Did you know? Super Mario Bros...

Ichinisan

Lifer
Oct 9, 2002
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You can continue the world you were playing after "game over." Just hold the A button when you press Start on the title screen and the game will not set the value for the world, so you'll start on stage X-1 (where "X" is the world you were in before game-over). If I recall correctly, some versions of the game do not reinitialize certain parts of RAM after resetting the system, so you might even be able to continue after resetting the system.

I do the code whenever I find a public demo of Super Mario Bros. (like at a flea market) to see if it starts me further in the game. I also like to perform the minus world glitch and then get game-over in case anyone tries the continue code after I leave it.

The GBA "Classic NES Series" version of the game had a feature to save your high score, but it really saved all RAM. You could get to a world, lose your lives, and do the "save high score" option (even if you hadn't reached a new high score), then continue from that world at any time with A+Start, even if you turn the game off and turn it back on. Unfortunately, saving the high score after you finish the game means you'll have to wipe the save unless you want the game to be permanently stuck in hard mode (faster enemies, smaller/faster platforms, beetles instead of goombas). The Wii Virtual Console version has a similar problem, where you'd have to delete the channel's save data so the game wasn't permanently stuck in hard mode (it makes a save state when you exit to system menu, and "Reset" in the home button menu would not reinitialize RAM).
 
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Ichinisan

Lifer
Oct 9, 2002
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You know why Player 2 can't pause? It's because the Japanese Famicom had built-in controllers and controller # 2 had no Start/Select buttons. The second player controller was the only one with a built-in microphone, though. I don't think Super Mario Bros. used the microphone at all.
 
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Ichinisan

Lifer
Oct 9, 2002
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In Japan, Super Mario Bros 2. was sold on a disk (for the Famicom Disk System), not a cartridge. It was single-player. It was made to be brutally challenging, but the disk system allowed you to save progress. Warp zones sometimes take you backward. Some mushrooms are poisonous. Some levels featured wind that blows the player backward or forward. Castle mazes were far more complex. If you completed world 8 without taking any warps through the whole game, you'd find a hidden world 9. After world 8/9, there were A, B, C, and D worlds. Mario and Luigi had very different play control.

The USA eventually got that game as "Lost Levels" in Super Mario All Stars, but we didn't see it with the original 8-bit graphics until Super Mario Bros. Deluxe for Game Boy Color. Unfortunately, the GBC screen size and resolution required changes, so it wasn't 100% authentic. Later, the US got the 8-bit Virtual Console version on Wii that was only available for a limited time (if I recall correctly).
 

Lil Frier

Platinum Member
Oct 3, 2013
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I saw the title and briefly expected a <Please do not call out other members, even those who have earned a reputation of starting troll threads. Thank you - Admin DrPizza> thread. Instead, I got interesting information, partially because of the technical aspect of said explanations.

Well done.
 
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TheVrolok

Lifer
Dec 11, 2000
24,254
4,092
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I saw the title and briefly expected a <See edit in original post above> thread. Instead, I got interesting information, partially because of the technical aspect of said explanations.

Well done.

All of this.

Thread :thumbsup:
 
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CZroe

Lifer
Jun 24, 2001
24,195
857
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Did you know that the game's collision detection only checks in the direction you are pressing for the moment that you first press it? You can use this trick to have your momentum take you through a wall. It's especially easy to do at the end of an under water stage but it can even be used as an alternate way to trigger the Minus World glitch. I realize what was going on after my brother got stuck in the wall at the end of a water stage and I successfully duplicated the glitch first try. :)
 

Ichinisan

Lifer
Oct 9, 2002
28,298
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Using less ROM storage space...

32d33330470209e7c7ae1518349c573c.jpg
 

futurefields

Diamond Member
Jun 2, 2012
6,470
32
91
I saw the title and briefly expected a <Darn. Thanks for making it difficult to eliminate the callout. And yes, he got a warning.> thread. Instead, I got interesting information, partially because of the technical aspect of said explanations.

Well done.

Do i go around the forums bringing up yours or anybody elses name in a negative light in random threads they aren't even a part of? Wtf is your problem? Pretty sure if I posted something along these lions I would get a PM from esquared with a nice shiny infraction attached too it. I'm reporting your post. We'll see what happens but I'm guessing it'll be nothing because "futurefields" ....
 
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Lil Frier

Platinum Member
Oct 3, 2013
2,720
21
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Do i go around the forums bringing up yours or anybody elses name in a negative light

and you guys say i make bad threads lol lol lol

Yes.

Please get back on topic folks, thanks. OP - thanks - I'm in the mood to figure out where the old NES is stored. Need to play some Mario Brothers - haven't played in many years! -Admin DrPizza
 
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Ichinisan

Lifer
Oct 9, 2002
28,298
1,235
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Using less ROM storage space...

32d33330470209e7c7ae1518349c573c.jpg

Dammit. Now I want to know what that second screenshot comes from. There's a drop shadow on the HUD font and the coin counter has 3 digits. I thought it might be the Game Boy Color "DX" version since the palette is different, but I don't think it's that one.
 

lamedude

Golden Member
Jan 14, 2011
1,206
10
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I am shocked SHOCKED that there are bugs in a Mario game.
Your Mario64 speedrun, sir.
Oh, thank you very much.
 

007ELmO

Platinum Member
Dec 29, 2005
2,046
36
101
Interesting.

One of the first things they teach you when programming a 2D game in Unity 3D is to re-use the assets, i.e. shift the "non visible" background X units to the right to re-use it for the next portion of the game.
 

ImpulsE69

Lifer
Jan 8, 2010
14,946
1,077
126
Did you know that the game's collision detection only checks in the direction you are pressing for the moment that you first press it? You can use this trick to have your momentum take you through a wall. It's especially easy to do at the end of an under water stage but it can even be used as an alternate way to trigger the Minus World glitch. I realize what was going on after my brother got stuck in the wall at the end of a water stage and I successfully duplicated the glitch first try. :)

Seems to me this is why the negative world glitch exists isn't it? Or at least that's how I always did it
 

CZroe

Lifer
Jun 24, 2001
24,195
857
126
Seems to me this is why the negative world glitch exists isn't it? Or at least that's how I always did it


Similar, but I believe the minus world glitch involves ducking and hitting it in such a way that your hit detection reverts to being full height even though your sprite remains ducked. This gets your "head" stuck in the block above, which shifts you to the right (same as when you slide into a small opening an stand up). Tapping left probably helps the lower half clip through.

It's almost the reverse of the swimming while ducked trick (full-sized sprite with the hit detection of a smaller, ducked, sprite).
 

HeXen

Diamond Member
Dec 13, 2009
7,832
37
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I didn't know minus world was a glitch, I thought it was purposefully done as an easter egg. I remember back in elementary school, everyone sharing such info. Nowadays it's known before it comes out. I used to hate how the Japanese would always get games a year before we did, often even magazines didn't talk that much about them until they were released in the states.

I do wish games today had more easter eggs that are actually useful, such as hidden areas to warp zones and such. I know some games have hidden weapons and stuff but not the same. That's what I used to love about Mario franchise, trying to find secrets was always fun. I also miss cheat codes using the controller, they made replays more fun imo and made weekend rentals much more worthwhile.
 

VirtualLarry

No Lifer
Aug 25, 2001
56,570
10,200
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Dammit. Now I want to know what that second screenshot comes from. There's a drop shadow on the HUD font and the coin counter has 3 digits. I thought it might be the Game Boy Color "DX" version since the palette is different, but I don't think it's that one.

That's probably from the "VS. Arcade" version. It had the drop-shadows, and the three digit coin counter. (IIRC, it took 200 coins for a free life.)

It also had different, harder levels than the NES version. (OK, IMHO, MUCH harder.)
 

CZroe

Lifer
Jun 24, 2001
24,195
857
126
That's probably from the "VS. Arcade" version. It had the drop-shadows, and the three digit coin counter. (IIRC, it took 200 coins for a free life.)



It also had different, harder levels than the NES version. (OK, IMHO, MUCH harder.)

The owner of the machine could set it to take 250, 200, 150, etc for an extra life. They could also choose to start you with fewer lives! The greedy bastages...
 
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Ichinisan

Lifer
Oct 9, 2002
28,298
1,235
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That's probably from the "VS. Arcade" version. It had the drop-shadows, and the three digit coin counter. (IIRC, it took 200 coins for a free life.)

It also had different, harder levels than the NES version. (OK, IMHO, MUCH harder.)

Thanks. That totally makes sense with the 3-digit coin counter.
 

Ichinisan

Lifer
Oct 9, 2002
28,298
1,235
136
Thanks. That totally makes sense with the 3-digit coin counter.

Also makes sense that the color palette is different. Arcade monitors took RGB video signal, but the standard NES PPU only outputs composite. NES VS and PlayChoice arcades had a different PPU that outputs RGB.

The RGB PPU's palette was significantly different. I played through Ninja Gaiden on a local game shop's NES PlayChoice 10 machine and just looks wrong with that color palette.
 

Zodiark1593

Platinum Member
Oct 21, 2012
2,230
4
81
Played Ms. Pacman the other day at a movie theatre, and it is quite mind boggling to see how far computers have come. Said system probably has fewer resources than the Game Boy Color I carried around as a kid. Hard to believe we went from struggling to get complete color palettes at all to now having shaders on mobile hardware.
 

Ichinisan

Lifer
Oct 9, 2002
28,298
1,235
136
Played Ms. Pacman the other day at a movie theatre, and it is quite mind boggling to see how far computers have come. Said system probably has fewer resources than the Game Boy Color I carried around as a kid. Hard to believe we went from struggling to get complete color palettes at all to now having shaders on mobile hardware.

Yep. The big thing after games like Pacman was full-screen scrolling.