A super missile counts as two projectiles. When the graphic projectile dies, it deletes all super missiles. ALL. So, if you have two super missiles on screen, the moment either one dies, the other one dies as well (give or take a frame). This is really stupid, especially considering that the routine to delete the multiple super missiles is less efficient than using the graphic projectile's link to the super missile. So I made use of just that. This code (should) allow you to fire multiple super missiles without worrying about them being deleted when they shouldn't be. Also, this fix exists entirely within original code; no extra space is used, so unless you tweaked this specific code, it should run fine on any hack. Of course, you'll probably want the easier-to-use ips patch for headerless roms. 90:ADB7 PHP REP #$30 STZ $0B64, X STZ $0B78, X STZ $0B8C, X STZ $0BA0, X STZ $0C04, X STZ $0BF0, X STZ $0BB4, X STZ $0BC8, X STZ $0C18, X STZ $0C2C, X STZ $0C40, X STZ $0C54, X STZ $0BDC, X STZ $0CB8, X LDA #$B169 STA $0C68, X CPX #$000A BPL BRANCH_ALPHA DEC $0CCE BPL BRANCH_BETA STZ $0CCE BRA BRANCH_BETA BRANCH_ALPHA: DEC $0CD2 BPL BRANCH_BETA STZ $0CD2 BRANCH_BETA: JMP $B02B 08C2309E640B9E780B9E8C0B9EA00B9E040C9EF00B9EB40B9EC80B9E180C9E2C0C9E400C9E540C9EDC0B9EB80CA969B19D680CE00A00100ACECE0C100D9CCE0C8008CED20C10039CD20C4C2BB0 90:B02B LDA $0C7C, X STZ $0C7C, X PLP RTL BD7C0C9E7C0C286B 90:B01B AND #$00FF TAX JSL $90ADB7 RTL 29FF00AA22B7AD906B