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Super Mario Bros.

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This page is a translated version of the page Super Mario Bros. and the translation is 24% complete.
Outdated translations are marked like this.
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Title Screen

Super Mario Bros./es

Developer: Nintendo
Publisher: Nintendo
Platforms: NES, Famicom Disk System
Released in JP: September 13, 1985 (Famicom), February 21, 1986 (FDS)
Released in US: October 18, 1985
Released in EU: May 15, 1987
Released in AU: July 10, 1987
Released in KR: December 25, 1987


CodeIcon.png This game has unused code.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


BugsIcon.png This game has a bugs page

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

Super Mario Bros. was, and still is, probably the most well-known and biggest-selling NES platformer ever, especially since it was included with most NES units either by itself or with Duck Hunt. This game cemented Mario as the most famous plumber to grace televisions, with compelling gameplay, catchy music, and good graphics.

It's so ubiquitous, people can't get rid of these carts once they have them.

Sub-Pages

Read about notable bugs and errors in this game.
Bugs


Objetos sin usar

An object that Mario can climb up or down like a vine. It makes a "buzzing" sound as you climb, as though Mario is repeatedly hitting his head on something. It can still be placed in-game with a level editor. Although it appears as a brown flagpole ball, the actual 16×16 metatile that is used is unique to this object.

Hmmm...
To do:
Replace the video with a better one in the native resolution.

Tipos de Cadena de fuego sin usar

El objeto enemigo 1E es una Cadena de fuego corta que gira hacia la izquierda rápidamente. Sin embargo, a diferencia de su contraparte que gira a la derecha 1C (utilizado sólo en el mundo 5-4), este tipo nunca se usa en ningún nivel válido.

A diferencia de la mayoria de enemigos inválidos (como Cadenas de fuego falladas 20, 21 y 22), este tipo tiene una entrada válida en la tabla de configuración:

Los ajustes están guardados en este orden: A la derecha (1B), Rápido a la derecha (1C), A la izquierda (1D), Rápido a la izquierda (1E), y Cadena de fuego larga (1F). La Cadena de fuego (1E) tiene ambas rotaciones ($38, $10) programadas.

The settings are stored in this order: Clockwise (1B), Speedy Clockwise (1C), Counterclockwise (1D), Speedy Counterclockwise (1E), and Long Firebar (1F). Fire Bar (1E) has both the faster speed ($38) and counterclockwise rotation ($10) programmed in.

(Source: doppelganger's SMBDis (Setting Table))

Este tipo de Cadena de fuego también existe en el remake para Game Boy Color.

Ajuste de temporizador sin usar

Los 2 bits superiores del primer byte de ajuste de nivel determina cómo empieza el temporizador.

El temporizador parte en 200 si este ajuste está en 3 (11xxxxxx), aunque vale decir que en ningún nivel válido se usa este ajuste.

Del mismo modo, el temporizador comienza en 000 (provoca la muerte instantánea en los niveles normales) si esta opción está establecida en 0 (00xxxxxx). Si bien esta configuración es utilizada por niveles con intros (como el comienzo del mundo 1-2), al juego no le importa tal ajuste, ya que se desactiva por completo el temporizador durante esos niveles de introducción.

Objeto "detener desplazamiento" duplicado

The following patch will fix the bug:

Download.png Download Spiny Egg Speed Patch
File: SMBSpinyEggPatch.ips (25 B) (info)

Hay dos objetos idénticos "detener desplazamiento: 46 y 47. Solo el 47 es utilizado por los niveles válidos del juego.

In Super Mario Maker this behavior has been restored and the Spiny eggs are thrown as though this patch is applied.


(Source: doppelganger's SMBDis (Spiny egg function), GoldS (patch))

Punteros sin usar

The L-shaped pipes used in the intro leading to underground and underwater levels can be entered from the top like a regular pipe. However, it is impossible to experience that behavior during regular gameplay, since Mario automatically enters the side of the pipe, and as such this behavior goes unused.

SMB2FDSWorld9-3.png

An L-shaped pipe appears in World 9-3 of the Japanese Super Mario Bros. 2, and it is possible to enter this pipe from the top.

El mapa 01 (mundos 2-2 y 7-2) tiene un puntero de tercer nivel para el mundo 3, que lleva al mismo lugar que los punteros de nivel normales Mundo 2 y 7. Es posible que los niveles se hayan re-ordenado durante el desarrollo, o podría ser un simple error que se dejó pasar.

Variable sin usar

La ubicación de RAM 03F0 mantiene el número de bloques activados, aunque no hay una rutina que lea el valor almacenado aquí.

Rarezas

Removed Tiles

SuperMarioBrosBGTiles.png

Tiles eliminadas

Piranha Plant's stem animation

The Piranha Plants' heads have a two frame animation. Interestingly, this also applies to the stem, however the two graphics used to "animate" it are completely identical, resulting in the stem being completely stationary. It should be noted that the Piranha Plant in All Night Nippon Super Mario Bros. (Or Japanese DJ Tamori, to be exact) does use this bottom half as part of the visible animation.

Los ladrillos y el puente de Bowser pueden haber cada uno utilizado cuatro tiles únicas en algún momento en el desarrollo, a juzgar por la disposición de las baldosas existentes en los datos CHR. Es posible que la adición del bloque detrás del logo del título hizo necesaria la eliminación de las baldosas extra.

Bloopers anfibios

Aunque los Bloopers suelen aparecer sólo en los niveles de agua, éstos pueden ser colocados en los niveles de agua sin más, y se te premiará la friolera de 1.000 puntos cuando sean pisoteados. La mayoría de las otras formas "imposibles" para matar a los enemigos, como golpear una Podoboo o a Bowser con Starman, sólo otorgan el valor por defecto de 200 puntos.

5-1 Starting Castle

SMB1 NES Castle oddity.png

For unknown reasons, most likely an oversight, World 5-1's starting castle is not the 3-tiered one as seen in every other world. This was not fixed in the SNES and GBC remakes.


(Source: original discovery: Supper Mario Broth, further research: Halfbit)

Dado que los Bloopers aparecen en niveles no de agua (como Mundo 1-3) en el Super Mario Bros. 2 japonés, y la acumulación de 1.000 puntos al matarlos, este comportamiento fue probablemente predefinido desde el principio.

European Version

Japan/US Europe
Super Mario Bros (NTSC) underwater.png Super Mario Bros (PAL) underwater.png
Japan/US Europe
SMB1J 5-2 Underwater Section.png SMB1E 5-2 Underwater section.png
  • Just like in Vs. Super Mario Bros., Super Mario Bros. 2 and Super Mario All-Stars, in all underwater areas (Worlds 2-2 and 7-2 plus the underwater sections of 5-2, 6-2, and 8-4), a block was added in the European version over the exit pipe to close the one-tile-high gap. In the Japanese and US versions, it is possible to clip into that gap in Super/Fire form and get stuck in the wall with no way out other than letting the time run out.
Japan/US Europe
SMB1J 8-2 1st Page.png SMB1E 8-2 1st Page.png
  • In World 8-2, the starting positions of the Koopa Paratroopas were changed.
  • The Japanese and US versions had a bug where if a lot of enemies were on-screen, the Springboard sprite could load into a piece of memory normally used to load power-ups or the flag at the end of the level, allowing these to overwrite each other. The European version added a check to prevent this from happening.
  • In the European version, the lowest position a Blooper can reach onscreen was lowered by 4 pixels, allowing them to, unlike other versions, hit Super or Fire Mario if he's standing on the ground.
  • Originally in the Japanese and US versions, the branch of an enemy object would add 12 pixels to the player's vertical position. In the European version, it decides whether Mario stomped or got hit depending on the enemy branch of the enemy object.
  • Mario's initial downward acceleration at the start of the level is higher.
  • Mario's vertical acceleration on springs is now defined.
  • The movement function for Cheep Cheeps was drastically simplified.
  • In the European version, the vertical difference deciding whether Mario stomped or got hit depends on the enemy.
  • Rather than doing an ASL (Arithmetic Shift Left) on the injury timer, the value is set explicitly.
  • On water stages, Mario's vertical speed is set to 0 after nullifying.
  • Some enemies (more specifically: Piranhas, Bullet Bills, Goombas, Spinies, Bloopers, and Cheep Cheeps) have a larger hitbox.
  • The second tone of the coin grab sound effect is different.
(Source: MrWint's smb-dis)

Super Mario Bros. + Duck Hunt

The PPU control register 1 address was changed and the reset stack pointer was changed to a jump to $8000.

(Source: eientei95)

Super Mario Bros. + Duck Hunt + World Class Track Meet

This version seems to be based on the International version.

Super Mario Bros. + Tetris + World Cup

This version seems to be based on the European version.

Nintendo World Championships 1990

Original Nintendo World Championships 1990
SMB Title.png NWCSMBNESTitle.png

On the title screen, the player options and top score are removed, and so is Mario, resulting in a static screen instead of gameplay demos.

Original Nintendo World Championships 1990
SMBNESStart.png NWCSMBStart.png
  • You start with 99 lives.
  • The game ends when you collect 50 coins.

Anniversary Edition

Original 25th-Anniversary Edition
SMB1J 1-1 Question Blocks.png SMB25thAnniversary 1-1 Question Blocks.png

In the 25th Anniversary Edition for Virtual Console, bundled with specially-marked Japanese and Australian Wii consoles, the question mark on the ? block was changed to display the number "25".