If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Talk:All Night Nippon Super Mario Bros.

From The Cutting Room Floor
Jump to navigation Jump to search
This is the talk page for All Night Nippon Super Mario Bros..
  • Sign and date your posts by typing four tildes (~~~~).
  • Put new text below old text.
  • Indent replies by prefixing with a colon :
  • Add new sections with the 'Add topic' button at the top right.
  • Be polite.
  • Assume good faith.
  • Don't delete discussions.
  • Be familiar with the talk help page.

Does this need its own page?

If there's no unused content specific to it wouldn't it be more appropriate as a revisional change footnote on the main SMB page? DangItBobby (talk) 05:00, 8 May 2017 (EDT)

It wouldn't work as a revisional change on the Super Mario Bros. page because by all indication it's based on Super Mario Bros. 2 (many of the graphics, the title screen making you choose between Mario and Luigi rather than 1/2-Player modes, the fact beating the game shows the SMB2J clear message and awards 100,000 points per remaining life, the stars appearing in the logo each time you beat World 8-4). And even then, what's borrowed from SMB1 seems to be taken from the VS. (arcade) version given the object placement in World 1-1. Add the changed graphics, and it really is its own game.
As for unused stuff, given this is basically a hodgepodge of its predecessors I'm genuinely curious what all is unused in this thing (such as the possibility that the all-new graphics didn't entirely replace the originals). -WarioBarker (talk) 05:39, 8 May 2017 (EDT)

I've looked through the PPU data of both this game and SMB2J and as far as I can see, there are no unique unused graphics in the data of ANN:SMB. I'm curious if there are any unused objects here that were present in this one though. --Halfbit (talk) 09:32, 8 May 2017 (EDT)

The only thing I found I didn't recognize was the tiles placed over the original mushroom, but they seem to make up a door used at the end of the game. The original SMB1/2 sprite data is gone as well. Only thing I can dig up is the Poison Mushroom behavior still being around by setting 0x39 in RAM to 04; I don't believe they're in this version.DangItBobby (talk) 10:50, 8 May 2017 (EDT)
In any case it's against the rules to make pages that are just placeholders with no info. DangItBobby (talk) 11:19, 8 May 2017 (EDT)
Actually, there is at least one thing different between ANNSMB and SMB2J. The end timer bonus for the x-4 levels has been revised so that it now checks for time remaining before doing the jump to computing the bonus for that remaining time. If all three digits of the timer are zero when the player lands on Bowser's axe, the branch is taken and the code jump is not performed, which fixes the 999 timer glitch present in SMB2J and SMAS. WikiPro1981X (talk)