This is the poison mushroom from the original Super Mario Bros., now as a regular custom sprite. Thomas, imamelia: 5.0 5.34 KiB Download 152 downloads: Pendulum Roto Disc Added: 2020-02-27 04:26:39 PM. Super Mario World Hacks - Same Sprites, Different Levels: File Name: Same Sprites, Different Levels: Added: 2020-02-29 11:02:08 PM: Version History: View: Authors: eltiolavara9: Demo: No Featured: No Length: 92 exit(s) Type: Standard: Hard Description: 'hmm what if i removed everything in a level except for the sprites and made the level around.
A Fuzzy and a Big Fuzzy from New Super Mario Bros. Wii.Although absent from, Fuzzies, along with bigger versions called, neither of which were named in the Prima Games guidebook, reappear in the game where they are found in Worlds 7 and 9. They act the same way as they did in Super Mario World. Unlike in Super Mario World though, they can be defeated by being frozen and shattering the block of ice they are trapped in or blasting them with as. Fuzzies can also be found on wires and are mostly in sky levels.
They appear in,. They are usually found in big groups, and they also do flips when they jump from one wire onto another. Fuzzies reappear once again in, where they can be found in the, and the. They can travel on electrical wires. In the Lost Kingdom, Mushroom Kingdom, and Moon Kingdom, they can be found in 8-bit segments, using their sprites from Super Mario World. They can also come out of the wall, connected in a line. This makes them the only enemies in the 8-bit segments that do not originate in Super Mario Bros.
Super Mario Adventures In, a Fuzzy makes a small appearance, being among the monsters sent by to attack. Paper Mario. A Fuzzy from Paper Mario.Fuzzies make a return appearance in, which reveals a large group of them inhabiting the woods behind. Fuzzies attack by draining from. Outside of battle, they move about by hopping, and can secrete webs from their bodies to hang from in a similar manner to. When Mario first reaches Koopa Village, he finds it under attack by a horde of Fuzzies who are harassing the inhabitants of the village.
After Mario defeats the apparent leader of the Fuzzies, who stole the Blue Shell of, the Fuzzies 'promise' to behave and stop attacking the village, at least for a while. A Fuzzy can also be fought in if tells that a Fuzzy is one of Mario's worst fears, then warps one into the Toy Box to guard a and defeat Mario.Two variants also appear: the of, also known as Forest Fuzzies, and the of. A similar enemy known as the also acts and attacks like a Fuzzy.There is a piece of that warns their invasion in Koopa Village.Also, an was intended to appear, but it never made it into the final version.Paper Mario: The Thousand-Year Door. The Fuzz fighting team Paper Mario: The Thousand-Year Door.In, Fuzzies appear as semi-common enemies, first appearing in and later, one appears as a member of fighting team in the. They also appear in the first floors of the. They have the same parasitic method of attack as in the previous game. Green Fuzzies also reappear, and the Jungle Fuzzies from the previous game are replaced by the similar.
A new type of Fuzzy is introduced as a mini-boss, called the.Super Paper Mario In, Fuzzies appear as enemies on the, where unlike their previous appearances, instead of draining HP, they attack other creatures by bouncing into them. The most dangerous type of Fuzzy (called a ) is introduced in this game.Paper Mario: Sticker Star Fuzzies make another appearance in the Nintendo 3DS game. They are one of the few enemies in the game to retain their appearance from the first three Paper Mario games. They only appear in level 4-5, where they ride the ski lift bar, coming from the front and back. Once a Fuzzy reaches Mario, it jumps up and falls onto Mario unless he either swings his chair out of the way or jumps to knock the Fuzzy away while it sits directly above Mario's head. Fuzzies often appear in groups of 2-4. In battle, all a Fuzzy can do is simply bounce and slam into Mario.
However, if a Fuzzy is hit and not defeated, it multiplies into two Fuzzies, similar to their multiplication powers in previous Paper Mario titles.Paper Mario: Color Splash. Profiles and statistics Paper Mario series EnemyMax HP3Attack1Defense0TypeGroundLevel6StrongNoneWeakNoneMovesKissy-Kissy (1, recovers health according to damage)Sleep?95%, 0Dizzy?90%, 0Shock?75%, 0Shrink?75%, 0Stop?100%, 0Fright?95%Air Lift?95%Hurricane?95%Coins1 + 0-1ItemsNoneRun32Location(s),TattleThis is a Fuzzy. Why do Fuzzies always jump up and down?
They need to chill out! Max HP: 3, Attack Power: 1, Defense Power: 0 The problem with Fuzzies is their quickness. It's really tough to time their attacks. If they latch on to you, watch out! They'll absorb your HP.EnemyMax HP3Attack1Defense0Location(s), (Levels 3, 5, 8)Sleep?95%Dizzy?90%Confuse?95%Tiny?90%Stop?95%Soft?95%Burn?100%Freeze?80%Fright?95%Gale Force?90%KO?100%MovesKissy-Kissy (1, recovers health according to damage, )Level8Exp. Points0Coins0 - 1Items(drop only), (drop only), (drop only), (drop only), (drop only)50LogA parasite that sucks up its opponent's HP to replenish its own.
Fuzzies are so hyper that it's hard to time your Guard Action Command.TattleThat's a Fuzzy. What a hyper little guy, huh?
Cut back on the caffeine! Max HP is 3, Attack is 1, and Defense is 0. Those things suck up your HP and use it to replenish their own! Isn't that the worst?
Doesn't that just sound totally gross? Anyway, guard against them by pressing the MOMENT they release you. The timing is pretty hard to master, so, uh, practice up! These things really suck. HP.EnemyMax HP5Attack1Defense0Location(s)(4-2), (8-2), (Room 23)Score400ItemsCard TypeCommonCard Location(s)Card Shop; Catch Card/SPCard DescriptionWhat dark and evil thoughts dwell in this beast's brain? And what's so fuzzy about it anyway? It doesn't look too cuddly.63TattleThat curious, bouncing ball of fur is a Fuzzy.
Nobody knows why they bounce. Max HP is 5 and Attack is 1. No remarkable abilities aside from the bouncing. I suggest you keep your distance until you can predict its erratic movements.EnemyFuzzyMax HP6Location(s)Attack3MovesSlam (3), Multiply (creates another Fuzzy)Defense0StickersN/AEnemyFuzzyHP14TypeNormal3. StrongNoneWeakNoneCardMovesBody Attack ( 3), Group Attack ( 3), Blowback Attack ( 12)Location(s),QuotesUsual: 'If you hit us, we divide!' 'Multiply!' 'We are legion!'
Enemy ClassENEMYZAKOLV1Dropped ItemsHammer Scraps5Red Paint12Yellow Paint12Blue Paint12Orange Paint6Green Paint6Purple Paint6Mario Party: Star Rush ImageNameBioA creepy blob of pulsating oddness.' Fuzzies are often seen riding rails, attempting to ruin the day of anyone trying to get past them.' Super Mario Run. Notebook bio: 'This black-colored foe moves along railings. Its body is covered in spikes and is basically unstompable.' Gallery For this subject's image gallery, see. Playable Characters.Non-playable Characters.Worlds.Boss enemies/.Items and objects.Moves.Forms.Enemies.Miscellaneous.Further info.Related activities:.
Main characters.Minor characters. ( ).Bosses.Mini-Bosses.( ). ( ). ( ( )). ( ). ( ). ( ).
( ). ( ).LocationsRed Courses.Yellow Courses.Blue Courses.Purple Courses.Orange Courses.Green Courses.Black CourseBlue, Red and Yellow Course(. )OtherItems.Special Items.Objects.Status effects.Miscellaneous.
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. . . Super Mario WorldAlso known as: Super Mario Bros. 4: Super Mario World (JP)Developer:Publisher:Platform:Released in JP: November 21, 1990Released in US: August 13, 1991Released in EU: April 11, 1992This game has.This game has.This game has.This game has.This game has.This game has.This game has.This game has.This game has.Super Mario World is the first Mario game on the Super NES, rushed and hacked together in time for release.Despite that, it's considered a high point of the franchise, partly due to the ridiculous amount of non-linearity and secrets within the levels.
This unused sound was later used in for when you hit Expansion Blocks or jump on Fat Guys.Unused Level Modes Layer 1 horizontal into Layer 2 verticalSprite ID: ECWhen this object is put into a level, the level will start out with a horizontal Layer 1 section, then transition into a vertical Layer 2 section. It only functions in levels with the layout mode set to 05 or 06.Translucent LevelsLevel modes: 1E and 1FThe game contains two translucent level modes: one for horizontal layer 1/background levels (1E), and one for horizontal layer 1/layer 2 levels (1F). Both modes are fully functional. Their position at the end of the mode list suggests they were 'hacked in' somewhat later in development.Early screenshots showed a flooded grassy area using mode 1F, with water on one layer and ground on the other. It may have been abandoned due to the obvious lack of a background layer when using this mode, and may have prompted the later addition of a non-transparent layer 3 water mode.Unused Background and Sprite Graphics IndexesObject graphics indexes: A, EGraphics-wise, index A (Switch Palace 2) is identical to index 4 (Switch Palace 1), except it uses tileset 3, which is normally used by underground levels and castles. As a result, all tileset-specific objects are scrambled, making the index mostly unusable.Index E (Underground 3) is identical to indexes 3 and 9 (Underground 1 and 2), except it uses a forest/mountain background GFX bank. This would have allowed for above-ground rocky levels, similar to those of World 6 in the New Super Mario Bros.
Series.Sprite graphics index: FIndex F is identical to most of the other sprite indexes, save for the SP4 GFX bank (14), which only appears in one other index (B, Switch Palace). GFX bank 14 contains the pipe, block, Bullet Bill cannon, and Yoshi Coin graphics seen in every background tileset, none of which are used by any sprite in the game. It's possible that a set of sprite graphics existed in this bank at one point during development.Vertical Dark BG LevelLevel mode: 0DSame as 0C (horizontal dark BG level), but uses a vertical layout.Duplicate Horizontal Layer 2 LevelLevel mode: 0FDuplicate of level mode 01.Unused Graphics and ObjectsA gigantic number of unused graphics and objects can be found hidden in the ROM. Even more stuff from earlier builds of Super Mario World can be found in the and.Sprite-Based Objects Classic Piranha PlantSprite ID: 1AA classic Piranha Plant. If you've ever played a Mario game, you should know how this works. Its vine tile has been replaced in memory with one of the frames of Cheep Cheep flopping around on land, using the red palette instead of their normal yellow palette.
Note that the upside-down variation of this is used in Vanilla Dome 3, but its stem has been made tileset-specific to the Cave object tileset, and since both Piranha Plants share their stem tilemaps, this explains why the stem of this has been moved.An unused, yellow upward facing Piranha Plant variant was shown in a prerelease screenshot however.There is in fact code in the game to make the stem use the same tiles as the upside-down variation, but due to a bug, it doesn't work properly. There is an Asar patch to correct this problem.Floating PlatformSprite ID: 5EThis platform will move to the right constantly once Mario lands on it. If Sprite Buoyancy is enabled in the current level, this object will act like the smaller floating platforms found in levels such as Yoshi's Island 4.Flying CoinSprite ID: 7EA red coin that continuously moves to the right like a P-Balloon. Collecting it will give the player five coins. Red coins would not make their official debut until, five years later.Flying MushroomSprite ID: 7FSimilar to the above object, this floating 'gold' (it actually uses the tan palette of the Monty Moles) mushroom gives the player an extra life.Flying CageSprite ID: 88This graphically-glitched flying cage can be put into the game.
Dummy Floating PlatformsSprite IDs: 56, 58These platforms are like the checkerboard platforms, but their sizes are 3 × 2 pixels.Eerie GeneratorSprite ID: CBLike the other spawners, this one spawns Eeries. You probably already guessed that.Layer 2 FallSprite ID: EDA sprite that causes Layer 2 to fall. It also disables horizontal scrolling.
Intended for use in Vertical Layer 2 Level with Layer 2 interaction (Level Mode 08).Foreground Objects Blue CoinFG Object ID: 16This acts just like a normal coin, but it's all.blue.Hitting a P-Switch will turn these blue coins into magenta blocks. They can still be collected like coins, since the code that makes regular coins solid does not apply to this particular object.Global RopeFG Object ID: 17A horizontal rope platform resembling those found in the mountain tileset, only this one isn't tileset specific. This shares its object ID with the 16x16 cloud platform.Small DoorFG Object ID: 10 (Extended object)Half-sized doors that can only be entered by Small Mario. Both normal and P-Switch versions are coded in the game.Question Mark Block with ShellFG Object ID: 37, 38 (Extended object)Question Mark Blocks that contain Koopa shells are fully coded in the game! Well, not just a Koopa shell.
The actual Koopa is still inside, and it will get back up if you wait too long. Unlike a normal shell, fireballs have no effect on it.
This is because items from blocks or the reserve box are immune to fireballs in order to prevent the player from frying them.Empty Turn BlockFG Object ID: 2E (Extended object)Acts like a Turn Block with an item inside, but doesn't actually contain anything.Bounce BlockFG Object ID: 39 (Feather - Extended object)Block with 'Nothing' not defined as an object but is in Map16 at 12BThese blocks aren't activated by Koopa shells or jumping, but by running into them from the side. They are finished, but the object part of this block uses the wrong graphics (hinting that something else other than the P-Switch and Springboard was here). This graphical error can be fixed by changing the two 0x03 bytes at PC address $0729A to 0x00.
Two versions of this block are coded: one with nothing in it, and one with a Cape Feather, the latter turning into the former when hit. Similar blocks appeared in.SeaweedFG Object ID: 81 (Extended object)An object-ified version of the seaweed commonly seen in underwater backgrounds.
This is only found in the Ghost House tileset, and was likely intended to appear in the Sunken Ghost Ship.GrassFG Object ID: 3F X5 where X is the object length (Plains tileset only)In the tileset-specific object set, Bushes 4 and 5 are considered unused, although Bush 5 is finished and works fine. The graphics for it are also finished, available in the forest tileset.Conveyor RopesFG Object ID: 36 X (Flat), 37 SS (Diagonal) (Mountain tileset only)These are completely functional conveyor belts using special animated rope tiles. They can go either left or right, and the diagonal ones can face either direction, giving a total of six different unused ropes.Note Block (All Sides)FG Object ID: 27 (Extended object)A Note Block that will bounce Mario away from all sides, not just the top, similar to the pink Note Blocks in Super Mario Bros. 3.Log ObjectsFG Object ID: 3E (Horizontal), 3F (Vertical) (Mountain tileset only)These logs are bright yellow, and can be both horizontal and vertical.Side Cloud FringesFG Object ID: 3E (Plains tileset only)Side cloud fringes. Used nowhere in original game.Top Cloud Fringe on whiteFG Object ID: 3D X1 (Plains tileset only)Cloud fringe inside the white tile.Cloud Fringe edgesFG Object ID: 68-6F (Extended object)Cloud Fringe edge tiles.Overworld Sprites LakituThis Lakitu will follow Mario around on the main overworld map, but he won't appear on any submaps (e.g., Vanilla Dome).
Lakitu can be activated by hex editing a save state and changing address 19FB from 00 to 01.This was most probably meant to appear on levels with Lakitus in them, but it was never coded to do such. Besides that, the only Lakitus in the game appear in submaps.Blue Jay. Three Koopalings are actually present on the overworld map, but are never visible; the path tiles that were originally supposed to make them appear were changed into oddball corner tiles and used in the Star World. Unlike the rest of the overworld sprites, these actually had a purpose – they were to drag you into levels, much like the hands in World 8 of Super Mario Bros. 3.The positions of the sprites (visible in Lunar Magic's overworld editor) suggest a vastly different overworld layout at the time of their 'removal' than what was seen in the final.
To do:Some graphics are incorrectly displayed, such as Wendy's bowHills Background StarAn animated star tile found in the hilly and Ghost House background tilesets. It's not used in either. In the final game, a different tileset is used for starry nights.Early Yoshi BerryThis rounder, shinier, non-animated version of the Yoshi berry is loaded into VRAM at the beginning of each level, but is immediately overwritten with the animated version, which looks much different.
In fact, three different versions of the berry graphic exist in the ROM, as shown below:. To do:Where (at what offset) is this graphic located?An interesting sprite of Mario flying, except without his cape. It's unclear what it could have been used for, but it could have been used to test layering with different sprites.Small Musical NoteA small musical note sprite, that bears a resemblance to the one on Note Blocks. In later games such as Super Mario 3D Land, notes like these pop out of Note Blocks when you jump on them, so maybe the same was planned for this game.Fire-Spitting Dino RhinoDino Rhino was supposed to have an actual attack! These frames and a vertical version of Yoshi's fireball appear in the Dino Rhino tileset. In the actual game, Dino Rhino just walks back and forth; only the smaller Dino Torch actually attacks.Interestingly, one of the transformed kings in the version of uses a scaled-down, differently-colored variant of the horizontal frame with a crown tacked on top.Chain Chomp Chain?In the graphics set for the forest enemies like Wiggler and Lakitu, is this small circular object. While there isn't any way to completely verify this, it does seem to resemble a chain that would be used for a Chain Chomp enemy.
Given that the Chain Chomp was originally intended to make an appearance, and that there is an unusually large amount of placeholder tiles in the forest enemy graphics, it is entirely possible that the Chain Chomp was dummied out late in development, and this single tile was forgotten.YoshiSeveral unused Yoshi parts intended for the ending.Yoshi Dust. Iggy's HairIn the game, Iggy and Larry both have the same hairstyle.However, in Super Mario Bros. 3, Iggy had a significantly different hairstyle. Graphics for this hairstyle do exist in Super Mario World, but are unused:If used, it would look like this:This seems to have been a mere oversight, as Iggy has his proper hair style during the ending. The tilemaps used during the ending are separate from the in-game ones, hence the discrepancies.Morton and Roy's AttackIt seems that Morton and Roy were intended to have a secondary attack! This makes sense, since both of them have the same appropriate frames as Ludwig, who has a fireball attack.Early Koopa Clown Car TeardropA tile version of the teardrop that appears when damaging the Koopa Clown Car. In the final game, it is a sprite that animates slightly and uses a blue palette, so this static tile version ends up unused.Placeholder Block Graphics BeforeAfterThese placeholder graphics for the on/off and spinning blocks are loaded before the animated versions are.'
ブロック転送' means 'Block transfer'.Early Brick Graphics EarlyFinalAn earlier version of the bricks seen in the boss fights. Compared to the final version, the early one is poorly shaded.Mario's Old Palettes LeftoversThe SNES Test Program (As seen here: ) used a slightly different Mario palette scheme compared to the final used in Super Mario World, interestingly enough, Nintendo forgot to fix the palettes for some frames, the pink colors on some of the frames were originally for the colors for Mario's clothes, however, those were later replaced for the Princess Toadstool's dress. The reason that color is being used for Mario's clothes instead is that Mario's shoes had shading early in development, and thus it appears in the SNES test program.Early Mario:Final Mario/Luigi:As you can see, Mario's shoes lost their shading by the final.Flying Birds. The birds found atop Yoshi's House have two unused flying frames.
While these were left unused in the original game, the tiles found a purpose in during the 96 exits cutscene, and as part of the reward for completing the coin-collecting challenge in Donut Plains 1.5-UpGraphics for a 5-Up bonus, which can only be seen via.Older Title Screen Graphics Super Mario Bros. 4These graphics appeared in an early version of the U.S.
Title screen, and are still present in the ROM. Strangely enough, they are not present in the Japanese ROM, even though the official Japanese label art did have the subtitle of 'SUPER MARIO BROS. Title screenANDJust the word 'AND'. This could have been meant to appear in the copyright line, e.g. '© 1990 AND 1991 Nintendo', though it doesn't fit well with the existing copyright font.Oddities Older Level Layout LeftoversA Buzzy Beetle can be found at the very end of Donut Plains 2, stuck inside a wall.
Because the screen slowly autoscrolls at that point, it can never be seen, and even if it could be seen, it would just fall through the floor.Extra Warp DataThere's a pipe in Vanilla Secret 1 that leads to a secret exit. In the screen right above that one, there's warp data that takes the player to the same exit. This was done to fix a bug with the secret exit pipe: if Mario enters the pipe while riding Yoshi, he'll be just high enough (by a single pixel!) to be on the next screen up. Instead of just, say, moving the pipe down a block, they instead duplicated the warp pipe data. Another instance of the Red Switch Palace map tile is coded into the Valley of Bowser. There's no way to reach or activate it without hacking the game. Trying to enter this level leads to Level 112, which points to the.
The actual level ID of the Red Switch Palace is 11B.Interestingly, Valley of Bowser 3 has its Enable path on secret exit value set to Left, whereas all other single-exit levels have it set to Up, implying that there was a path there at some point. Nintendo probably figured the player would have little need for red Switch Blocks by this point and (wisely) decided to make the Palace accessible from Vanilla Dome 2. Boss DoorThe door on the left is how the boss door appears in the game. The door on the right represents how the different 8×8 tiles stored in VRAM comprise the boss door.
Each color is a different 8×8 tile.Interestingly, the graphics for the orange, purple, and green tiles are identical, but are stored as separate tiles. This suggests that the door once had a much different appearance, and the purple and green tiles were originally used for something else, like doorknobs or hinges.Overworld Paths.
Reserve Starman In-game colorsCorrected colorsAt one point, it was possible to have a Starman in the reserve item box (though exactly how it would get there is a mystery). There is even a routine that specifically checks for the Starman item ID ( 03) and cycles the colors appropriately, though it appears to use incorrect palette values ( 00 02 04 02). Shifting each value left by one bit ( 00 04 08 04) fixes this.code 7E0DC203 will force a Starman to appear in your reserve item box.Goal Post BottomThough never seen in-game, Goal Posts have a bottom tile. It's likely that they were intended to float above the ground at one point, much like the similarly-styled midway points do in the final game.
Unfortunately, the rounded part of the bottom tile was overwritten with large bush graphics at some point in development, causing the glitched appearance seen above.Unused Bonuses. To do:Paste in an image of the unused coin bonuses here, for convenience's sake.Normally, the bonus table caps at 1-Up after stomping eight enemies in a row. However, due to a programming oversight, this does not apply to Wigglers! Starting from the tenth stomp, you'll receive a 2-Up, a 3-Up, and then the following unused bonuses:. 5-Up. 5 coins. 10 coins.
15 coins. 20 coins. 25 coinsAfter 25 coins, each successive stomp will overflow the bonus table and give a glitched bonus, which is often worth a very large number of points and coins.
None of the unused bonuses appear correctly; the 5-Up pulls its attributes from the code following the bonus sprite attribute table, while the coin bonus graphics simply don't exist (though they can be seen in the ).Though none of the game's levels feature more than two or three Wigglers in a row (due to their processing overhead and large sprite count), it is possible to revert them to their calm state by scrolling them off and back onscreen while floating with the cape, at which point they can be stomped on again to increase the bonus count. The easiest place to do this in the game is in Forest of Illusion 1, on the log platforms above the keyhole. Developer's Tools Free Movement/Instant Flight ModeThe Game Genie code DDA6-DF07 enables a free movement/instant flight mode.
Hold L and press A once, and you'll be able to fly (provided you have a cape) as soon as you start running. Hold L and press A again, and you will be able to move Mario anywhere in the stage. Hold Y to speed up Mario's movement, or press L and A again to return to normal gameplay. This was removed in the European version.Boss Defeated Scene SelectThe Game Genie code 7DBD-04AF will give you special controls during 'boss defeated' scenes. After the scene has ended, press L + R to repeat the scene or Up + L + R to view the 'boss defeated' scene from the next world.Additionally, if you go past the seventh and final 'defeated Koopaling' scene, you can view the credits.Power-Up SelectThe Game Genie code EDA5-0F6F enables a power-up select not unlike. Hold Up and press Select to switch between Small, Big, Cape, and Fire Mario.
This was removed in the European version.Yoshi SelectThe Game Genie code ED60-642D will let you choose what Yoshi you want on the map screen. Press Select to cycle through the different Yoshi colors (None, Yellow, Blue, Red, Green).Instant Level CompletionThe Game Genie codes DDC1-64DD DDC5-6DAD allow you to instantly complete any level, even ones you have not already beaten. Press Start then Select to complete the level via the 'normal' route, or hold A or B while pressing Select to complete the level via the secret goal, if the level has one.Star World from Yoshi's HouseThe Game Genie code EDB7-0FBD allows you to reach Star World from Yoshi's House. Press Select while on Yoshi's House to be transported to Star World 1.Overworld Free MovementThe Game Genie codes 0ABB-6D9D CEBB-6DBD B4BB-6D2D allow you to walk on not-yet-revealed paths and enter not-yet-revealed levels.
To do:. Find some way of searching the ROM for these objects, to make sure there aren't others that were overlooked when browsing maps visually in Lunar MagicBig Boo Peek FrameIt's relatively well known that if you stare down a Boo Buddy for approximately eight (real-time) seconds, it'll briefly make a face at you. (These frames are also used for other Boo-related enemies, like Circling Boo Buddies.)However, less widely known is that Big Boos also have this behavior, but they require you to wait for approximately sixteen seconds before they'll react (by peeking out from behind their hands).
Also, the 16x32/stacked 16x16 tile(s) that the big boo uncovers appears both when the Big Boos cover they faces, and when their boss variation do so, the only reason because this is never seen is because their hands overlap part of their eyes and mouth. (Source: )Big Red Dot LevelsThe popular theory of levels that are represented as a big dot in the overworld map is that these are long levels, however, some levels don't meet this criteria.