Blaster Master: Blaster Master: Pimp your Ride Nintendo Entertainment System

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Blaster Master: Pimp your Ride, is an assembly hack for the NES platformer Blaster Master. Changes to most of the areas are minor save for areas 1 and 2 tank section, which are re-done. The changes are made to utilize the full effect of the ASM hack, and premise of this hack which is the 8 new additional upgrades the tank can get.

Yes, 8 new upgrades. That means the game has a total of 15 upgrades in all, and almost all of them are going to be needed to finish the game. Along with that are some other ASM changes, one that would need explaining is the gun powerup system. Instead of one gun unit equaling one level, you must collect many gun units to raise you gun power. The upside is that you do not lose your gun level if you get hit or die. This means that any powerup you find will not be wasteful.

There are also other changes as well that will become apparent when you play. This hack was started sometime last spring or summer and deemed complete on December 31 2006. If there are any bugs, don't hesitate to point them out.







Blaster Master: Pimp your Ride
By Jigglysaint

Blaster Master: Pimp your Ride, is a substantial Asembly hack for the game Blaster Master, with some level edits to show off the new features. The game features two levels that have been fully edited, and the remainder levels have recieved minor edits in order to disply the hack's primary feature.

New to this game are 8 new fully functional upgrades for the tank. This is on top of the original seven you obtain during regular play. This means 15 new upgrades in total! What's even more impressive is that each new upgrade can be found inside the tank level, and each one features a unique upgrade symbol(ripped from other games). What each upgrade does is a secret, and the only way to find out what they do is to find them all.

This game was designed with backtracking in mind. In order to finish the game you will need some of those 8 new upgrades. Some are well hidden, while others are in plain sight, but are locked away untill later in the game.

There are some other changes as well. One of them is that your gun metre won't decrease when you get hit. Then again, picking up a powerup doens't seem to do anything. Just snag everything you can and the answer will show itself. Also too, your weapons begin the game disabled, and with a low ammo supply.

Other than these changes, the game itself is reletively unchanged. This was a tutorial hack for myself for me to grasp the basic concepts of assembly programming. I would say that I grasped it quite fine, and I hope in the future that I could even reach the level of some of the great rom hacking greats that out there.


As a list of thanks for those who have helped me with learning ASM, I woould paticularly wish to thank those people in #rom-hacking and #jzd, including but not limited to such greats as DahrkDaiz and Kejardon and Jman2050 for answering my ASM questions. Also a great big thanks to others who contributed to helping me, as well as those who suggested certain upgrades.

I enjoyed making this hack, and I am proud of the work I did. See you next game!

Blaster Master (U) [!].nes - GOODNES 3.14
CRC32: 52BCF64A
MD5: 9C96408F7A7AA0DA2C3B723759699506
SHA-1: ADB89B4923BB34805A39C141BAF227849A27CE41
SHA-256: CE7B1CC6BA10E3163781BBFD2F00A8E50FA68529B915C7818E04B126EED862FD
Time to Beat
Main Story 3h 53m
Main + Extras 4h 14m
Release Date
Jan 1, 2007
17 years ago
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