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Proto talk:Super Mario Bros. 2 (NES)

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Other prototype?

http://www.neswarpzone.com/x222.html

--Hiccup 03:27, 28 January 2013 (EST)

If you can find it then you can maybe rename this one Tweaker release prototype? He's the one that leaked it after all. Unless you know the guy who actually had the prototype and you could name it after him.--MathUser 05:29, 28 January 2013 (EST)
That's a really dumb idea. ROMs should never be named after the person that owned the cart, and especially not the idiot that leaked the ROM to the public. All you're doing is inflating egos. If (and that's a huge if) the later prototype is dumped, we'd probably just call them something like "earlier" and "later", or "prototype 1" and "prototype 2". --BMF54123 01:26, 29 January 2013 (EST)
The "idiot" who leaked it? Wouldn't that guy be doing us a favor because we focus on beta/unused stuff including prototypes? I agree with the naming thing, but it's just like the Sonic 2 Simon Wai prototype, and nobody complains about that page. WhoIAm 03:09, 29 January 2013 (EST)
I'm not going to go into details here, but yes, the guy was an idiot because of the way it was leaked, without the cart owner's consent, and with a nasty message attached. There was a specific plan in place, and he blew it and destroyed the owner's trust because he had to be OMG FIRST!!!!
As for the "Simon Wai prototype": it's a stupid name, and says nothing about the prototype's age compared to the others we have (much like the "Nick Arcade prototype"), but unfortunately that's what everyone knows it as. That doesn't mean we have to let it happen again, though. --BMF54123 03:29, 29 January 2013 (EST)
Then what should we call them then? Beta 1 and Beta 2? Gimme a break... --Cdic-sig.png ( Cdudeiscool | contribs ) 16:47, 2 November 2014 (EST)
If we don't know the internal naming scheme, something like "prototype #" works just fine. Why is this a problem? --BMF54123 (talk) 17:22, 3 November 2014 (EST)
Oh. I understand now. Still for a game like Sonic 2 which has multiple protos, simply using descriptions of relative time ("earlier", "later", etc) is going to be confusing. Maybe we should start naming protos by build date or something. WhoIAm 12:27, 29 January 2013 (EST)
Who cares anyway? That "prototype" is exactly the same as the final version... --Cdic-sig.png ( Cdudeiscool | contribs ) 16:47, 2 November 2014 (EST)
WE care, obviously, otherwise we wouldn't be having have had this discussion. And which prototype are you referring to that is "exactly the same as the final version"? --BMF54123 (talk) 17:22, 3 November 2014 (EST)
This one. --Cdic-sig.png ( Cdudeiscool | contribs ) 14:53, 27 November 2014 (EST)
Why are we talking about this. -Einstein95 (talk) 15:03, 27 November 2014 (EST)

Worlds 8+

Generally, the graphics will be hilariously glitchy (or just plain glitchy). Some levels (such as A-1, A-2, and E-1) will have very fast enemies and objects that may crash the game if you're not careful; they also have a very fast Subspace timer.

  • 8-1 [no numbering given] - unplayable. The Wart theme plays, but you can't move. Some corrupted, indecipherable pink and green glitchiness flashes into view frequently, but that's it.
  • 9-1 [no numbering given] - unplayable. A cave with red and white-striped platforms and a couple of waterfalls, plus a door to the left...but you can't move.
  • A-1 - a dark version of 1-1, with the cave section and boss area having parts you can walk through. The World 7 vegetable is used here, along with some of the pillar tops in place of some clouds. A lot of wrong tiles are loaded, and a lot of walk-through parts where it should be solid. Beating it sends you to the normal 1-2...except Birdo's platform is composed of jars. If you go down one (whether voluntarily or if you're standing in the wrong spot when you pick up the crystal), you'll end up in...
    • A-2 - a dark version of 1-2. While the really glitched-out Pidgit's carpet doesn't last as long as it should, you can get across the pit if you have good timing. However, you can't go through the cave for two reasons: 1) the jars send you to where you're supposed to go, albeit glitchy, but the platforms are replaced by clouds and hence you can't get out...and 2) going in the other cave entrance sets you down on the wrong platform, so you can't escape.
      • On some parts of the ground, there are tiles that act like quicksand if enemies are thrown at them.
      • Going off the top of the screen will act as if you jumped out of a jar, which takes you back to the beginning of A-2 or A-1 – and you might not be able to escape. Losing a life here sends you back to the boss room of A-1, but now the jars might not be there.
      • The level can't be completed, as the platform containing the door to the boss room is not solid.
  • B-1 [no numbering given] - much like A-1, but you can only drop down one screen. If you try to walk off the first platform or fall past it, the game hangs.
  • C-1 [no numbering given] - unplayable. Much like 8-1, albeit with a peach-colored background and the 1-1 theme playing. Some recognizable tiles glitch in at times.
  • D-1 [no numbering given] - unplayable. A copy of 9-1, but after a while most of the screen goes gray.
  • E-1 [no numbering given] - a copy of B-1, but at least now you can go past the second screen. The waterfalls are red and stationary, which makes this level look like something I'd find at the Creepypasta Wiki. The pause menu is tremendously glitched up, with a gray center. This one can hang as early as the first vine, or if you collect a heart, so be careful and take your time.
    • Don't go into the cave from either entrance, as there's no ground. Instead, turn on the debug lives counter; do a super jump to hit an enemy and you'll get up to the higher platforms.
    • Unfortunately, you can't complete this stage as the boss room has no platform for Birdo to be on, although he/she/it can barely be seen falling into the pit; above him/her/it is a bigger oddity: the Crystal bouncing once near the top of the screen before falling down as well. The exit is still there, just hanging in midair.
  • F-1 [no numbering given] - unplayable. The top of a vine-y area of some level, albeit very glitchy with a white background. The vines tend to display relatively normally, but when it glitches the top half of the player select screen appears.
  • G-1 [no numbering given] - unplayable. Similar to F-1, except in a jar.
  • H-1 [shown as "1-F" beginning in the second room] - a copy of 5-3 which looks relatively normal until the fourth room (the part with the long vertical climb), as there's no walls and only some red spots in the background. The level can be played normally from there until the Birdo fight, where there's two very tall spiral-pillar...things...that I've never been able to get over.
    • The warp jar in the first outdoor area sends you to 4-1.
  • I-1 [shown as "2-[backwards O]"] - a copy of 1-3 with the desert palette and stationary waterfalls. The warp jar goes to the regular 2-1, while the first interior area has solid brown walls. Probably the most stable of the invalid worlds that isn't a direct setting and palette copy.
    • The level ends with a fight against a Mouser that takes five hits (and uses blue versions of Albatoss and Hawkmouth), but the mid-air platforms are now white sand, so the bombs on the one platform can't be plucked. Beating Mouser produces the exit, which takes you to 1-1.
  • J-1 [shown as "3-[some kind of symbol]"] - a standard copy of 1-1, but completing this will send you to J-2 immediately via dropping down from the sky.
    • J-2 [shown as "3-[some kind of symbol]"] - a standard copy of 1-2, but completing it will send you to J-3 immediately via dropping down from the sky...right on the first tall platform, as it happens.
    • J-3 [shown as "3-[some kind of symbol]"] - a standard copy of 1-3, although Mouser is the same as that of I-1 with a gray/green palette. The warp jar goes to 5-1, while beating the level takes you to the first cave room of 1-1...slightly inside a wall next to the top of the vine.
  • K-1 [shown as "4-[some kind of symbol]"] - a standard copy of 4-2, to the point where the pause screen will call it 4-2 after climbing the vine. Clearing the level takes you to 4-3.
  • L-1 [shown as "5-[some kind of symbol]"] - a copy of 5-3 with a black background, to the point where the pause screen will call it 5-3 after climbing the first ladder. Clearing the level goes to 6-1.
  • M-1 [shown as "6-[some kind of symbol]"] - a copy of I-1 (really?), with just two differences: a brick on that structure in the first area has an inactive plant instead, and the warp jar goes to 6-1. Going through the door takes you to...
    • M-2 [shown as "6-[some kind of symbol]"] - the first room of 1-1 with a similar palette, a Mushroom Block in midair, and an unusable plant in midair. Going through the door just repeats this room again, though.
  • N-1 - unplayable. same as G-1, but the colors are more "normal".
  • O-1 or P-1 [shown as "A-5"] - a cave (the start of some level; don't remember which), but the "wrong" portions of the staircase-ish platforms are solid, meaning you can't exit.

That's as far as I got, so I'm calling it a day on this front...at least for now. :) -WarioBarker 00:47, 25 March 2013 (EDT)

Continuing from WarioBarker's progress:

  • N-1 [shown as "7-"] - vine area, exit at bottom leads to bottomless cave area, exit at top leads to:
    • N-2 [shown as "7-0"] - door to right goes to bottomless cave area
  • O-1 [no numbering given] - unplayable. same as G-1, but the colors are more "normal".
  • P-1 [no numbering given] - identical to 9-1
  • Q-1 [shown as "A-5"] - a cave (the start of some level; don't remember which), but the "wrong" portions of the staircase-ish platforms are solid, meaning you can't exit.
  • R-1 [no numbering given] - unplayable. graphics glitch in.
  • S-1 [no numbering given] - similar to C-1
  • T-1 [no numbering given] - identical to 9-1
  • U-1 [no numbering given] - similar to Q-1, different palette
  • V-1 [no numbering given] - unplayable. graphics glitch in.
  • W-1 [no numbering given] - unplayable. graphics glitch in.
  • X-1 [shown as "1-[some symbol]"] - identical to M-1. Going up the ladder takes you to:
    • X-2 [shown as "1-F"] - normal level (which one?). The level can be played normally until the Birdo fight, where there's two very tall spiral-pillar...things...that I've never been able to get over.
  • Y-1 [shown as "2-4"] - unplayable, as quicksand stops you from entering the door.
  • Z-1 [shown as "3-[some symbol]"] - identical to J-2.

At this point, A is pressed 34 times. Setting a memory watch at $0635 shows how many times A has been pressed. I've uploaded screenshots for worlds 8-1 to Z-1, here Einstein95 22:01, 8 April 2013 (EDT)

Prototype Mario's similarity to SMB3 Mario

Perhaps its worth mentioning that the prototype version of SMB2 Mario's head, sans white eyes, is virtually identical to the head of one of Mario's walking sprites in SMB3, as seen here: http://www.freewebs.com/gamemakerror/smb3shet.gif

Its possible that this sprite was the basis for the Mario 2 sprite, or vice-versa. I think the early version of the underground music demonstrates that in all likelihood the two games might have shared some of the same staff/resources. NESter

Well, the two games were in development (well, localization, in this case) around the same time, and I know for a fact they were both developed by the same team, so it's not terribly surprising that some resources would be passed between the two.
I've been aware of the similarity between the Mario sprites for a while now (and it's not just the heads that are similar, one of his body sprites is shared as well), I just never got around to mentioning it here. --BMF54123 03:58, 16 May 2013 (EDT)

That's weird... I remember growing up thinking that SMB2 and 3 must have been made by different teams...Mario without the white around his eyes always looked so much worse to me. Anyway, another thing I just noticed: Princess' sprite in SMB3 is an edit of the one in SMB2! Or rather, its probably an earlier version of the one they drew for 2, since it shares the same "pink eyes" as the prototype. NESter

I found more thingies

Load times is slower. Luigi's falling animation is slower, while waterfalls are super fast. The sound of Birdo shooting eggs\fire starts earlier, immedeately as sprite changes. There is no mushroom on Subspace near the rocket in 4-1. And that rocket heavily shakes, before speeding up. Conveyor belt is completely different. When walking above everything in 7-2, the key in Birdo room that normally will be on conveyor is missing, so you have to reexit and then fight Birdo, plus there's no phanto in that room. I beated the entire game with Luigi and level counter didn't count 8 levels i beaten. That's the differences from final version i noticed. Possibly, there's more. Mashabely (talk) 10:44, 14 August 2015 (EDT)

Prototype
Final
Okay, i just noticed more. After dying, you are taken to character select, like in mario all-stars. Mashabely (talk) 11:01, 14 August 2015 (EDT)
The key is normal, ending din't count levels because it counts how many times you died. Wart takes 4 hits instead of 6. Mashabely (talk) 14:18, 18 August 2015 (EDT)

Waterfall animation

Atleast in 1-1, the waterfalls ARE animated, but much faster than in the final game. --StapleButter (talk) 21:38, 12 November 2015 (EST)

Uh, yeah? I don't think the article claims otherwise... --BMF54123 (talk) 22:27, 12 November 2015 (EST)

Shell Sound

The shell makes a sound like when you hit wart if it hits a wall. SpiderDave (talk) 23:51, 21 March 2017 (EDT)