the Super Tires.Ī pointer for the "SPIKE" text tilemap still exists in the subscreen data, and is actually loaded by the screen drawing code if the corresponding bit is set in the tank upgrade flags (bit 6 of RAM address $99) however, the tilemap itself was removed and replaced with a single $80. The item graphics would later be used for the Wall items in Blaster Master: Enemy Below. ![]() The entrance to the final boss's lair was to be blocked off by a large amount of spikes, thus requiring said item to safely access.The two bosses of this stage were to be fought in separate areas instead of in succession (which would explain the great difference in their rooms' features).If this were actually true, then it is also possible that: Though a hack of this game uses that ability, it was not in the original code. It is guessed that this item would have been dropped by the penultimate boss upon defeat, and made the pilot and/or the tank immune to spikes (many of which appear there). ![]() Subscreen and item graphics for an unused Spike item, which was to be acquired in Area 8. ![]()
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