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Talk:Super Mario Bros. 2

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Unused music?

I noticed the Mega Man 3 and Darkwing Duck articles have entries for unused music due to the ending songs being longer than what the game lets them play, I wonder if that would also apply to this game's Subspace music. It is only a few seconds longer than you are allowed in Subspace, so I don't know if this is notable enough to deserve an entry.

Also, it is possible to hear the whole song (and the paused 'drum & bass' version you normally can't hear due to being unable to pause in Subspace) without hacking, by exploiting a glitch.

I'll probably add this eventually.
Also, the "drum & bass" version of the song isn't a separate track, the game just mutes the two square wave channels.
Also also, we'd appreciate it if you added your name and the current date to your comments. Just put two dashes (-) and four tildes (~) at the very end. --BMF54123 01:02, 24 March 2011 (EDT)

O RLY?

Okay, Is This Article Meant To Say Things Like:

"This has a bunch of differences and blah blah balhdlfkshfdsf" "Good lord this list is long" "It is indeed very happy, and the artist who put it there is good people." And More.

I Find It Strange That A Wiki Would Be Like That. K THANKZ BAI.

How is the prototype being released an unfortunate event? (Maybe for the selfish asshole who wanted to keep it forever it was unfortunate) Nensondubois 15:19, 29 July 2010 (EDT)
It wasn't intended to be at that point in time, and it ended up breaking the trust of the person who had it dumped and brought some shame to Lost Levels. Do I think it was good that it got out? Yes. But I don't like how it got out. --Xk-sig.png Xkeeper (talk) 19:25, 12 August 2010 (EDT)

Animations

What I want to know is... 8 animation frames of what?? --Fo-sig.gifFlying Omelette 15:46, 29 July 2010 (EDT)

Everything. The Albatoss, for example, has its 8th animation frame. Makes it not look so jumpy. Basically everything that animates in this game has an 8th frame. --Xk-sig.png Xkeeper (talk) 19:25, 12 August 2010 (EDT)
I guess what's confusing me is that it doesn't look to me like most sprites in that game even have 7 frames of animation:
http://tsgk.captainn.net/?p=showgame&t=sy&sy=6&ga=204
I count seven frames for the Albatoss, but that's an exception. I don't see how the cherries could have an unused 8th frame when they only appear to have three. I also just checked the game on an emulator and it looks to me like all the frames of the POW blocks are used. --Fo-sig.gifFlying Omelette 21:25, 12 August 2010 (EDT)

Version Differences

It seems like a good idea might be to have this page have the version differences between Doki Doki Panic, this game, and SMAS SMB2 (since there was at least one or two, if I remember right). --Xk-sig.png Xkeeper (talk) 19:25, 12 August 2010 (EDT)

There was also Super Mario USA with the only differences being the Title Screen and a single DMC sample having two alternate bits. Nensondubois 20:36, 12 August 2010 (EDT)

Yeah, that thing about the DMC bits is complete bullcrap, I just checked. I'm so glad you're not contributing to the wiki anymore. --BMF54123 00:06, 22 March 2011 (EDT)

I could have SWORE that Mario USA had less enemies in certain rooms. Maybe parts of DDP and SMUSA have blurred together in my head... TheKins 06:22, 21 March 2011 (EDT)

Nope. Literally the only differences between US PRG1 and SMUSA are the title screen data and associated graphics. The rest of the code is identical. --BMF54123 23:54, 21 March 2011 (EDT)

Unused Text

Well, I found the hidden text "Zelda" in the game. Anyone wanna look through the entire game and see if there's any more hidden text? If that's in there, and it's a totally different series, this could be a gold mine. I just don't have the time. --Sketch 14:39, 1 June 2011 (EDT)

The "ZELDA" text has no real significance; they just copied that section of data from one of the two Zelda games (I don't remember which one) and forgot to change the name. Konami did the same thing at least once. --BMF54123 15:42, 25 August 2011 (EDT)

"Unused" Warp Jars

I removed this section because they were never intended to be warps. The fact that there are seven of them, they all warp you back to the same world, and there's no legitimate way to get a Potion into that room in the first place all confirm this. The game just treats all non-enterable jars as warps when you're in Sub-Space. --BMF54123 15:29, 25 August 2011 (EDT)

Hey, WarioBarker!

Let's point out the problems with that edit you just made, shall we?

- "...if done correctly, the Sub-Space music will continue to play until you go to another screen."

This is incredibly vague and misleading. Are you saying the music will stop as soon as you scroll off the current screen? Because that's how most people are going to interpret that.

The music will stop playing if you go to another area with different music (via a door/vine/vase/whatever), grab a Starman, die, or exit Sub-Space again, as all of these events cause a track change--which is exactly what the article said until you screwed with it!

- "The same length of music also appears in Super Mario All-Stars and Super Mario Advance, although neither let you hear the full cut under normal circumstances."

WRONG. SMAS uses the full overworld theme from SMB1, minus the intro bit. SMA retains the short loop, though it's still based on the SMAS version.

Do me a favor and stop crapping all over articles when you don't know what the hell you're talking about. --BMF54123 03:38, 29 August 2011 (EDT)

Done, and my apologies, sir. And, while this may sound stupid, thank you very much for helping me to understand where I erred. As of this point, I'll be taking a voluntary leave of absence to make some productive videos for this site. -WarioBarker 04:12, 29 August 2011 (EDT)

PRG0 mini-Fryguy bug

I was sitting here looking through old NP mags when I found in the Jan/Feb 1989 issue that they actually covered this bug (or a very closely related one) in Counselors' Corner. However, they report avoiding the bug as basically "don't touch the last mini-Fryguy as it falls". I'll go through and check a little later, but in case someone wants to get to it before me, is this the exact same bug, or merely a related one, and was it also fixed in PRG1? They mentioned nothing about killing a mini-Fryguy while shrinking. Oh, and the bug likely exists in the known prototype build, as the screenshots NP used to demonstrate the bug show no sclera on Mario's sprite. I'd wager the bug exists in DDP too. --LocalH 22:42, 2 September 2011 (EDT)

It's not uncommon for NP to have explained bugs incorrectly. They probably weren't sure what exactly causes the problem. 23:41, 21 April 2013 (EDT)