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Welcome to the Sprite DB! Here you will find information on how to use any sprite in NSMB.
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Uncategorized
Platforms and ropes
Event controllers
Bosses and cutscenes
Camera controllers
Useless sprites
Effects and decorations
Other
Enemies - Overground
Enemies - Underground
Enemies - Water
Enemies - Snow
Enemies - Fire
Enemies - Castle
Enemies - Ghost House
Enemies - Desert

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ID Class ID Name Last edited by
27 248Bill Blaster (Bullet Bill launcher)
Shooting direction: list at nybble 9: 1=Left,2=Right,0=Both
Height: value at nybble 10. A height of 9 or more will make the Bill Blaster invisible if the 8 bottommost tiles disappear from view, but still retains collision.
Unknown (8): value at nybble 8. Was used by Nintendo devs, somehow as a copy of Nybble 10, but is apparently never called at all, needs testing.
Unknown (11): value at nybble 1. is stored by the game for ulterior use but seems to never be called, still needs testing.
 Hiccup (rev. 23)
28 35Bob-omb
Behaviour: list at nybble 4: 0=Default,4=Pipe generator,2=Self-destructs (240 frames),8=Self-destructs (241 frames)
Pipe generator direction: list at nybble 11: 0=Up,1=Down,2=Left,3=Right
 KingYoshi (rev. 26)
36 37Thwomp
Unknown (11): value at nybble 11. Cancelled out by the code, as far as I noticed.
 Hiccup (rev. 9)
53 55Dry Bones Hiccup (rev. 3)
55 58Bullet Bill spawner
Shooting behaviour: list at nybble 11: 0=Doesn't spawn,1=Fires at Mario,2=Fire from sprite placement
Maximum random up-shift: value at nybble 10. 0=1. The Bullet Bill, upon spawning, will shift up from a range of pixels between 1 and the value specified.
Enable Zone ID check: checkbox at nybble 7 with mask 1. If unchecked, the sprite spawns doesn't care if player is in the zone, and fires anyway.
Zone ID: value at nybble 8-9. Spawns from the right edge of screen when player is in zone.
 KingYoshi (rev. 20)
64 73Whomp
Doesn't move: checkbox at nybble 10 with mask 1
Bigger: checkbox at nybble 11 with mask 1
 MeroMero (rev. 7)
102 103Spiked Ball
Direction: list at nybble 9-10: 0=Left,1=Right,2=Towards player,16=Towards player from right only,17=Towards player from left only
Speed: list at nybble 11: 0=Slope only,1=60 pixels/sec,2=90 pixels/sec,3=120 pixels/sec
Bounce on walls faster: checkbox at nybble 8 with mask 1
Destroyer ID 1: value at nybble 2-3. The spiked ball won't spawn while the ID is activated. 0=disable
Destroyer ID 2: value at nybble 0-1. This one will have no effect if Destroyer ID 1 is equal to 0.
Spiked Ball ID: value at nybble 7. For use with Spiked Ball Activator (46)
 MeroMero (rev. 23)
109 110Amp
Shift position: list at nybble 10: 0=None,1=½ block right,2=½ block down,3=½ block right and down
Behind fence: checkbox at nybble 11 with mask 1
 KingYoshi (rev. 9)
114 234Burner (Small)
Direction: list at nybble 11: 0=Right,1=Left,2=Up,3=Down
 Hiccup (rev. 10)
115 185Large Spiked Ball
Direction: list at nybble 9-10: 0=Left,1=Right,2=Towards player,16=Towards player from right only,17=Towards player from left only
Speed: list at nybble 11: 0=Slope only,1=60 pixels/sec,2=90 pixels/sec,3=120 pixels/sec
Bounce on walls faster: checkbox at nybble 8 with mask 1
Destroyer ID 1: value at nybble 2-3. The spiked ball won't spawn while the ID is activated. 0=disable
Destroyer ID 2: value at nybble 0-1. This one will have no effect if Destroyer ID 1 is equal to 0.
 Hiccup (rev. 20)
118 235Burner
Direction: list at nybble 11: 0=Right,1=Left,2=Up,3=Down
 Hiccup (rev. 18)
180 96Climbing Koopa
Walking direction: list at nybble 10: 0=Horizontal,1=Vertical
Fence position: list at nybble 9: 0=In front,1=Behind
Faster: checkbox at nybble 8 with mask 1
Color: list at nybble 11: 0=Green,1=Red
 MeroMero (rev. 9)
193 56Big Dry Bones Hiccup (rev. 4)
194 38Big Thwomp
Unknown (11): value at nybble 11. Unused. Cancelled out by the code, as far as I noticed.
 Hiccup (rev. 8)
241 262Bill Blaster Turret (Direction changing Bullet Bill launcher)
Empty spots: binary editor at nybble 8-9. individual bits indicate empty spots
Cannons to flip: binary editor at nybble 10-11. individual bits indicate flipped cannons
Height: value at nybble 7. Height is 1 + (N7 mod 8)
Slower firepower: checkbox at nybble 4 with mask 1. Unused.
 Hiccup (rev. 9)
252 249Banzai Bill Blaster
Shooting direction: list at nybble 9: 1=Left,2=Right,0=Both. 1 and 2 are unused.
Unknown (11): value at nybble 11. Stored by the game for ulterior use but seems to never be called, still needs testing.
 Hiccup (rev. 9)
260 220Fast Spike Pillar - Down
Speed: list at nybble 4: 3=Doesn't move,2=Slowest,0=Medium,1=Fastest
Start: list at nybble 5: 0=Forward,2=Backward,8=With delay
Distance: list at nybble 6: 1=7 tiles,3=10 tiles,2=14 tiles,0=16 tiles. Time travel is the same no matter the distance.
Forward delay: value at nybble 7-8. 60 frames = 1 second.
Backward delay: value at nybble 10-11. 60 frames = 1 second.
 Hiccup (rev. 8)
261 221Fast Spike Pillar - Up
Speed: list at nybble 4: 3=Doesn't move,2=Slowest,0=Medium,1=Fastest
Start: list at nybble 5: 0=Forward,2=Backward,8=With delay
Distance: list at nybble 6: 1=7 tiles,3=10 tiles,2=14 tiles,0=16 tiles. Time travel is the same no matter the distance.
Forward delay: value at nybble 7-8. 60 frames = 1 second.
Backward delay: value at nybble 10-11. 60 frames = 1 second.
 Hiccup (rev. 7)
262 222Fast Spike Pillar - Left
Speed: list at nybble 4: 3=Doesn't move,2=Slowest,0=Medium,1=Fastest
Start: list at nybble 5: 0=Forward,2=Backward,8=With delay
Distance: list at nybble 6: 1=7 tiles,3=10 tiles,2=14 tiles,0=16 tiles. Time travel is the same no matter the distance.
Forward delay: value at nybble 7-8. 60 frames = 1 second.
Backward delay: value at nybble 10-11. 60 frames = 1 second.
 Hiccup (rev. 5)
263 223Fast Spike Pillar - Right
Speed: list at nybble 4: 3=Doesn't move,2=Slowest,0=Medium,1=Fastest
Start: list at nybble 5: 0=Forward,2=Backward,8=With delay
Distance: list at nybble 6: 1=7 tiles,3=10 tiles,2=14 tiles,0=16 tiles. Time travel is the same no matter the distance.
Forward delay: value at nybble 7-8. 60 frames = 1 second.
Backward delay: value at nybble 10-11. 60 frames = 1 second.
 Hiccup (rev. 6)
303 130Ball 'n' Chain
Rotation: list at nybble 10: 0=Counterclockwise,1=Clockwise
Starting position: list at nybble 11: 0=Right,1=Up,2=Left,3=Down
 MeroMero (rev. 11)
304 216Spike Pillar - down
Speed: list at nybble 4: 3=Doesn't move,2=Slowest,0=Medium,1=Fastest
Start: list at nybble 5: 0=Forward,2=Backward,8=Forward with delay
Forward delay: value at nybble 6-8. 60 frames = 1 second.
Backward delay: value at nybble 9-11. 60 frames = 1 second.
 Hiccup (rev. 9)
307 217Spike Pillar - up
Speed: list at nybble 4: 3=Doesn't move,2=Slowest,0=Medium,1=Fastest
Start: list at nybble 5: 0=Forward,2=Backward,8=Forward with delay
Forward delay: value at nybble 6-8. 60 frames = 1 second.
Backward delay: value at nybble 9-11. 60 frames = 1 second.
 Hiccup (rev. 7)
308 218Spike Pillar - left
Speed: list at nybble 4: 3=Doesn't move,2=Slowest,0=Medium,1=Fastest
Start: list at nybble 5: 0=Forward,2=Backward,8=Forward with delay
Forward delay: value at nybble 6-8. 60 frames = 1 second.
Backward delay: value at nybble 9-11. 60 frames = 1 second.
 Hiccup (rev. 6)
309 219Spike Pillar - right
Speed: list at nybble 4: 3=Doesn't move,2=Slowest,0=Medium,1=Fastest
Start: list at nybble 5: 0=Forward,2=Backward,8=Forward with delay
Forward delay: value at nybble 6-8. 60 frames = 1 second.
Backward delay: value at nybble 9-11. 60 frames = 1 second.
 Hiccup (rev. 6)