unique to Inishie no Sekiban were introduced to the game including the addition of thieves that sell the Hero of Time munition upgrades, rental shops that rent shovels and sword upgrades, gambling minigames to increase rupee/score count, and the mysterious Mole character that if spoken to will uncover a grotto filled with many hundreds of rupees. The Mole in particular represents a noteworthy characteristic of the game as the location of the Mole and the Mole's grotto changed for subsequent rerun broadcasts. Thus, whereas reruns of the earlier BS Zelda games were identical in content to prior broadcast runs, reruns of Inishie no Sekiban contained original non-header content that could be used to identify the specific date of broadcast. Other differences between Inishie no Sekiban and A Link to the Past (and the other BS Zelda titles) include the alteration of items from the past such as the Pegasus Boots which could now enable the player to change directions while running, and to move between rooms and screens without automatically stopping as in A Link to the Past. The dungeon items were also modified so that instead of pendants and crystals the player now collected the eight titular Ancient Stone Tablets. Slight game-dynamics alterations were made for Inishie no Sekiban as well, including the removal of cracked bombable walls and their replacement with walls that could be tested for weaknesses by sounding them with the sword as first used in Link's Awakening. As in the previous BS Zelda games, players received a score for successful completion of in-game objectives. Factors weighing into the score included the opening of treasure chests, completion of the side-quest event, talking to the Mole, and the collection of rupees, small keys, pieces of heart, dungeon items, heart containers, special items, and tablets. Negative factors included the passage of each minute of "Zelda Time" prior to the collection of the 2 weekly tablets, the loss of hearts, and game-overs. Though scoring had no effect on gameplay, there were other post-game benefits. At the end of each hour of play the player was given a score readout. By submitting these game high scores in the form of a password player scores would be recorded by Nintendo. If the player scored high enough in comparison to other players during that week, the score and the player's name would be reported and the player could sometimes win prizes such