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Proto:Super Mario Bros. 2 (NES)

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This page is a translated version of the page Proto:Super Mario Bros. 2 (NES) and the translation is 3% complete.
Outdated translations are marked like this.
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Deutsch • ‎English • ‎français • ‎polski • ‎русский • ‎中文(简体)‎ • ‎한국어
Other languages:
Deutsch • ‎English • ‎français • ‎polski • ‎русский • ‎中文(简体)‎ • ‎한국어

Die Seite beschreibt einen oder mehr Protypen von Super Mario Bros. 2 (NES).

Download.png Download Super Mario Bros. 2 (Prototype)
File: Super Mario Bros. 2 (USA) (Prototype).nes (128 KB) (info)

Ein Prototyp des amerikanischen Super Mario Bros. 2 wurde in Form einer Cartridge auf eBay gekauft und anschließend weiterverbreitet. Es enthält einige interessante Änderungen, die während der Konvertierung von Doki Doki Panic zum fertigen Super Mario Bros. 2 vorgenommen wurden.

Allgemeine Unterschiede

  • Die Lampe von Doki Doki Panic ist noch immer vorhanden. Diese wurde im fertigen Spiel in einen Trank geändert.
  • Der "idle" Phanto-Sprite wurde noch nicht implementiert. Alle Phantos, die man den in Schlüsselräumen sieht, sind statische Hintergrundobjekte; die Gegner-Grafik wird erst dann geladen, wenn man den Raum verlässt (Die Implementierung des Sprites in der fertigen Version führte zu einem etwas amüsanten Versehen: das Wiedereintreten in einen Schlüsselraum während man den Schlüssel noch hält, aktiviert den untätigen Sprite wieder, wodurch passiert, dass dich zwei Phantos jagen.)
  • Die Cartridge enthält einen MMC1-Mapper-Chip, 128KB PRG-ROM und 8KB von WRAM- und CHR-RAM, eine Konfiguration, welche häufig für FDS-zu-Cartridge-Konvertierungen verwendet wurde. Die Hardware des finalen Spiels wurde auf eine MMC3, 128KB PRG ROM und CHR ROM und 8KB WRAM aufgerüstet; dies ermöglichte eine größere Vielfalt an Grafiken, Animationen für Objekte, die zuvor statisch waren, und die cartoonartige Endsequenz. Auch die Ladezeiten zwischen den Ebenen wurden verkürzt, da die Grafiken nicht mehr ins VRAM kopiert werden mussten.
  • Das Geräusch, dass Birdo beim feuern seiner Eier macht, beginnt früher, undzwar sobald sich die Grafik ändert.
  • Es gibt keinen Pilz im Subspace nah der Rakete in Welt 4-1.
  • Das Schütteln verursacht durch die Rakete ist häftiger.
  • Das Transportband unterscheidet sich vom finalen Spiel.
  • Wart nimmt nur vier Treffer statt sechs.

Level Differences

World 4-1

Although an additional Mushroom object has been added to the level (to the left of the first Potion), collecting one will cause the other to disappear, as Nintendo mistakenly set both as the first Mushroom (object ID 2B). This was fixed in the final game by setting the newly-added Mushroom object as the second Mushroom (object ID 2D).

World 7-1

Prototype Final
SMB2proto-7-1.png SMB2final-7-1.png

In the third part of the level, there was an additional cloud platform to the left of the tall pillar and ladder, guarded by a grey Snifit. It was possible to leap from the Snifit's head and pass over the top of the pillar, thus bypassing a significant portion of the area. This was somewhat fixed by removing the platform and moving the Snifit onto the short pillar to the left, though Luigi and the Princess can still take the shortcut.

Debugging Features

There are some debugging features enabled in the prototype to make testing easier:

  • You can select which world to start in by pressing A a certain amount of times on the title screen. If you don't press A, it defaults to World 1 (obviously), but by pressing A a number of times corresponding to a certain world, you can start on any world you want.

However, there's no limit on the number of times you can press A, leading to the ability to start on invalid worlds (much like the so-called "Minus World" in Super Mario Bros.). These worlds may crash the game or load another world with corrupted graphics. In addition, it may cause the graphics in the character select screen to become messed up. If one manages to complete the level, it will load the next level from whatever world was loaded. Also, pressing A while it displays the backstory does not increase the world, which limits the number of worlds you can easily access through this method.

Smb2proto 15health.png

  • If you press Select during gameplay, you get 15 HP. The life counter becomes a glitchy mess, but it will still work. Note that if you collect a life heart in this state, the life counter will actually overflow. Interestingly, this debug feature was shown in a commercial for the game!
  • You can continue an infinite number of times. The final game limits you to two continues.


(Source: The Mushroom Kingdom)

Graphics

Players

Eyes

Prototype Final
Smb2 mariob1.png Smb2 marios1.png Smb2 mariob2.png Smb2 marios2.png
Prototype Final
Smb2 luigib1.png Smb2 luigis1.png Smb2 luigib2.png Smb2 luigis2.png
Prototype Final
Smb2 princessb1.png Smb2 princesss1.png Smb2 princessb2.png Smb2 princesss2.png

Mario, Luigi, and Peach got some white eyeballs for the final, which was done by placing a separate white sprite behind the head sprites in order to get around the NES's color limitations (though this actually causes some sprite priority conflicts in the final game due to somewhat careless programming). Note that the sprites used on the character selection screen didn't receive these, as they would have exceeded the eight sprite per scanline limit.

Interestingly, pink-eyed SMB2 Peach would later show up in NES Remix 2, in the Remix stages where you play as Peach in Super Mario Bros. 3 (Although her forward facing and crouching sprites match the final version rather than the prototype).

Luigi

Prototype Final
SMB2-LuigiSmall-Proto.png SMB2-LuigiSmall-Final.png

Small Luigi's front foot is less round in the final.

Toad

Prototype Final
SMB2-ToadSmall-Proto.png SMB2-ToadSmall-Final.png

Small Toad's feet were seemingly removed in the final.

Peach

Prototype Final
SMB2-PeachForward-Proto.png SMB2-PeachForward-Final.png

Peach's hair has been altered slightly to be less in her face in the final.

Prototype Final
SMB2-PeachCrouch-Proto.png SMB2-PeachCrouch-Final.png

Peach's face was redone for the final. Her face was almost unrecognizable in the prototype.

Miscellaneous

Prototype Final
SMB2-Lamp.png SMB2-Potion.png

The lamp item from Doki Doki Panic is still present. This was changed to a Potion in the final game.

Prototype Final
SMB2-W5MushroomProto.png SMB2-W5MushroomFinal.png

In the prototype, the Mushroom Blocks of World 5 are the same as those in World 1. The final added spots to the World 5 blocks to differentiate them.

Prototype Final
SMB2-W7VeggieProto.png SMB2-W7VeggieFinal.png

The tall, lean World 7 vegetable from Doki Doki Panic was changed to a short, squat design for the final.

Prototype Final
SMB2-ConveyorLeftProto.gif
SMB2-ConveyorRightProto.gif
SMB2-ConveyorLeftFinal.gif
SMB2-ConveyorRightFinal.gif

The conveyor belts in World 7 still use the same graphics and smooth animation routine as Doki Doki Panic.

Music

The underground theme is a remix of the one from Super Mario Bros. with loud drum samples, which would later be remade in Super Mario Bros. 3. In the final, it was replaced with a spruced-up version of the Doki Doki Panic underground theme.

The invincibility theme uses noise-based drums (like Super Mario Bros.), rather than the drum samples of the final.


(Source: The Mushroom Kingdom)

Intro

The title screen uses an old-timey sepia tone palette in the prototype, which was changed to a more Mario-appropriate red/blue palette in the final game. Additionally, the story was slightly reworded in order to cleanly split it into two separate pages; most notably, Mario hears a faint voice in the prototype, as opposed to just a voice in the final game.

Super Mario USA actually brings back the sepia border from the prototype, albeit over a black background instead of beige.

Proto Final Super Mario USA
Smb2 title proto.png Super Mario Bros. 2-title.png Super Mario USA-title.png
Smb2 story1 proto.png SMB2-Story1-Final.png Super Mario USA Story-1.png
Smb2 story2 proto.png SMB2-Story2-Final.png Super Mario USA Story-2.png


(Source: The Mushroom Kingdom)

Character Select

Prototype Final
Smb2 ellipses proto.png Smb2 ellipses final.png

The Character Select screen has an ellipsis between "EXTRA LIFE" and the amount of lives, which was removed in the final for some reason, but added back in Super Mario All-Stars. The prototype is also missing the inside edges of the curtains, though the graphics are present in the ROM. Finally, you start off with 19 lives, which is more than likely for testing purposes.

World Intro

Prototype Final
Smb2 world7 proto.png Smb2 world7 final.png

The "WORLD X-X" text was positioned slightly differently in the prototype, and World 7 has no scenery shown at all.

Bonus Chance

Prototype Final
Smb2 bonus proto.png Smb2 bonus final.png

The bonus screen is a completely bland green screen similar to that in Doki Doki Panic. The final uses the prototype's title screen palette with a black background, which itself got reused as the Super Mario USA title screen. The slots also use the original item graphics, instead of edited ones.

Ending

Prototype Final
Smb2 subcon proto.png Smb2 subcon final.png

When you release the Subcons from the jar, a Thank You message appears on the screen in the prototype (as it did in Doki Doki Panic). This message was removed in the final.

The Subcon release scene is glitchy if you're Luigi or Toad. If you're Luigi, he'll jump inside the jar and pull out the plug. If you're Toad, he'll jump across the screen multiple times, pull out the plug in mid-air, and then continue to fly across the screen.

Prototype Final
Smb2 ending proto.png Smb2 ending final.png

Instead of a contribution score, you get prize money based on how often you died – the less you died, the more money you got. The table goes as follows:

Deaths Prize Money
0-3 $10,000,000
4 $1,000,000
5-9 $500,000
10-12 $100,000
13-18 $50,000
19+ $10,000

The prize money tiles remain in the final, but go unused.

Prototype Final
Smb2 theend proto.png Smb2 theend final.png

The game ends on a simple "THE END" screen. The Mario scene and remixed Doki Doki Panic intro music are totally absent.