Super Mario Bros. Special: Difference between revisions
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|developer=[[Hudson Soft]] | |developer=[[Hudson Soft]] | ||
|publisher=Hudson Soft (Japan)<br>Static Soft (South Korea)<ref name=Lost/> | |publisher=Hudson Soft (Japan)<br>Static Soft (South Korea)<ref name=Lost/> | ||
|release={{ | |release={{flag list|Japan|August 1986}}{{flag list|South Korea|1987<ref name=Lost/>}} | ||
|genre=[[Genre#Platform games|Platformer]] | |genre=[[Genre#Platform games|Platformer]] | ||
|modes=Single player | |modes=Single player | ||
|ratings= | |ratings= | ||
|platforms= | |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 | '''''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. | ||
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===Music stop error=== | ===Music stop error=== | ||
Due to bad pipe entering detection, if Mario gets too close to a horizontal pipe that can be entered and quickly | 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== | ||
{{main|List of Super Mario Bros. Special staff}} | {{main|List of Super Mario Bros. Special staff}} | ||
;Programmed By | |||
*Yukio-Takeoka | *Yukio-Takeoka | ||
;Course-Designed By | |||
*Ichirou-Sakurada | *Ichirou-Sakurada | ||
;Sound Effected By | |||
*Fumihiko-Itagaki | *[[Fumihiko Itagaki|Fumihiko-Itagaki]] | ||
*Megumi-Kawamata | *Megumi-Kawamata | ||
;Produced By | |||
*Takashi-Takebe | *Takashi-Takebe | ||
Latest revision as of 22:43, November 10, 2024
- Not to be confused with Mario Bros. Special.
Super Mario Bros. Special | |
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For alternate box art, see the game's gallery. | |
Developer | Hudson Soft |
Publisher | Hudson Soft (Japan) Static Soft (South Korea)[1] |
Platform(s) | NEC PC-8801 Sharp X1 Samsung SPC-1500[1] |
Release date | August 1986 1987[1] |
Genre | Platformer |
Mode(s) | Single player |
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 NEC PC-8801 and Sharp X1 series of Japanese computers, and later for the Samsung SPC-1500[1] 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.[2] 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.
While superficially very similar to the original Super Mario Bros., the game features original new levels 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.
Jumping and dashing physics also differ from the Family Computer, providing a more challenging experience than Super Mario Bros. Adding difficulty is the fact that the stage time is slightly faster than in the original Super Mario Bros.. Mario's Hammer from Donkey Kong makes a reappearance as a rare item, alongside a variety of past foes from earlier arcade Super Mario titles and new exclusive 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[edit]
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:
Name | X1 image | PC-88 image | Origin | Description |
---|---|---|---|---|
Kuribou | Super Mario Bros. | The most basic enemy, they can be defeated with a jump on top of them, bumping them from below, hitting them with a fireball, hammer, or shell, or running into them while invincible. Found in Worlds 1-1, 1-2, 1-3, 2-1, 2-3, 3-1, 3-2, 3-3, 4-1, 4-2, 4-3, 5-1, 5-2, and 8-1. | ||
Nokonoko | Super Mario Bros. | Walking turtles, the green of which walk off ledges and the red of which turn at ledges. Jumps and bumps cause them to hide into their shells (which can be knocked around), and fire, a hammer, a shell, and invincibility defeats them instantly. Green found in Worlds 1-1, 1-2, 1-3, 2-1, 2-3, 3-2, 4-1, 4-2, 5-1, 5-2, 6-3, and 7-3. Red found in Worlds 1-2, 1-3, 3-3, 4-3, 5-2, 6-3, and 8-1. | ||
Patapata | Super Mario Bros. | Winged Nokonoko, the green of which jump and the red of which fly up and down. Stomping on them makes them lose their wings, and fire, a hammer, a shell, or invincibility defeats them instantly. Green found in Worlds 3-1, 3-2, 4-1, 5-1, 5-2, 7-1, 7-3, and 8-1. Red found in Worlds 1-3, 5-3, 7-3, 8-1, 8-3, and 8-4. | ||
Met | Super Mario Bros. | Hard-shelled turtles that act similar to Nokonoko. They can be knocked into their shells with a jump or bump, and can be defeated with invincibility or a hammer or shell. Found in Worlds 4-2, 5-2, 6-2, 7-1, 8-1, and 8-4. | ||
Hummer Bros | Super Mario Bros. | Turtles that jump and throw arcing hammers. They can be defeated with a stomp, fireball, shell, bump, or invincibility. Found in Worlds 5-2, 8-2, and 8-3. | ||
Jugemu | Super Mario Bros. | A cloud-riding turtle that drops Paipo to make Togezou. It can be defeated with a stomp, fireballs, or invincibility, after which it does not respawn. Found in Worlds 4-1 and 6-1. | ||
Togezou | Super Mario Bros. | Spiked turtles that hatch from Paipo dropped from Jugemu. They can be defeated with fireballs, invincibility, or being bumped. | ||
Pakkun Flower | Super Mario Bros. | Biting plants that go up and down in pipes. They can be defeated through fireballs or invincibility. Found in Worlds 2-1, 2-4, 3-1, 4-1, 4-3, 5-1, 5-2, 5-3, 6-1, 6-2, 6-4, 7-1, 7-4, and 8-4. | ||
Paipo | Super Mario Bros. | Eggs dropped by Jugemu that hatch into Togezou when they land. | ||
Killer | Super Mario Bros. | Bullets shot from cannons in infinite amounts. They can be defeated with a stomp or invincibility. Found in Worlds 5-2, 5-3, and 7-1. | ||
Pukupuku | Super Mario Bros. | Fish that swim in groups at the same speed regardless of color, with a few at a time bobbing slightly. Red ones also hop from the water in land levels. When underwater, they can only be defeated with fireballs or invincibility, but on land they can also be stomped or hit with a shell. Green found in Worlds 2-2, 3-1, 7-2, and 8-2. Red found in Worlds 2-2, 2-3, 3-1, 5-3, 7-2, 7-3, and 8-2. | ||
Gesso | Super Mario Bros. | Bobbing squid found underwater. They can be defeated with a fireball or invincibility. Found in Worlds 2-2, 3-1, 5-1, 5-2 (X1 only), 7-2, and 8-2. | ||
Bubble | Super Mario Bros. | Hopping lava balls that can only be defeated with invincibility. Found in Worlds 2-4, 3-4, 5-4, 7-4, and 8-4. | ||
Chokichoki | Mario Bros. | Crabs that walk in a straight line and can be defeated with a fireball, invincibility, or a bump. Found in Worlds 4-2, 5-2, 7-3, 8-1, and 8-3. | ||
Nakaji | Mario Bros. | Flies that move by taking small hops, pausing in between and able to change directions whenever on the ground. Can be defeated with a fireball, hammer, invincibility, or a bump. Found in Worlds 5-1, 5-2, 8-1, 8-2, and 8-3. | ||
Tarusar | Donkey Kong | These barrels roll down ledges and can be defeated with a hammer or a bump. Found in Worlds 3-4, 4-3, 6-2, 6-4, 7-1, and 8-2. | ||
Sigebou | Donkey Kong | Fireballs that move horizontally, tumbling down ledges the same as barrels. Found in Worlds 7-4 and 8-2. | ||
Tsurara | Mario Bros. | Falling icicles that can be defeated with a fireball. Found in Worlds 4-2, 4-4, 5-3, 6-4, 7-4, 8-3, and 8-4. | ||
Kuppa | 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 or by hitting him with five fireballs. |
Gameplay[edit]
The object of the game is to get to the flagpole to advance to the next level. While on his way to the goal, Mario encounters many enemies and power-ups.
Power-Ups[edit]
Name | X1 image | PC-88 image | Description |
---|---|---|---|
Magic Mushroom | Grab this to change into Super Mario. 1000 points awarded. | ||
Fire Flower | Grab this to change into Fiery Mario. 1000 points awarded. | ||
Starman | Grab this to briefly change into Invincible Mario. 1000 points awarded. | ||
Hummer | The hammer power-up from Donkey Kong, which spawns a hammer in front of Mario that rapidly swings. Found in Worlds 3-4 and 5-1. 1000 points awarded. | ||
Wing | 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[edit]
Name | X1 image | PC-88 image | Description |
---|---|---|---|
1 up Mushroom | If Mario collects one, he will get an extra life. | ||
Coin | Collect 100 coins for a 1 up. | ||
Hachisuke | The bee from the Hudson Soft logo. If Mario finds this item, he will be awarded 8000 points. Found in World 1-1. | ||
Clock | Upon picking this up, Mario will get an additional 100 seconds added to the timer. Found in World 8-3. 1000 points awarded. | ||
Lucky Star | 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 Starman (similar to a POW except it also affects airborne foes). Found in World 4-1. 1000 points awarded. |
Glitches[edit]
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.
Infinite 1-Up trick[edit]
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 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). Collecting any more loops the counter back to 0 lives.
Harmless Fire-Bars[edit]
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[edit]
The Warp Zones from the original were changed in such a way that Super Mario Bros. Special has no true Warp Zone. In World 1-2, reaching the area over the 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 flagpole.
Course designer Ichirou Sakurada has acknowledged that these are unintentional glitches.[3]
Out-of-service jumping board[edit]
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 invisible blocks placed around the board allows players to bypass it.
Disk error (PC-88)[edit]
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.[4] 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[edit]
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[edit]
- Main article: List of Super Mario Bros. Special staff
- Programmed By
- Yukio-Takeoka
- Course-Designed By
- Ichirou-Sakurada
- Sound Effected By
- Fumihiko-Itagaki
- Megumi-Kawamata
- Produced By
- Takashi-Takebe
Gallery[edit]
- For this subject's image gallery, see Gallery:Super Mario Bros. Special.
Media[edit]
- For a complete list of media for this subject, see List of Super Mario Bros. Special media.
Ground Theme | File info 0:30 |
Underwater Theme | File info 0:30 |
Starman | File info 0:30 |
Castle Theme | File info 0:20 |
Lost a Life | File info 0:03 |
References[edit]
- ^ a b c d Hudson Mario Trilogy. Hardcore Gaming 101. Archived from the original via Wayback Machine. Retrieved June 29, 2024.
- ^ [1][dead link]
- ^ 元ハドソン・桜田名人によるハドソン昔話 (2ページ目). Togetter (Japanese). Retrieved June 29, 2024.
- ^ MrPodoboo (August 22, 2009). Let's Play Super Mario Bros. Special - World 8 (04:50). YouTube. Retrieved June 29, 2024.
External links[edit]
- Bad Games Hall of Fame (various Hudson Soft Mario games and the South Korean Samsung SPC-1500 ad)
- Universal Game List entry for Super Mario Bros. Special
- More information on the X1 version
- Instruction manual
Super Mario Bros. Special | |
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Protagonists | Mario • Mushroom retainer • Princess Peach |
Worlds | World 1 • World 2 • World 3 • World 4 • World 5 • World 6 • World 7 • World 8 |
Items | 1 up Mushroom • Clock • Coin • Fire Flower • Hachisuke • Hummer • Lucky Star • Magic Mushroom • Starman • Wing |
Enemies | Bloober • Bullet Bill • Buzzy Beetle • Cheep-cheep • Chokichoki • Fire-Bar • Hammer Brother • Koopa Paratroopa • Koopa Troopa • Lakitu • Little Goomba • Nakaji • Piranha Plant • Podoboo • Sigebou • Spiny • Spiny's egg • Tarusar • Tsurara • Turtle Cannon |
Boss | Bowser |
Miscellaneous | Ax • Beanstalk • Coin Heaven • Coral • Fireworks • Flagpole • Horsehair plant • Jumping board |