You actually used my code! That's awesome! Just a tip for everybody: the numbers start running from 0 when the time starts, so if you wait the same amount of time, you should be able to trigger the same stage when you get a mushroom
XXZLPT Game Genie code. Fire Mario can't spit fire, but it COMPLETELY CHANGES THE WORLD instead. Hint: Try to spit in different places for different results! Happy hacking! :)
3:18 you could do a CWJ (crouch wall jump) in that dead end Edit: or you could take damage and then use these: 1: wall jump without powerups 2: you could use the game genie code AOAUIG
This could be called the realistic shrooms code, instead of making you big and strong they only make you feel big sometimes and get really lost until you completely forget about the princess and hang out with a strangely excited hammer bro.
Agreed, he probably needed to be rescued but knew that Mario would just kill him. So he dodged Mario and is now planning an escape! Actually, that sounds like a great idea for a ROM hack!
@@itsgruz Maybe it's kind of like a paper Mario with paper Mario friends' relationship sometimes. Mario and that hammer bro is possibly friends with each other.
When gruz said "It's Game Genie Time", it was the most dramatic scene I ever seen, brought tears to my eyes. Thank you gruz for such cinematic masterpiece.
11:09 Hammer Bro: Thank you Mario! Your quest is over. We present you with a new quest. Push button B to select a world.\*Hammer Bro is celebrating!\* Gruz?: Mario! Look out behind you! That hammer bro is out to get you. Mario?(who knows about the hammer bro and is friends with that hammer bro): I saved you now from this trap! Now you can try to meet the toads, or maybe try to follow me along for a bit, and enjoy your surroundings.
Interesting glitch. It seems like the levels or sprites somehow get reshuffle or merged turning it into weird looking levels. 11:03 the bridge looks cool outside the castle.
IIRC each level had a very limited color palette, and each level's color was mapped to a particular value. I remember that look of the bridge while using a SMB level editor way back. I think it's also why green Koopas have a dark shade of green underground, or why they have a tinted green like the slow Cheep Cheeps underwater.
So some technical info about the SMB from someone who used to make hacks. to explain how this thing works. 1. The SMB stores its levels in chunks and the actual level is a list of chunks that comprises the level to save memory on the cart. So there's staircase chunk, there's a flagpole chunk, and so on. Each chunk is (I think, not fully sure as I didn't hack SMB in a long time) 8 metatiles wide. From what I can see, this code messes with the level data, randomizing the chunks that will be called for so you get recognizable elements from other levels. 2. The ground blocks (with the exception of castle ground) are technically brick blocks and you can break them from the bottom if you are a big Mario. 3. The moving platforms in SMB1 are REALLY jank and allow you to pass through solid blocks, that's why in the main game they're usually in an empty space without any blocks around that show that jankiness. 4. FCEUX is a really bad emulator. Use Mesen instead - it's as good as FCEUX when it comes to debugging and messing with the game genie and has much better emulation. Just some stuff you might find interesting.
I remember spending hours and hours on SMBS coming up with game genie codes, writing them down and testing them. If they were cool I'd write the code and what the code did in a master book. I probably have a 1000 or so codes that did weird things to the game to codes that created new levels. Sometimes I would use 2 game genies and use 6 codes and if something cool came out of it I'd pin point which codes worked. Sometimes I had to use 4 to even 6 codes to create new levels or some pretty cool things that 3 codes wouldn't create.
Someone should test this super code in an emulator (where you can use savestates and such to make subtle changes to when the mushrooms are collected) and see what the result will be if you get the mushroom at specific timeframes (i.e. is there actual RNG dependence or will the results only change if you get the mushroom on different frames)?
The "RNG" is actually an area in the ROM that runs through all the values in order from 0 to 255 in about 10 seconds. If you play the game the exact same way every time, you'll always hit the same number.
(2:21) D'oh, a softlock, because Mario can't properly detach from the vine due to the overlapping bricks. (3:10) A ducking wall jump could work. (Or, you could've used the infinite jumps code that you added later.) (3:38) Heh, that time, the game just moved the goal straight to you. (3:56) That is indeed world 4-2's layout, though the enemies are still from 1-2. (4:33) LOL, I've never seen that happen before, with the elevator "scooping" you out of the pipe like that. (4:50) Might be a good idea to enable an infinite lives code, just in case things like that keep happening. (5:22) Oh, geez... I know what's about to happen next... (5:30) Yep! I actually have seen that effect before, when fooling around with various Game Genie codes of my own in the past, and if there's no ground to land on after grabbing the flagpole, that happens. Interestingly, if you let that keep going for several minutes, the music and screen scroll will eventually stop stuttering, and then a few minutes later, Mario will drop in from the top of the screen, where he'll prompty repeat all of this again and again if there's still no ground to land on. (And, even if there is ground, it's very likely that there's no block for Mario to bump into to trigger the level to properly end, so it's a softlock either way.) (5:52) This time, you just skipped forward about halfway through 1-1's layout. (7:01) I'm pretty sure that jump can be made without bumping into that pipe if you aim just right. (7:37) Whoops! The game just crashed! (8:13) This layout is from world 6-2. (8:45) Oh, you got this layout before, back at 7:01. And, you walked right into that trap. (8:51) The problem with 8-1 is that it has no natural power ups. It's unfortunate that certain levels don't have any power ups in them. (9:33) Fortunately, 8-2 does have a power up. (10:29) After you hit a flagpole, you become intangible to most enemies, but certain things like Fire Bars and tossed hammers can still hit you for some reason. (11:01) Ooh, it loaded layout data from the end of a castle! Well, that's GG! (11:10) Wow, how kind of that Hammer Bro. to jump over you and let you pass, and he wasn't tossing any hammers either for some reason. You are completely vulnerable to attacks and pits after grabbing the axe, but if you die, the death doesn't actually count, as the world will still complete properly, and your remaining lives won't decrease. (If you "die" by landing on Bowser's head and the axe at the same time, you get an especially funny effect where the death music plays an additional time after the victory music.)
Using two stacked Game genies, I got this to work on my real NES! The most interesting is when you get to a castle and collect the mushroom in there Don't ask me what I'm doing with two game genies,
5:30 reminds me of the time my brother got mad at me and slapped the NES, knocking the cartridge out of place slighly. When I grabbed the flag pole. it ran down the timer, which killed Mario because of a time out, then started doing that weird scrolling thing you see here.
5:24 I think the reason why the music goes crazy is because the game things are both dead and completed the level so it doesn’t know which sound to play
When I saw the title, I figured that you were going to play the weird levels that you get to by modifying the stage select codes they give you in the Game Genie manual (the levels like [crown]-1 and [hammer]-1).
SUEISA turns enemies into power ups, they still look like enemies, but you get a power up when you run into them... it doesn't affect fire bars or hammers.
Here's a code I just discovered. AUGUST makes all question mark blocks disappear when hit, but you still get what's inside. The fire flower appears to float in mid air.
I love watching these so entertaining, although i really have to pose the real question tho, wat would be the reaction if u could go back in time and do this at the time of game release wat reactions would u get
OSTLGK + OZTUGL might be faster than Sonic and even more restitutional than Kage's game controls, but I found these codes here. KEATZE + EZAIEA = Enemies and the powerups will be immune, undefeatable and uncollectable if in contact and Mario touched. But, if you put SUEISA and EYAIEA on it, what will happen? KEATZE + EZAIEA + SUEISA + EYAIEA = The enemies are powerups, and the powerups are enemies that aren't defeatable and/or collectable. Anyone here for a visible confusion? Here's the third code I found: PGAIEA = Powerups don't go away!
Was there a Game Genie code that created tons more enemies, increasing the opportunity for a 1up via turtle/beetle shell knocking out several enemies? Or maybe even just bouncing on enemy heads for a 1up?
I do have access to the enemy data and where they show up in stages. I'm not sure if the game can handle this code AND a code for enemy placement but I can look.
In some old video, there's a code SUKDIK which gives you 1UP for stomping enemies or getting power-ups. It's real. It's either in part 1 or 2 of 26 weird Super Mario game genie codes
Actually, it would stop doing the weird music stuttering after a couple minutes, playing out the victory music in full, and the screen would scroll smoothly at that point. However, it wouldn't cause the level to end, and after a few more minutes, Mario would fall from the sky and into the abyss again, repeating the process endlessly.
@@DJIncendration Nope, it's just the vanilla behavior that occurs if Mario walks into a hole after grabbing the flagpole. I've seen it happen with a variety of codes/hacks that cause there to be a pit just after a flagpole. Mario's death can't properly complete due to some weird interaction with the victory walk, and meanwhile, Mario's vertical position keeps descending off-screen until the value wraps around and he reappears at the top.
This video was so much fun until you added the infinite jumping code. May as well p-wing all of Mario 3. I think you should try again but only use the infinite jumping code if the game has otherwise soft locked you. Love the channel though :)
It's not necessarily an issue of too many codes. One bad one can crash the game if you alter a part of the code that is needed for something really important.
So, the code will only appear to work with the last two if you only play for a second. If you go longer, you'll see that you get the same lame stage every time. The reason for this is that SZGIEA + PAGIOE set up the "randomizer" and the other 2 change the stage instead of Mario's true hit status at what I call "Mushroom Get".
I've got a new scripted video that I've been working on for next week. Video might be out later than next Monday! Turn on those notifications! 🛎 👍
You actually used my code! That's awesome! Just a tip for everybody: the numbers start running from 0 when the time starts, so if you wait the same amount of time, you should be able to trigger the same stage when you get a mushroom
@@garymajor7106 Your code is a gift to the Game Genie community. Thank you for sharing it with us!!!
Can't wait to see the next video! Keep up the great work man! 😀
XXZLPT Game Genie code. Fire Mario can't spit fire, but it COMPLETELY CHANGES THE WORLD instead. Hint: Try to spit in different places for different results! Happy hacking! :)
3:18 you could do a CWJ (crouch wall jump) in that dead end
Edit: or you could take damage and then use these:
1: wall jump without powerups
2: you could use the game genie code AOAUIG
This could be called the realistic shrooms code, instead of making you big and strong they only make you feel big sometimes and get really lost until you completely forget about the princess and hang out with a strangely excited hammer bro.
he is a hammered bro
That ending! That might be a good hammer bro, considering he's jumping up and down to celebrate being rescued
Agreed, he probably needed to be rescued but knew that Mario would just kill him. So he dodged Mario and is now planning an escape! Actually, that sounds like a great idea for a ROM hack!
@@itsgruz Maybe it's kind of like a paper Mario with paper Mario friends' relationship sometimes. Mario and that hammer bro is possibly friends with each other.
That makes sense becusue the mushroom made Mario go into other universes soo in the final Mario is on a alternative universe
@@chsjxotherchannel7977 Mario is in an universe where a Hammer Sis is the princess of the Mushroom Kingdom
@@dylanzlol7293 👍
When gruz said "It's Game Genie Time", it was the most dramatic scene I ever seen, brought tears to my eyes. Thank you gruz for such cinematic masterpiece.
11:23 Mario " But hammer bro, you are my princess" *Hammer Bro blushes*
The random sound effects in the intro and the remix at the end made me smile so much. Great video (and great code combination)!
Wow, this might be the best game genie code ever. The holy grail of game genie codes.
LMAO that platform at warp tunnel, you would never see such interaction normally
Good stuff, basically built-in randomizer
11:09 Hammer Bro: Thank you Mario! Your quest is over. We present you with a new quest. Push button B to select a world.\*Hammer Bro is celebrating!\*
Gruz?: Mario! Look out behind you! That hammer bro is out to get you.
Mario?(who knows about the hammer bro and is friends with that hammer bro): I saved you now from this trap! Now you can try to meet the toads, or maybe try to follow me along for a bit, and enjoy your surroundings.
Interesting glitch. It seems like the levels or sprites somehow get reshuffle or merged turning it into weird looking levels. 11:03 the bridge looks cool outside the castle.
IIRC each level had a very limited color palette, and each level's color was mapped to a particular value.
I remember that look of the bridge while using a SMB level editor way back.
I think it's also why green Koopas have a dark shade of green underground, or why they have a tinted green like the slow Cheep Cheeps underwater.
I remember having a dream about something like this.
This code group looks awsome. So much replay value!
I wonder if it would continue to generate level past the goal post.
I could possibly write a code to add more mushrooms to the stages or something
9:24 *Jumps past question mark blocks*
"There's definately gotta be one around here"
3:55 It's 1-2/4-2 really cool level gruz!
So some technical info about the SMB from someone who used to make hacks. to explain how this thing works.
1. The SMB stores its levels in chunks and the actual level is a list of chunks that comprises the level to save memory on the cart. So there's staircase chunk, there's a flagpole chunk, and so on. Each chunk is (I think, not fully sure as I didn't hack SMB in a long time) 8 metatiles wide. From what I can see, this code messes with the level data, randomizing the chunks that will be called for so you get recognizable elements from other levels.
2. The ground blocks (with the exception of castle ground) are technically brick blocks and you can break them from the bottom if you are a big Mario.
3. The moving platforms in SMB1 are REALLY jank and allow you to pass through solid blocks, that's why in the main game they're usually in an empty space without any blocks around that show that jankiness.
4. FCEUX is a really bad emulator. Use Mesen instead - it's as good as FCEUX when it comes to debugging and messing with the game genie and has much better emulation.
Just some stuff you might find interesting.
I remember spending hours and hours on SMBS coming up with game genie codes, writing them down and testing them. If they were cool I'd write the code and what the code did in a master book. I probably have a 1000 or so codes that did weird things to the game to codes that created new levels. Sometimes I would use 2 game genies and use 6 codes and if something cool came out of it I'd pin point which codes worked. Sometimes I had to use 4 to even 6 codes to create new levels or some pretty cool things that 3 codes wouldn't create.
5:30 weirdest glitch i've see yet killgruz! love it! keep finding these codes!
Did you consider jumping a flagpole and seeing if it would continue to create more level afterwards?
Also...The ending was glorious.
i love the intro with all the echoed yelling that in itself deserved a like
Someone should test this super code in an emulator (where you can use savestates and such to make subtle changes to when the mushrooms are collected) and see what the result will be if you get the mushroom at specific timeframes (i.e. is there actual RNG dependence or will the results only change if you get the mushroom on different frames)?
The "RNG" is actually an area in the ROM that runs through all the values in order from 0 to 255 in about 10 seconds. If you play the game the exact same way every time, you'll always hit the same number.
@@garymajor7106We call this "psuedo-RNG"
Love the outro remix. Love to hear more mixes
I love the new mushroom ending. No princess, but that hammer brother must have really liked Mario to not peg him with a hammer.
you're my favorite dude on yt. love the editing.
Great video man! Enjoyed every bit, especially the ending. Haha quite the way to rap it up. 🤣
Great times with gruz once again !
You stepped it up. I like this presentation.
(2:21) D'oh, a softlock, because Mario can't properly detach from the vine due to the overlapping bricks.
(3:10) A ducking wall jump could work. (Or, you could've used the infinite jumps code that you added later.)
(3:38) Heh, that time, the game just moved the goal straight to you.
(3:56) That is indeed world 4-2's layout, though the enemies are still from 1-2.
(4:33) LOL, I've never seen that happen before, with the elevator "scooping" you out of the pipe like that.
(4:50) Might be a good idea to enable an infinite lives code, just in case things like that keep happening.
(5:22) Oh, geez... I know what's about to happen next...
(5:30) Yep! I actually have seen that effect before, when fooling around with various Game Genie codes of my own in the past, and if there's no ground to land on after grabbing the flagpole, that happens. Interestingly, if you let that keep going for several minutes, the music and screen scroll will eventually stop stuttering, and then a few minutes later, Mario will drop in from the top of the screen, where he'll prompty repeat all of this again and again if there's still no ground to land on. (And, even if there is ground, it's very likely that there's no block for Mario to bump into to trigger the level to properly end, so it's a softlock either way.)
(5:52) This time, you just skipped forward about halfway through 1-1's layout.
(7:01) I'm pretty sure that jump can be made without bumping into that pipe if you aim just right.
(7:37) Whoops! The game just crashed!
(8:13) This layout is from world 6-2.
(8:45) Oh, you got this layout before, back at 7:01. And, you walked right into that trap.
(8:51) The problem with 8-1 is that it has no natural power ups. It's unfortunate that certain levels don't have any power ups in them.
(9:33) Fortunately, 8-2 does have a power up.
(10:29) After you hit a flagpole, you become intangible to most enemies, but certain things like Fire Bars and tossed hammers can still hit you for some reason.
(11:01) Ooh, it loaded layout data from the end of a castle! Well, that's GG!
(11:10) Wow, how kind of that Hammer Bro. to jump over you and let you pass, and he wasn't tossing any hammers either for some reason. You are completely vulnerable to attacks and pits after grabbing the axe, but if you die, the death doesn't actually count, as the world will still complete properly, and your remaining lives won't decrease. (If you "die" by landing on Bowser's head and the axe at the same time, you get an especially funny effect where the death music plays an additional time after the victory music.)
2:21
This channel is criminally underrated
The randomized levels alongside the one-hit death makes me want to call it a sort-of Master Quest of SMB1.
Using two stacked Game genies, I got this to work on my real NES! The most interesting is when you get to a castle and collect the mushroom in there
Don't ask me what I'm doing with two game genies,
That's awesome man, good to know it works on real hardware! I did not know you can stack Game Genies like that!
What are you doing with two Game Genies?
Please make a video. i wanna see 2 game genies. I WILL buy a 2nd!
That's double illegal! -Nintendo
I wonder how many game genies you can chain together. Do they slowly glitch out as they get longer or just stop after a certain number?
5:30 reminds me of the time my brother got mad at me and slapped the NES, knocking the cartridge out of place slighly. When I grabbed the flag pole. it ran down the timer, which killed Mario because of a time out, then started doing that weird scrolling thing you see here.
I cannot WAIT to try this when I can (hopefully some time next month or so).
Your vids are so much fun. I really dig your kind of humor.
5:24 I think the reason why the music goes crazy is because the game things are both dead and completed the level so it doesn’t know which sound to play
Excellent video as always! Always so fun, :D
Thanks for stopping by! Glad you enjoyed the video! 👍
Dude I love your intensity! 💜💜💜💜
You really didn't have to do this 2160p, but you did. What a legend...
Been watching you for ever definitely one of my favorite channels
whoah! Just what I needed to kick off the week!
God I love your commentating!!!
When I saw the title, I figured that you were going to play the weird levels that you get to by modifying the stage select codes they give you in the Game Genie manual (the levels like [crown]-1 and [hammer]-1).
The effects at the start make me want to drink the stuff under the sink.
@Casey Bunner yeah lo
I love these. Keep making more!
"it's game genie time"
* an ad pops *
Code. Mushrooms have drugs in them. If Mario gets one, the world changes in real time. And he only ever takes one hit.
best f (block break sound) video yet!
SUEISA turns enemies into power ups, they still look like enemies, but you get a power up when you run into them... it doesn't affect fire bars or hammers.
time traveler: *walks one step*
the timeline:
Ian Foot loves this game.
So Mario finally married the Hammer Bro... wait, what?
if we would ever want a true super mario bros 3 (sequel to the lost levels) this would be it!
Tested on everdrive with the built-in GG of an AVS and it worked just fine
You saved Princess Hammer Bro!
smb, the only game i will never stop playing.
I just remember the code ending in GLIE that gave you unlimitrd hammer bros suits
This is actually what it feels like to do shrooms.
This isn't even a joke it's mad cool and fun.
As someone with over 30 + years experience with drugs I can definitely tell you you don’t feel like this from shrooms. Lol
@@yankees29 I mean, maybe you personally don't. I'm speaking from my own personal subjective experience.
@@NoraQRosa fair enough
Best code so far! And not many chrashes either, thats nicccce
8:15 It's super mario bros. Lost Levels 2!!! or Super mario bros. 3 (Japan)! The sequal of the lost levels.
Great code, infinite replay value!
This clearly inspired Super Mario Bros Wonder.
Fr i was thinking that
I have an idea, u should use the every enemy is a power up code with this code, and I'll bet it'll bet even cooler
Thos is sweet. Might be a fun project to adapt the codes for the 2-Player Co-Op ROM hack by Corpse Grinder and T.I...
Wow, that's so funny!
Here's a code I just discovered. AUGUST makes all question mark blocks disappear when hit, but you still get what's inside. The fire flower appears to float in mid air.
Edit: SKANKA is a variant of PIGPOG with drumless music and it occasionally rains coins.
Edit 2 SPANKY = low pitched fireballs.
Omg ty! Really underrated
If you push tvytvy then when you jump he will do a little skidaddle animation like Scooby-Doo
I wonder what would have happened if you went over the pole then back into it from the other side in 1-3 in the state with no floor
How do I get this code but without the 1 hit kill while big thing?
Hi gruz! Like your channel.
Hey, thanks!
Mario takes hypnotic mushrooms
That was Awesome 👍
how do you activate more than 3 codes at once
1:29 for the gameplay
Man I wish you could do this on a standard game genie. I'd be doing this tonight.
If you stack 2 game genies you can play it on real hardware =)
I love watching these so entertaining, although i really have to pose the real question tho, wat would be the reaction if u could go back in time and do this at the time of game release wat reactions would u get
11:23 you see the title is green like that Hammer Bro
That was fun!
Mario but mushrooms make you hallucinate
This is technically. Gary's Mod.
OSTLGK + OZTUGL might be faster than Sonic and even more restitutional than Kage's game controls, but I found these codes here.
KEATZE + EZAIEA = Enemies and the powerups will be immune, undefeatable and uncollectable if in contact and Mario touched.
But, if you put SUEISA and EYAIEA on it, what will happen?
KEATZE + EZAIEA + SUEISA + EYAIEA = The enemies are powerups, and the powerups are enemies that aren't defeatable and/or collectable. Anyone here for a visible confusion?
Here's the third code I found: PGAIEA = Powerups don't go away!
wonder if there is a similar code for Mario Bros. 3 lol
Was there a Game Genie code that created tons more enemies, increasing the opportunity for a 1up via turtle/beetle shell knocking out several enemies? Or maybe even just bouncing on enemy heads for a 1up?
I do have access to the enemy data and where they show up in stages. I'm not sure if the game can handle this code AND a code for enemy placement but I can look.
@@garymajor7106 Cool, thanks!
In some old video, there's a code SUKDIK which gives you 1UP for stomping enemies or getting power-ups. It's real. It's either in part 1 or 2 of 26 weird Super Mario game genie codes
@@cold_warrior Lovely codename! But, I will check it out; thanks!
You finished the game in 8-3 xD
Not gonna lie. Thats a pretty cool code
This, is, genius.
Just make sure not to misalign your qpu when traveling to parallel universes
What?
i'm lovin it (these game genie codes for this game i mean don't you?)
i cant believe nintendo invented roguelikes
Just so you know at 5:44, you didn't have to restart. It would have ended the level after 2 minutes or so.
Actually, it would stop doing the weird music stuttering after a couple minutes, playing out the victory music in full, and the screen would scroll smoothly at that point. However, it wouldn't cause the level to end, and after a few more minutes, Mario would fall from the sky and into the abyss again, repeating the process endlessly.
@@SomeGuy712x I thought that was with a different code.
@@DJIncendration
Nope, it's just the vanilla behavior that occurs if Mario walks into a hole after grabbing the flagpole. I've seen it happen with a variety of codes/hacks that cause there to be a pit just after a flagpole. Mario's death can't properly complete due to some weird interaction with the victory walk, and meanwhile, Mario's vertical position keeps descending off-screen until the value wraps around and he reappears at the top.
I was expecting BURR DO SO SO DO BUTR DO DO SO DO BURR DODODODOBURDODODODBURDODODODO again (10:32)
Gruz: "I get killed in one hit"
Me: "Yep"
Gruz: "Remember when I said that?"
Me: "Yep"
Gruz: "I forgot about that too"
Me: 😒
1:29:Genie Codes Time(For People Who Dont Have Patients)
i am not a doctor so i dont have patients *patience
The jumping code reminds me of the skywalker code for SMB3 (and no it has nothing to do with Star Wars)
SVEULK allows you to jump in midair indefinitely
the autotune makes this so cheesy but so good
This video was so much fun until you added the infinite jumping code. May as well p-wing all of Mario 3. I think you should try again but only use the infinite jumping code if the game has otherwise soft locked you. Love the channel though :)
Only kills me in one hit but does nothing else besides. Tried it on Japanese version, US version and SMB+DH+TM.
7:43 too many codes active at once. Usually borks NES games.
It's not necessarily an issue of too many codes. One bad one can crash the game if you alter a part of the code that is needed for something really important.
You sound so excited in the video compared to when i got recommended your videos 👀
Is this the same Gruz??
Made some big changes in my life and now am happier than ever! Glad it shows in the vids. Thanks for stopping by man! 👍
@@itsgruz That's awesome gruz!! I'm glad you're much happier!!
@@itsgruz Love the energy in this video.
It works the same with just the last two codes. Can anyone notice a diffrence?
So, the code will only appear to work with the last two if you only play for a second. If you go longer, you'll see that you get the same lame stage every time. The reason for this is that SZGIEA + PAGIOE set up the "randomizer" and the other 2 change the stage instead of Mario's true hit status at what I call "Mushroom Get".
Do u record ur narration after u play