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Super Mario Bros.
| Super Mario Bros./es |
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Developer:
Nintendo
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| 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.
Contents
- 1 Sub-Pages
- 2 Objetos sin usar
- 3 Tipos de Cadena de fuego sin usar
- 4 Ajuste de temporizador sin usar
- 5 Objeto "detener desplazamiento" duplicado
- 6 Punteros sin usar
- 7 Variable sin usar
- 8 Rarezas
- 8.1 Removed Tiles
- 8.2 Tiles eliminadas
- 8.3 Piranha Plant's stem animation
- 8.4 Bloopers anfibios
- 8.5 5-1 Starting Castle
- 8.6 European Version
- 8.7 Super Mario Bros. + Duck Hunt
- 8.8 Super Mario Bros. + Duck Hunt + World Class Track Meet
- 8.9 Super Mario Bros. + Tetris + World Cup
- 8.10 Nintendo World Championships 1990
- 8.11 Anniversary Edition
Sub-Pages
| 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.
| 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.
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 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.
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.
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
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
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.
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 |
|---|---|
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| Japan/US | Europe |
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- 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 |
|---|---|
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- 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.
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.
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 |
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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 |
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- You start with 99 lives.
- The game ends when you collect 50 coins.
Anniversary Edition
| Original | 25th-Anniversary Edition |
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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".
- Games developed by Nintendo
- Games published by Nintendo
- NES games
- Famicom Disk System games
- Games released in 1985
- Games with unused code
- Games with unused enemies
- Games with unused objects
- Games with unused graphics
- Games with unused music
- Games with regional differences
- Games with revisional differences
- Needs more images
- To do
- Mario series
Cleanup > Needs more images
Cleanup > To do
Games > Games by content > Games with regional differences
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused code
Games > Games by content > Games with unused enemies
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused music
Games > Games by content > Games with unused objects
Games > Games by developer > Games developed by Nintendo
Games > Games by platform > NES games
Games > Games by platform > NES games > Famicom Disk System games
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