Editing Super Mario Bros. Special
From the Super Mario Wiki, the Mario encyclopedia
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 9: | Line 9: | ||
|modes=Single player | |modes=Single player | ||
|ratings= | |ratings= | ||
|platforms={{wp|PC-8800 series|NEC PC-8801}}<br>{{wp|Sharp X1}} | |platforms={{wp|PC-8800 series|NEC PC-8801}}<br>{{wp|Sharp X1}}<br>Samsung SPC-1500<ref name=Lost/> | ||
|format=5.25-inch floppy, Tape | |format=5.25-inch floppy, Tape | ||
}} | }} | ||
'''''Super Mario Bros. Special''''' (Japanese: スーパーマリオブラザーズ スペシャル, ''Sūpā Mario Burazāzu Supesharu'') is a platform game that was developed by [[Hudson Soft]] and released in 1986 for the {{wp|PC-8800 series|NEC PC-8801}} and | '''''Super Mario Bros. Special''''' (Japanese: スーパーマリオブラザーズ スペシャル, ''Sūpā Mario Burazāzu Supesharu'') is a platform game that was developed by [[Hudson Soft]] and released in 1986 for the {{wp|PC-8800 series|NEC PC-8801}} and Sharp X1 series of Japanese computers, and later for the Samsung SPC-1500<ref name=Lost>{{cite|deadlink=y|archive=web.archive.org/web/20200409192745/hg101.proboards.com/thread/6968/hudson-mario-trilogy?page=2&scrollTo=173288|title=Hudson Mario Trilogy|publisher=Hardcore Gaming 101|accessdate=June 29, 2024}}</ref> in South Korea. ''Super Mario Bros. Special'' was the second [[Nintendo]]-licensed follow-up to ''[[Super Mario Bros.]]'', released around two months after ''[[Super Mario Bros.: The Lost Levels]]''.<ref>[http://nintendoera.com/discussing-hudsons-mario-games-with-native-japanese-speaker-bando]{{dead link}}</ref> Two years prior, Hudson Soft had released ''[[Punch Ball Mario Bros.]]'' and ''[[Mario Bros. Special]]'', which were both based on the arcade game ''[[Mario Bros. (game)|Mario Bros.]]'' | ||
While superficially very similar to the original ''[[Super Mario Bros.]]'', the game features original new [[level]]s and has a screen-by-screen scrolling mechanism. The latter is implemented more smoothly in the X1 version, which features ''Zelda''-style scrolling, where the screen visually slides to the next lock point (with some overlap between screens), whereas the PC-8801 version simply turns black for a moment while loading the next screen. | While superficially very similar to the original ''[[Super Mario Bros.]]'', the game features original new [[level]]s and has a screen-by-screen scrolling mechanism. The latter is implemented more smoothly in the X1 version, which features ''Zelda''-style scrolling, where the screen visually slides to the next lock point (with some overlap between screens), whereas the PC-8801 version simply turns black for a moment while loading the next screen. | ||
[[Jump]]ing and [[dash]]ing physics also differ from the [[Family Computer]], providing a more challenging experience than ''Super Mario Bros.'' Adding difficulty is the fact that the [[Time Limit|stage time]] is slightly faster than in the original | [[Jump]]ing and [[dash]]ing physics also differ from the [[Family Computer]], providing a more challenging experience than ''Super Mario Bros.'' Adding difficulty is the fact that the [[Time Limit|stage time]] is slightly faster than in the original ''Super Mario Bros.''. [[Mario]]'s [[Hammer]] from ''[[Donkey Kong (game)|Donkey Kong]]'' makes a reappearance as a rare item, alongside a variety of past foes from earlier arcade ''[[Super Mario (franchise)|Super Mario]]'' titles and new exclusive [[List of items|items]]. | ||
Due to the PC-8801 and X1's technology being inferior to that of the Family Computer the graphics and audio differ slightly from the original game as well, although they are closely replicated. Additionally, the game does not include [[Luigi]], nor does it contain a multiplayer mode. The X1 version contains partial scrolling and slightly more colorful graphics, featuring all eight colors possible with 100% and 0% RGB, including lime-green, cyan, magenta and white. While the PC-88 is able to produce eight colors, ''Super Mario Bros. Special'' only uses half of the PC-88's hardware palette, restricted to only black, red, yellow, and blue, including dithered results with those four colors. Further, sprites exclude the use of blue to allow transparency in the sprites. This leads to yellow being used as a stand-in for white and swapping with red for recolored enemies, notably causing the "green" enemies to appear with red eyes. | Due to the PC-8801 and X1's technology being inferior to that of the Family Computer the graphics and audio differ slightly from the original game as well, although they are closely replicated. Additionally, the game does not include [[Luigi]], nor does it contain a multiplayer mode. The X1 version contains partial scrolling and slightly more colorful graphics, featuring all eight colors possible with 100% and 0% RGB, including lime-green, cyan, magenta and white. While the PC-88 is able to produce eight colors, ''Super Mario Bros. Special'' only uses half of the PC-88's hardware palette, restricted to only black, red, yellow, and blue, including dithered results with those four colors. Further, sprites exclude the use of blue to allow transparency in the sprites. This leads to yellow being used as a stand-in for white and swapping with red for recolored enemies, notably causing the "green" enemies to appear with red eyes. | ||
==Enemies== | ==Enemies== | ||
Hudson Soft's staff took enemies from ''Super Mario Bros.'' as well as earlier ''Super Mario'' games. All are | Hudson Soft's staff took enemies from ''Super Mario Bros.'' as well as earlier ''Super Mario'' games. All are named and ordered per their listing in the cast and credits: | ||
{{image|section=yes|Samsung SPC-1500 images}} | |||
{|style="width: 100%; margin: 0 auto" class=wikitable | {|style="width: 100%; margin: 0 auto" class=wikitable | ||
Line 147: | Line 149: | ||
==Gameplay== | ==Gameplay== | ||
The object of the game is to get to the [[Goal Pole|flagpole]] to advance to the next level. While on his way to the goal, [[Mario]] encounters many enemies and power-ups. | The object of the game is to get to the [[Goal Pole|flagpole]] to advance to the next level. While on his way to the goal, [[Mario]] encounters many enemies and power-ups. | ||
===Power-Ups=== | |||
{{image|section=yes|Samsung SPC-1500 images}} | |||
{|style="width: 100%" class="wikitable sortable" | {|style="width: 100%" class="wikitable sortable" | ||
!Name | !Name | ||
Line 182: | Line 186: | ||
===Items=== | ===Items=== | ||
{{image|section=yes|Samsung SPC-1500 images}} | |||
{|style="width: 100%" class="wikitable sortable" | {|style="width: 100%" class="wikitable sortable" | ||
!Name | !Name | ||
Line 211: | Line 218: | ||
|align="center"style="background:#00f"|[[File:SMBSpecial-LuckyStarItem.png]] | |align="center"style="background:#00f"|[[File:SMBSpecial-LuckyStarItem.png]] | ||
|align="center"style="background:#00f"|[[File:SMBSpecial-LuckyStarItem-PC88.png|16x12px]] | |align="center"style="background:#00f"|[[File:SMBSpecial-LuckyStarItem-PC88.png|16x12px]] | ||
|Resembles an atom. If Mario collects it, all the enemies on-screen will be defeated and award their normal point values as if hit by a [[Super Star|Starman]] | |Resembles an atom. If Mario collects it, all the enemies on-screen will be defeated and award their normal point values as if hit by a [[Super Star|Starman]] (similar to a [[POW Block|POW]] except it also affects airborne foes, similar to a POW Block in Super Mario Bros. 35".). Found in World 4-1. '''1000''' points awarded. | ||
|} | |} | ||
Line 366: | Line 227: | ||
Like in the original ''Super Mario Bros.'', jumping on a [[Koopa Troopa]] or a [[Buzzy Beetle]] when it is about three pixels away from an edge or wall makes Mario jump on it continously, thus allowing the player to gain infinite 1-Ups. Unlike the original, the trick is much easier to perform due to the game's different collision physics launching the player higher after a stomp, and can be done in virtually any area with both a Koopa Troopa and an edge or wall. | Like in the original ''Super Mario Bros.'', jumping on a [[Koopa Troopa]] or a [[Buzzy Beetle]] when it is about three pixels away from an edge or wall makes Mario jump on it continously, thus allowing the player to gain infinite 1-Ups. Unlike the original, the trick is much easier to perform due to the game's different collision physics launching the player higher after a stomp, and can be done in virtually any area with both a Koopa Troopa and an edge or wall. | ||
When a sliding Koopa shell is stomped and stops moving, the timer before the Koopa gets back up does not reset, continuing from where it left off when the shell was kicked. Because of this, it is possible for a Koopa to break itself out of the trick, requiring | When a sliding Koopa shell is stomped and stops moving, the timer before the Koopa gets back up does not reset, continuing from where it left off when the shell was kicked. Because of this, it is possible for a Koopa to break itself out of the trick, requiring Mario to re-set it up. | ||
The player can accumulate a maximum of 255 lives, with the number of current lives remaining represented in hexadecimal numbers (such as "85" for 133 lives and "DE" for 222 lives). | The player can accumulate a maximum of 255 lives, with the number of current lives remaining represented in hexadecimal numbers (such as "85" for 133 lives and "DE" for 222 lives). Collecting any more loops the counter back to 0 lives. | ||
===Harmless [[Fire Bar|Fire-Bar]]s=== | ===Harmless [[Fire Bar|Fire-Bar]]s=== | ||
Line 422: | Line 283: | ||
{{media table | {{media table | ||
|file1=SMBS Overworld.oga | |file1=SMBS Overworld.oga | ||
|title1=[[Ground | |title1=[[Ground Theme (Super Mario Bros.)|Ground Theme]] | ||
|length1=0:30 | |length1=0:30 | ||
|file2=SMBS Underwater.oga | |file2=SMBS Underwater.oga | ||
|title2=[[Underwater | |title2=[[Underwater Theme]] | ||
|length2=0:30 | |length2=0:30 | ||
|file3=SMBS Invincible.oga | |file3=SMBS Invincible.oga | ||
|title3=[[ | |title3=[[Super Star (theme)|Starman]] | ||
|length3=0:30 | |length3=0:30 | ||
|file4=SMBS Castle.oga | |file4=SMBS Castle.oga | ||
|title4=[[ | |title4=[[Shiro BGM|Castle Theme]] | ||
|length4=0:20 | |length4=0:20 | ||
|file5=SMBS Lost a Life.oga | |file5=SMBS Lost a Life.oga |