Post subject: Super Mario Bros. (Famicom Disk System version)
Former player
Joined: 3/8/2004
Posts: 1107
I just tried going to minus land in the fds version of this game, and it's totally different from the NES version. There are 3 levels in minus land, -1, -2, and -3, but no -4. Would anyone like to see a speed run video of me getting to minus land in the fds version and then playing the minus land levels? I just posted about this on GameFAQs, so here are the 3 posts I made where I described the levels:
mjf314 wrote:
Wow, level -1 in the Famicom Disk System version is so cool. Maybe I should make a speed run video of it so everyone can see what it looks like. It's like an underwater version of one of the levels with the trees, with the colors messed up and with some strange princess, bowser, and other enemy sprites. Also, the water behind the coins is a darker shade of blue than the rest of the water. You also can't hit question marks or jump on any enemies. There's also a glitch at the end of the level where if you touch the flagpole too high, Mario floats down too far to the right and misses the door he's supposed to go in, and he just gets stuck against the edge of the screen.
mjf314 wrote:
Level -2 is a perfectly normal level, except that the castle leading into it in the previous level was big, and the castle at the end of the level was also big, when those castles would normally be small. Level -2 is one of those levels where you run across long bridges. There are also flying fish and turtles in the level. I wonder what level -3 is going to look like.
mjf314 wrote:
Level -3 is some weird kind of castle with water instead of lava, and it also has bloobers (which you can jump on since it's not a water level). In one part of the level you have to choose between 3 paths. If you choose the top path you come to a dead end, so you'll be trapped if you're Small Mario and can't break the bricks above you. If you choose the middle path you'll be trapped no matter what since you're surrounded by unbreakable blocks. There's no Bowser at the end of the castle, and unlike the other castles, you actually end up stomping a bloober as you walk to the right after you touch the ax. Then you see the same message as normal, but the letters are in green and there's no Toad. There is no level -4 after this, but if you press the B button it takes you back to the title screen, and you can press the B button to select any world (except for the minus world) and start playing the 2nd quest, just as if you had beaten the game the normal way.
Joined: 4/15/2004
Posts: 12
Location: South Holland, IL
Hey I say go for it since its something no one has ever seen before. Plus looking at glitches and odd things are always great (case in point the Crazy god technique video) p.s. I had a feeling you was mjf314 on gameFAQs boards after I saw all the "ad's" for Bisqwits site from you.
Joined: 4/25/2004
Posts: 498
On a hunch, I just tried this on the European version (the one everyone in that other thread said had screwed timing). The minus world is the same looping 7-2 as the original, but the exit pipes in all the underwater areas have been altered so that you can't get stuck in the space above them. There's a block in that space, just like in All-Stars...o_O
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Joined: 3/9/2004
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Location: In his lab studying psychology to find new ways to torture TASers and forumers
Being that I hacked the game a while back, I've seen a lot of messed up stuff. Level 4-4 underwater was interesting. Anyone who has spent time fooling with the games engine I'm sure has seen all this crazy stuff and more.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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Joined: 4/13/2004
Posts: 54
Location: Sweden
I would love to see a video on that, I've seen very little of this minus world, so I would love to see more.
Former player
Joined: 3/8/2004
Posts: 706
I found this program that allows you to visually edit every level within the SMB rom. It's interesting because you can redo every level and pretty much make your own SMB game.
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Location: In his lab studying psychology to find new ways to torture TASers and forumers
YY's tool? I found it had some limitations. A lot of stuff I wanted to do required me to sit down with a hex editor, but at least it took the pain out of the general level design.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Joined: 4/25/2004
Posts: 498
YY's editor is good, but I like M.K.S.'s "SMB Utility" better though. Edits a few values and stuff YY's doesn't (like where the warp zones go, what world Bowser starts throwing hammers, enable piranha plants in 1-1, etc.) and has a built-in emulator for quick testing. :) Kernel Software's "SMB Remodeler" is also a neat lil' toy, though somewhat unrelated...doesn't edit levels at all, and is all in Japanese, but edits a heapin' LOAD of jumping heights, scores, enemy health, and other attributes of Mario and the enemies. Like, at least 100 or so... o_O
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Joined: 3/9/2004
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When did this come out? I haven't done SMB hacking in ~5 years, and didn't have all this cool stuff back then.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Joined: 4/25/2004
Posts: 498
5 years? Well no wonder. :p Heh. Utility came out about 2-3 years ago, I think. Maybe more, as it was originally Japanese-only (though I was still able to translate about 95% of it, without being able to read a lick of Japanese, due to how easy it was to use...hehe :p). It was only just about...a year and a half? ago that an official English translation for it was released. Remodeler, as I said in my previous post, is still Japanese-only, but, like Utility, I was able to translate most of this one myself by just looking at what all in the game each option changed. I've got a text file on my old computer somewhere with all but, like, 3 of the editable values documented. :) Teh L1nkag3: SMB Laboratory: http://www47.tok2.com/home/smblabo/ Kernel Software: http://www.geocities.co.jp/SiliconValley-Oakland/1873/ By the way, the Japanese have done QUITE a lot with SMB1 since these two proggies came out. ^_^ Start by looking around the big block of Mario-related links at the bottom of YY's Japanese page...there's like, 30 or 40 Japanese hackers' sites listed: http://www.geocities.co.jp/Playtown-Denei/4503/ Also look for any Mario hacking webrings; there's one right next to the aforementioned "Big Block o' Links", to start. Have fun ^_^ EDIT: Had the wrong link for SMB Laboratory, d'oh! >_<
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Maybe I'll pick up my SMB hack project then if I ever find the time. I originally started my SMB hack project trying to recreate a pirated version of SMB I saw as a kid - wasn't succesful, but I tried :P I would still like to find that hack. A friend of mine had one of those a bazillion in one NES pirate carts. It had SMB1, Donkey Kong and several other classics, but the pinacle was the hacked SMB they bundled in there. From what I remember, level 1-1 starts out looking normal, but half way through the level, you see a hand come onto the screen and starts drawing a new level where you were just about to walk. It was really cool. 2-2 was totally different, think lost levels difficulty * 5. Was really neat to decide how to make a certain jump, when while you're jumping you end up in a completely different level.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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Joined: 3/8/2004
Posts: 1107
I continued making my SMB speed run today and I just finished 8-1.
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I just finished 8-2, and now I'm a total of 127 frames ahead of my previous version, though a difference of only 2 frames could just be a result of me stopping the fmvs in slightly different places when comparing the lengths of the 2 versions. In addition to being faster than my previous version, I also got 1 more coin and 1000 more points.
Joined: 4/25/2004
Posts: 498
A hand? Freaky. o_O I remember getting similar effects back in the day with the game genie code APNOPE. Though the random levels it generates usually aren't too interesting, all the enemies look like pieces of Bowser, and there's no telling what might happen--the game might crash, it might generate a long stretch of empty level that kills you (whether by Time Up or a huge pit), or you might get a Pipe to Oblivion (tm) where the screen goes black upon going down it and never recovers... :p This reminds me...have you played DahrkDaiz's SMB1 hack "Super Mario R"?. It's basically a randomized version of the original game...you start at 1-1, but from then on, you play the levels in random order, with randomly-replaced colors and enemies...and 8-4 is programmed to end like a normal level, so there's no end to the game, you just keep going 'til Game Over...heh. :)
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Cool.
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Well when the hand come on the screen in this hack, it always drew the same thing in each area.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Former player
Joined: 3/8/2004
Posts: 1107
I just did some more of my new SMB speed run and I'm in the water area in 8-4 now. Assuming I don't suddenly get lazy again (which is very likely) it will probably be done by tomorrow.
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Joined: 5/9/2004
Posts: 114
i have to say i admire and am very impressed by the runs through this and other games, where you are improving it by fractions of a second at a time. This is one of the coolest parts of the timeattack scene, the movement towards a truly perfect movie, or at least a fastest version, where NOTHING could be done faster. Keep it up!
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Actually the new version will be about 2 seconds faster when it's completed because of a glitch in 4-2.
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See? I TOLD you so :P
Joined: 5/3/2004
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Wow!!!! This is great!
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I think I might be starting to get lazy again so hopefully someone will be able to convince me to finish up the speed run today instead of postponing it.
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Michael Fried wrote:
I think I might be starting to get lazy again so hopefully someone will be able to convince me to finish up the speed run today instead of postponing it.
As soon as it's ready, it'll bypass the queue of publications. :)
Former player
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Posts: 706
hopefully someone will be able to convince me to finish up the speed run today
if you get it out of the way now, you won't have to worry about it, and you can work on your other projects, like the SMB3 speedrun. :) (I've been extremely lazy lately as well.)
Former player
Joined: 3/8/2004
Posts: 1107
I just finished my new SMB speed run and it's 130 frames faster than the previous version, and the video length is 5:03.73 (which rounds to 5:04). I'm just going to watch it first and then I'll send it to Bisqwit. Edit: After watching it, I just noticed that I finished 8-4 at 315. I think it was because the fish was slightly less in the way so I was able to jump later. In the previous version I had to jump sooner to avoid the fish so I didn't have enough time to accelerate.