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'''''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 {{wp|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|language=en|accessdate=June 29, 2024}}</ref> a South Korean clone of the X1. ''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> | '''''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 {{wp|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|language=en|accessdate=June 29, 2024}}</ref> a South Korean clone of the X1. ''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. | |||
[[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 Famicom game. [[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. | |||
==Enemies== | ==Enemies== | ||
Hudson Soft's staff | Hudson Soft's staff took enemies from ''Super Mario Bros.'' as well as earlier ''Super Mario'' games. All are referred to in-game by their Japanese names, with a typo in one case (or called by new names in the case of the earlier games' enemies), and ordered per their listing in the cast and credits: | ||
{|style="width:100%;margin:0 auto"class=wikitable | {|style="width:100%;margin:0 auto"class=wikitable | ||
!Name | !Name | ||
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|''[[Super Mario Bros.]]'' | |''[[Super Mario Bros.]]'' | ||
|The villain, he appears in every castle level (as in, the ones ending in -4). For the first five worlds, he breaths fire, and for the next two, he throws hammers, and for the final, he does both. He can be defeated by touching the nearby [[axe|ax]] or by hitting him with five fireballs. | |The villain, he appears in every castle level (as in, the ones ending in -4). For the first five worlds, he breaths fire, and for the next two, he throws hammers, and for the final, he does both. He can be defeated by touching the nearby [[axe|ax]] or by hitting him with five fireballs. | ||
|} | |||
==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. | |||
===Power-Ups=== | |||
{|style="width:100%"class="wikitable sortable" | |||
!Name | |||
!X1 image | |||
!PC-88 image | |||
!width=70%|Description | |||
|- | |||
|align=center|[[Super Mushroom|Magic Mushroom]] | |||
|align="center"style="background:#00f;--darkbg:#00f;"|[[File:SMBSpecial-SuperMushroom-SharpX1.png]] | |||
|align="center"style="background:#00f;--darkbg:#00f;"|[[File:SMBSpecial-SuperMushroom-PC88.png|16x16px]] | |||
|Grab this to change into [[Super Mario (form)|Super Mario]]. '''1000''' points awarded. | |||
|- | |||
|align=center|[[Fire Flower]] | |||
|align="center"style="background:#00f;--darkbg:#00f;"|[[File:SMBSpecial-FireFlower-SharpX1.png]] | |||
|align="center"style="background:#00f;--darkbg:#00f;"|[[File:SMBSpecial-FireFlower-PC88.png|16x16px]] | |||
|Grab this to change into [[Fire Mario|Fiery Mario]]. '''1000''' points awarded. | |||
|- | |||
|align=center|[[Super Star|Starman]] | |||
|align="center"style="background:#00f;--darkbg:#00f;"|[[File:StarmanWithAFaceSMBS.png]] | |||
|align="center"style="background:#00f;--darkbg:#00f;"|[[File:SMBSpecial-Star-PC88.png|14x16px]] | |||
|Grab this to briefly change into [[Invincible Mario]]. '''1000''' points awarded. | |||
|- | |||
|align=center|[[Hammer]]<br>(Hummer) | |||
|align="center"style="background:#00f;--darkbg:#00f;"|[[File:HammerSMBS.png]] | |||
|align="center"style="background:#00f;--darkbg:#00f;"|[[File:SMBSpecial-Hummer-PC88.png|14x16px]] | |||
|The hammer power-up from ''[[Donkey Kong (game)|Donkey Kong]]'', which spawns a hammer in front of Mario that rapidly swings. Found in Worlds 3-4 and 5-1. '''1000''' points awarded. | |||
|- | |||
|align=center|[[Wing (Super Mario Bros. Special)|Wing]] | |||
|align="center"style="background:#00f;--darkbg:#00f;"|[[File:Smbswing.png]] | |||
|align="center"style="background:#00f;--darkbg:#00f;"|[[File:SMBSpecial-Wing-PC88.png|16x16px]] | |||
|Collecting this causes Mario to briefly act as if he is swimming in the air. Found in Worlds 3-2 and 4-1. '''1000''' points awarded. | |||
|} | |||
===Items=== | |||
{|style="width:100%"class="wikitable sortable" | |||
!Name | |||
!X1 image | |||
!PC-88 image | |||
!Description | |||
|- | |||
|align=center|[[1-Up Mushroom|1 up Mushroom]] | |||
|align="center"style="background:#00f;--darkbg:#00f;"|[[File:SMBSpecial-1UpMushroom-SharpX1.png|16x16px]] | |||
|align="center"style="background:#00f;--darkbg:#00f;"|[[File:SMBSpecial-1UpMushroom-PC88.png|16x16px]] | |||
|If Mario collects one, he will get an extra life. | |||
|- | |||
|align=center|[[Coin]] | |||
|align="center"style="background:#00f;--darkbg:#00f;"|[[File:SMBSpecial-Coin.png]] | |||
|align="center"style="background:#00f;--darkbg:#00f;"|[[File:SMBSpecial-Coin.png|10x14px]] | |||
|Collect 100 coins for a 1 up. | |||
|- | |||
|align=center|[[Hachisuke]] | |||
|align="center"style="background:#00f;--darkbg:#00f;"|[[File:HudsonBeeSMBS.png]] | |||
|align="center"style="background:#00f;--darkbg:#00f;"|[[File:SMBSpecial-Hachisuke-PC88.png|16x16px]] | |||
|The bee from the [[Hudson Soft]] logo. If Mario finds this item, he will be awarded '''8000''' points. Found in [[World 1-1 (Super Mario Bros. Special)|World 1-1]]. | |||
|- | |||
|align=center|[[+ Clock|Clock]] | |||
|align="center"style="background:#00f;--darkbg:#00f;"|[[File:SMB Special Clock sprite.png]] | |||
|align="center"style="background:#00f;--darkbg:#00f;"|[[File:SMBSpecial-Clock-PC88.png|14x15px]] | |||
|Upon picking this up, Mario will get an additional 100 seconds added to the [[Time Limit|timer]]. Found in World 8-3. '''1000''' points awarded. | |||
|- | |||
|align=center|[[Lucky Star (Super Mario Bros. Special)|Lucky Star]] | |||
|align="center"style="background:#00f;--darkbg:#00f;"|[[File:SMBSpecial-LuckyStarItem.png]] | |||
|align="center"style="background:#00f;--darkbg:#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]]. It is similar to a [[POW Block]] except it also affects airborne foes, like a POW Block in ''[[Super Mario Bros. 35]]''. Found in World 4-1. '''1000''' points awarded. | |||
|} | |} | ||
==List of levels== | ==List of levels== | ||
{{image|section=yes}} | |||
{|class="wikitable"style="width:100%" | {|class="wikitable"style="width:100%" | ||
|- | |- | ||
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|Fire-Bar, [[Lava Bubble|Podoboo]], [[Piranha Plant]], Bowser | |Fire-Bar, [[Lava Bubble|Podoboo]], [[Piranha Plant]], Bowser | ||
|- | |- | ||
|rowspan=4 align=center|[[File:SMBS World 3-2.png]]<br>'''[[World 3 (Super Mario Bros. Special)|World 3]]''' | |rowspan=4 align=center|[[File:SMBS World 3-2.png|300px]]<br>'''[[World 3 (Super Mario Bros. Special)|World 3]]''' | ||
|[[World 3-1 (Super Mario Bros. Special)|World 3-1]] | |[[World 3-1 (Super Mario Bros. Special)|World 3-1]] | ||
|Underwater/Overworld | |Underwater/Overworld | ||
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|Fire-Bar, [[barrel]], Podoboo, Bowser | |Fire-Bar, [[barrel]], Podoboo, Bowser | ||
|- | |- | ||
|rowspan=4 align=center| | |rowspan=4 align=center|{{no image}}<br>'''[[World 4 (Super Mario Bros. Special)|World 4]]''' | ||
|[[World 4-1 (Super Mario Bros. Special)|World 4-1]] | |[[World 4-1 (Super Mario Bros. Special)|World 4-1]] | ||
|Overworld | |Overworld | ||
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|Icicle, Bowser | |Icicle, Bowser | ||
|- | |- | ||
|rowspan=4 align=center| | |rowspan=4 align=center|{{no image}}<br>'''[[World 5 (Super Mario Bros. Special)|World 5]]''' | ||
|[[World 5-1 (Super Mario Bros. Special)|World 5-1]] | |[[World 5-1 (Super Mario Bros. Special)|World 5-1]] | ||
|Overworld | |Overworld | ||
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|Fire-Bar, Podoboo, Bowser | |Fire-Bar, Podoboo, Bowser | ||
|- | |- | ||
|rowspan=4 align=center| | |rowspan=4 align=center|{{no image}}<br>'''[[World 6 (Super Mario Bros. Special)|World 6]]''' | ||
|[[World 6-1 (Super Mario Bros. Special)|World 6-1]] | |[[World 6-1 (Super Mario Bros. Special)|World 6-1]] | ||
|Overworld | |Overworld | ||
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|Fire-Bar, icicle, barrel, Piranha Plant, Bowser | |Fire-Bar, icicle, barrel, Piranha Plant, Bowser | ||
|- | |- | ||
|rowspan=4 align=center| | |rowspan=4 align=center|{{no image}}<br>'''[[World 7 (Super Mario Bros. Special)|World 7]]''' | ||
|[[World 7-1 (Super Mario Bros. Special)|World 7-1]] | |[[World 7-1 (Super Mario Bros. Special)|World 7-1]] | ||
|Overworld | |Overworld | ||
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|Piranha Plant, Podoboo, Koopa Paratroopa, icicle, [[Fireball (Donkey Kong)|Fireball]], Bowser | |Piranha Plant, Podoboo, Koopa Paratroopa, icicle, [[Fireball (Donkey Kong)|Fireball]], Bowser | ||
|- | |- | ||
|rowspan=4 align=center| | |rowspan=4 align=center|{{no image}}<br>'''[[World 8 (Super Mario Bros. Special)|World 8]]''' | ||
|[[World 8-1 (Super Mario Bros. Special)|World 8-1]] | |[[World 8-1 (Super Mario Bros. Special)|World 8-1]] | ||
|Athletic | |Athletic | ||
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==Glitches== | ==Glitches== | ||
Due to both the PC-88 and X1 technology being inferior compared to the NES/Famicom, some glitches and tricks that were previously not present in the original appear here. | |||
Due to both the PC-88 and X1 being | ===Infinite 1-Up trick=== | ||
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 the player to set the glitch up again. | |||
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). Gaining more than 255 lives loops the counter back to 0 lives. | |||
===Harmless [[Fire Bar|Fire-Bar]]s=== | |||
Sometimes, touching the edge of a Fire-Bar does not deliver any damage, likely because of the game's limits in hardware and registering hitboxes with moving obstacles. | |||
===Glitched pipes=== | |||
The [[Warp Zone]]s from the original were changed in such a way that ''Super Mario Bros. Special'' has no true Warp Zone. In [[World 1-2 (Super Mario Bros. Special)|World 1-2]], reaching the area over the [[Warp Pipe|pipe]] instead leads to the single bonus room that could be accessed normally in the stage, but with a pipe that still leads to the overworld, thus to the end of the level. In World 4-2, a room that more resembles a true Warp Zone can be found, however the only pipe it holds does not have any destinations defined. The pipe can still be entered, but the player remains stuck there indefinitely, forcing the player to be killed by the timer. | |||
In World 4-3, there is a [[beanstalk]] that leads to a [[Coin Heaven]]. When trying to leave, sometimes Mario is unable to enter the exit pipe. It is assumed to be an overlooked program error, as the entrance back to the main level from this bonus area is present underneath the mushroom stairs leading to the [[Goal Pole|flagpole]]. | |||
Course designer Ichirou Sakurada has acknowledged that these are unintentional glitches.<ref>{{cite|url=togetter.com/li/244217?page=2|title=元ハドソン・桜田名人によるハドソン昔話 (2ページ目)|publisher=Togetter|language=ja|accessdate=June 29, 2024}}</ref> | |||
===Out-of-service [[trampoline|jumping board]]=== | |||
Compared to the original ''Super Mario Bros.'', the jumping board present in World 2-1 is much more difficult to perform a higher jump off of due to poor collision detection, sometimes being stuck in its animation frames when Mario jumps off. Sometimes holding the jump key while landing on the board guarantees success in jumping off, and in the event that a player would have trouble, the set of [[Hidden Block|invisible block]]s placed around the board allows players to bypass it. | |||
=== | ===Disk error (PC-88)=== | ||
[[File:SMBS9.png|thumb|Disk Error]] | |||
If the system encounters an error while trying to read and load data from the disk, the screen displays the message: "''DISK ERROR! PLEASE RESTART GAME PUSH IPL SWITCH''" (the IPL switch being a reset button present on PC-8801 family machines). The error is caused by corrupted data, which may be a result of a damaged disk or a improperly performed ROM dump, the most notable example being a ROM in which 8-4 is corrupted.<ref>{{cite|author=MrPodoboo|date=August 22, 2009|url=youtu.be/i8i3soQcUbU?si=50N8uESjA_Fn38Lm&t=290|title=Let's Play Super Mario Bros. Special - World 8|timestamp=04:50|publisher=YouTube|language=en|accessdate=June 29, 2024}}</ref> This error, being a disk read error, is likely to exist in other versions of the game, but it has not been confirmed, and it is extremely unlikely that the error is identical across all systems. | |||
== | ===Music stop error=== | ||
Due to bad pipe entering detection, if Mario gets too close to a horizontal pipe that can be entered and quickly turns around, the pipe-entering sound plays and the music stops until Mario actually enters the pipe. The player can do this multiple times in the same room which repeats the pipe-entering sound. | |||
==Staff== | ==Staff== |