Archive for the 'Hacks & Projects' Category

RedWolf’s Homebrew Game Genie Code Gallery: Super Mario Bros. 3

Monday, November 21st, 2005

The Game Genie is without a doubt the coolest peripheral I’ve ever owned for the NES. When I was bored with regular old NES games, I could essentially “reprogram” them with the device and make them more interesting. Tired of being told by game designers that I had to play the games their way, I delighted in manipulating game mechanics. After all, I thought, I bought the game, and I should be able to play it however I want (“Game Genie: empowering the gamer since 1991”). Before long, the codes included in the official Game Genie booklet got boring, so my brother and I made up our own. This resulted in some particularly reality-bending codes, the best of which I have included here. Some of these codes might have been discovered by other fellow Game Genie enthusiasts since then, but I assure you, these are straight from my circa-1994 spiral-bound, home made Game Genie Book.

This second entry on GG codes deals only with the US version of Super Mario Bros. 3 (the first entry is here). Unfortunately, I didn’t have as many SMB3 codes in my book as I thought I did. Still, these are definitely neat. Try them out yourself and have fun. Also, feel free to share your own codes in the comments section.

OOKXGLIE

Code: OOKXGLIE
Tired of getting hit and losing the rare Swimming Purple Raccoon Mario power up? Well tire no more, since this code makes it permanent!
ANKXGLIE

Code: ANKXGLIE
Permanent Mario Shoe, as I like to call it. Exactly like Kuribo’s shoe, but different. You’re black and white, invincible, always small, and hopping around, but your shoe looks like a green Mario split in half. Awesome.
POKXGLIA

Code: POKXGLIA
Permanent regular Mario. No, not invincible — just small. All the time. It’s tough being a short, stumpy man.
XNKXGLIA

Code: XNKXGLIA
Introducing…Black and White Mario! This is like having permanent Kuribo’s shoe powers, but you always stay small, you don’t hop around, you look like Mario, and you’re intangible and invincible. You can stomp piranha plants too.

RedWolf’s Homebrew Game Genie Code Gallery: Super Mario Bros.

Thursday, November 17th, 2005

The Game Genie is without a doubt the coolest peripheral I’ve ever owned for the NES. When I was bored with regular old NES games, I could essentially “reprogram” them with the device and make them more interesting. Tired of being told by game designers that I had to play the games their way, I delighted in manipulating game mechanics. After all, I thought, I bought the game, and I should be able to play it however I want (“Game Genie: empowering the gamer since 1991”). Before long, the codes included in the official Game Genie booklet got boring, so my brother and I made up our own. This resulted in some particularly reality-bending codes, the best of which I have included here. Some of these codes might have been discovered by other fellow Game Genie enthusiasts since then, but I assure you, these are straight from my circa-1994 spiral-bound, home made Game Genie Book. This first entry on GG codes deals only with Super Mario Bros. More specifically, the Super Mario Bros. and Duck Hunt cartridge was used to make these codes. Try them out yourself and have fun. Also, feel free to share your own codes in the comments section!

LUIGIO

Code: LUIGIO
Totally whacks up the graphics, and the game freezes at the third pipe. Why use it? Just because you can (…it spells Luigi-o).
YLYYYA

Code: YLYYYA
Permanent ice-skating Mario. This was always one of my favorites. Everything else seems fine.
SOSSSO

Code: SOSSSO
You get an extra life with every stomp, on every type of enemy. Awesome!
OZOPPI

Code: OZOPPI
Coin blocks are in weird positions, but inside every one is a mushroom / fire flower. You can only have one power-up on the screen at a time though.
PISPEG

Code: PISPEG
This is hilarious: the regular floor is replaced with water. Mario falls down and dies not only on the first stage, but the title screen as well.
OZTLLX

Code: OZTLLX
Ah, one of the classics. With this code you can be regular small Mario and still have the fire flower. You can’t break blocks though.

Coming Soon: Game Genie codes for Super Mario Bros. 3. There are some awesome ones for it in my personal code book, so stay tuned.

How to Tell if a Copy of Gyromite has a Famicom Adapter in it

Monday, November 14th, 2005

Famicom Converter in GyromiteIt’s not a myth if it’s true. Yes, Mario, there might be a Famicom to NES adapter in your copy of Gyromite. In fact, there might be an adapter in other early NES games, but so far, Gyromite is the only game cart I have personally found adapters in. Recently Jake at 8-Bit Joystick was bustin’ on the well-known NES fan fact that there are NES to Famicom converter boards in some early NES games. Well, I’m here to try to set that straight. For the record, I’ve bought eight copies of Gyromite in my life, and two of them had Famicom converters in them (25% rate so far). I’m not going to speculate on the absolute ratio of Famicom to non-Famicom Gyromites out there, or even why the adapters are in there in the first place. Instead, here’s a quick guide to show you how to determine if any copy has one of these hidden treasures inside.

Method #1: Label Variations

Gyromite CartsI’ve noticed that there is a small difference on the labels of my two copies of Gyromite with Famicom adapters in them (henceforth to be called FA Gyromites) and the ones without adapters (henceforth to be called regular Gyromites). The difference is subtle but noticeable if you can compare the two, or if you have a really good eye for color. Take a look at the picture on the right. Click on it and load the full-sized image. Notice the “Robot Series” logo on the cartridge on the right (the FA Gyromite copy has a piece of tape on it so I know which is which).

Gyromite Label ComparisonThe color of the purple in the FA Gyromite is a different hue than the regular Gyromite on the left. The two FA Gyromites I have have less red in the Robot Series color, making for a softer, deeper “grape” color, whereas the regular Gyromites have more of a “plum” color to them, with more red in the label. Also, the black background in the regular Gyromites is of a lighter, more washed-out looking color than the deeper black in the FA Gyromites. Also to the right is an up-close comparison of the two labels. Note the difference in red content in the half-toning pattern and the difference in the surrounding black background.

I can’t promise that this color difference will hold true for all copies of Gyromite, but my two copies of FA Gyromite and five copies of regular Gyromite all follow the same color differences described above, so I thought I’d mention it.

Update: Shortly after writing this article, I noticed another difference between FA Gyromite and regular Gyromite labels. On the label spine where it says Gyromite in purple, my FA Gyromites have a tiny “TM” trademark symbol after the title. All of my Gyromites that don’t have TM symbols are regular Gyromites, indicating that they changed the label later in the production run. But this is where it gets slightly complicated: I do have one regular Gyromite with a TM symbol, so the TM is not a guaranteed indicator that it’s a FA Gyromite. But I’m willing to bet a lot that if it a Gyromite cart doesn’t have a TM on the spine, you can rule a FA out — it’s a regular Gyromite. Further experience will be necessary to make sure this is completely true, but I think it’s almost assured. And before you start complaining that I’m wrong, make sure you’re looking at the label spine (the edge of the cartridge opposite the connector), not the main label face.

Method #2: Center of Gravity

Gyromite Cart in HandThis is the least scientific test of the bunch, unless you want to go to the trouble of precisely balancing the cart on a specific pivot point. In lieu of such complicated measures, you can use your hand. Pick up a copy of Gyromite and hold it in your hand like the picture on the right. If the center of gravity is more towards the middle of the cartridge than toward the connector (and the weight is spread out a little more evenly), then it’s likely that you have a FA Gyromite in your hand. You’ll see why in a minute.

Method #3: Weight

Regular Gyromite WeighedThis test is my favorite of the bunch, because you can quantitatively tell if your Gyromite has an adapter without opening it up. If you happen to have a scale that can read in ounces, you’ll find that a regular Gyromite cartridge weights about 3.5 ounces, and a FA Gyromite weighs about 4.5 ounces. The extra ounce comes from the converter hardware inside, which you’ll see in a minute. I tested my other early NES games and they all weighed 3.5 ounces, telling me they don’t have adapters inside. Also worth noting: I just realized that the pictures of FA game carts (one is Gyromite, one is Hogan’s Alley) on this page and this page have full-size DIP ROM Chips on the boards instead of glob-tops like mine (which you’ll see in a minute). That would definitely make a copy of FA Gyromite with DIP chips heavier than 4.5 ounces.

FA Gyromite WeighedI also weighed a later NES game (Kirby’s Adventure) and found that it weighed about 4.5 ounces as well. Does this mean Kirby’s Adventure has an adapter inside? No — it has a bigger board to make room for a battery and likely heftier ROM chips since it’s a bigger game (in KB terms). So keep that in mind if you’re planning on doing a hand weight test in a store. Pick up a copy of Gyromite and compare its weight to another early NES game (like Pro-Wrestling, but not Zelda, which is also heavier because of its battery). If it feels slightly heavier, then you’ve probably got a FA Gyromite in your hand.

Method #4: Open the Cartridge

Gyromites UniteUnlike Jake and Ben Heckendorn, I actually have an array of screwdrivers on hand, arranged nicely in a toolbox. 🙂 There will be no smashing/ripping open NES cartridges today. All it takes is a small flat-blade screwdriver to open your Gyromite cart. All Gyromite carts have at least five screws (unlike the later three-screw NES carts), but if you have a FA Gyromite, you’ll be surprised to learn that it actually has seven screws in total! In the picture on the right, I have two copies of Gyromite open. The one on the top is the regular Gyromite, and the one on the bottom is the FA Gyromite. Notice how the adapter/game assembly is screwed down to two posts inside the cart. Ah-ha — so that’s what whose posts are for! If you unscrew the adapter assembly, you’ll notice that it’s in three pieces. There’s the top board, which is the Famicom board with the ROM data on it, then there’s the 60-pin pass-through connector, and then there’s the bottom adapter board. Here are some more pictures:

FA Gyromite Boards

The FA Gyromite assembly up close.
Regular Gyromite Board

The regular Gyromite board up close.
FA Gyromite Boards Reverse

The other side of the FA Gyromite assembly.
Regular Gyromite Board Reverse

The other side of the regular Gyromite board.
FA Gyromite Assembly Apart

The FA Gyromite assembly in three pieces.

Some Notes on Using Your New Famicom Adapter

I did some simple testing using the FA Gyromite ROM board and the adapter itself. First of all, I plugged a Famicom cart, Zippy Race into the FA Gyromite‘s adapter and tried it in a top-loading NES. It worked perfectly. Then I put the FA Gyromite ROM board (the Famicom part only) into a Famicom, and no surprise, it played perfectly as well. It is very important to make sure the board/cartridges are facing the right way when you use them in a NES. The front of the Famicom cartridge should be facing opposite the front of the adapter (the side with the IC on it). Then, the front of the adapter must be facing either up (on a front-loader), or forward (on a top-loader). Also, you’ll have to flip the 60-pin connector on the adapter around so a Famicom cart will fit on it, and you might even have to trim a bit of the black plastic off the sides so it fits correctly. You might be able to chop off the top of a standard NES cart and screw the adapter into it, as it was in the Gyromite cart, so that you don’t have to handle an unprotected PC board all the time and you can use the same adapter with different Famicom games. Also, the mountability of the adapter in an NES cartridge case brings about the possibility of making a permanently converted Famicom game. That is, you could disassemble your Famicom cart, take out the ROM board, mount it in a NES cart case (ala FA Gyromite), and screw it back up. Then you’ve got a sturdy Famicom game ready to play any time that you want on your regular NES! Whether the adapter works perfectly with later Famicom games is unknown by me. You’ll just have to test that yourself.

No More Blinkies: Replacing the NES’s 72-Pin Cartridge Connector

Monday, November 7th, 2005

Frustrating NESIt’s an endless struggle; an epic, no-holds-barred wrestling match: Man vs. NES in a fight to the death. Or at least, in a fight to get your NES games working on that old front-loading NES. You push, it blinks. You pull, it blinks. You blow, you sneeze, you use q-tips, cleaning kits, and wow…it works? You see the title screen, but it’s still a little flaky. Things might be a little garbled, so you hit reset and it looks OK. Then an hour into playing, you accidentally tap the console and the game freezes, forcing you to start your Metroid game all over again. Blast! It’s hard to remember that your NES ever worked on the first try. There’s a fine art to actually getting a game running on an old NES. It takes a lot of patience and a certain flick of the wrist. I used to impress people at parties with my NES-charming abilities, and boy did the ladies love it.

NES 72-Pin Replacement ConnectorThe crux of this classical problem is a special connector inside the unit that wears out from repeated usage over the years. It was designed in such a way that a game cartridge can be inserted at a slight angle with little resistance, then pushed down in the spring-and-latch loading tray inside the NES, bringing the cartridge’s contacts in full contact with the connector’s pins. It’s sort of like a cartridge port version of a ZIF (zero insertion force) socket (Hmm.. Zero Insertion Force sounds like it would have been a good title for a Japanese NES game). This mechanism seems like a great idea on paper — there’s no brute-forcing the game in, and it’s easy to pull the game out of the slot when you’re done. But this delicate dance between cartridge and machine repeats it self over and over again throughout the years until the the pins in the internal connector start to lose their flexibility and springiness. And when they get slowly bent down from repeated usage, the physical contact made between the connector and the cartridge itself suffers, making it hard for the NES to read the data on the cartridge. On top of that, you have years of dust, dirt, and corrosive build-up on both the internal connector and the game itself. As a result, you get…Dum Dum Dum…The Blinkies.

Back in the day, we just threw up our hands and suffered with the problem, never really thinking there could be a solution — other than buying a later model top-loading NES (released in 1993), which eschewed the high-class ZIF mechanism for a more plebeian (and low cost) approach. And as we all now know, recent attempts at NES replacements just don’t cut it. But a few years ago, enterprising young lads on Ebay started selling replacement 72-pin connectors (the cartridge port on the NES has 72 pins) for afflicted front-loading NES systems. The concept is this: you buy a new connector, you disassemble your NES and replace the old one, and supposedly the blinkies will be gone. So about three months ago, I finally decided to buy one and try it out. Sellers want anywhere from $7 to $12 (!) a piece for these things, which is a lot of markup considering they’re probably being churned out by Chinese factories at a cost of a cent a piece. However, they are quite unique in the world of connectors and I (in my limited experience) know of no other device that has ever used such a component. So until we find out who these sellers are smuggling these things from, the gaming public will have to put up with the high prices.

NES Apart, RF Shield RemovedI took a dive and went with a $7 connector from HitGaming.com. I bought it through Ebay, although HitGaming has its own online store too. The choice of a vendor for these things probably matters very little. I highly suspect that all of them come from the same manufacturer somewhere in the Far East. Just go for the cheapest price. HitGaming.com’s 72-pin connector arrived in a little plastic baggy with a cheaply done single-sheet print out of NES disassembly and connector installation instructions. Having disassembled a number of NESes before, I didn’t have any trouble with the installation — it’s very easy as far as console fixes go. But for those who are not experienced in taking anything apart, the operation might be a tad tricky. HitGaming.com also has extended installation instructions online with more pictures, which is definitely handy for the inexperienced. I’m not going to go into detail about the assembly and installation instructions myself, since the method to do so has been repeated many times over on the web.

I took everything apart — first the main chassis, then the RF shield, then they tray mechanism, then unplugged the old connector from the mainboard, hollowed out some incompletely drilled screw holes in the new connector, and plugged it in to the mainboard. Then I screwed only the tray mechanism back so I could test it before completely putting it back together. If I had to give one tip for the process, it would be this: there is a black plastic lip/slot on the bottom of the black spring-loaded tray that is designed to go under the front, bottom edge of the main board. Make sure you slide the tray mechanism in parallel to the mainboard and that the lip goes under the board, or else the tray will stick up too much and the spring-locking mechanism won’t work properly. After successful testing, reassemble everything else in reverse order, taking care not to mix up which screws go where.

The new 72-pin connector in my NES succeeded in eliminating the confounded blinkies. It should be heavily noted that your game cartridges need to be cleaned before inserting them into your newly refurbished NES, or else you’ll still have trouble getting them to work (and you’ll get your new connector dirty).

There was only one problem with my connector, though. The whole ingeniously-designed ZIF feature of the tray-loader was somehow negated by the new connector. It requires a strong force to push the cartridge in, and a Herculean effort to remove the cart from the system. The sheer gripping power of the new connector will surely lessen over time and use, but it’s definitely inconvenient to have to struggle to pull a game out. It’s a disappointment, but at least a cleaned cartridge works on the first try. Also, you can practically throw the NES across the room and not have the game lock up on you; the contact is that strong. Still, I wouldn’t try it on purpose (although it might happen spontaneously while trying to get past the first stage of Ghosts ‘N Goblins).

Note: Below, I am reviewing my particular connector, not the whole concept of replacing your old one.

HitGaming.com Replacement NES 72-Pin Connector
Good Features: Seemingly good quality construction, same dimensions as old connector. Eradicates the blinkies if installed correctly and used with clean carts. Installation instructions provided on paper and online.
Bad Features: Overpriced. Skimpy installation instructions. Grabs on to your carts for dear life and won’t let go. Requires disassembly and possible breakage risk in the process — not a good option for the technically unexperienced.
VC Rating:
(10 Being Best)
[ 6 out of 10 ] Shiny Marbles