the_game_database|| news | latest | gallery | upcoming | search: 
Super Mario Bros.
  NESPlatformerUC  
  opened by paleface at 19:15:58 02/13/25  
  last modified by paleface at 21:05:51 02/20/25  
  paleface [sys=NES; cat=Platformer; reg=UC]
           
Wanted a "(World)" cart of SMB1 so I could try out some of the 604 romhacks on romhacking.net--as well as play the base game. As far as I can tell, there was never a ROM revision of the game put out on the NES--just revised carts, for instance going from the original 5-screw case to the later 3-screw case. 5-screw is "said" to be the "rare" version that should go for more on eBay, but I seemed to see way more of them there than the 3-screw ones. Anyway, I just got a beat-up 3-screw for $15.
 
  paleface 16:14:26 02/15/25
           

 
Remembered more than I thought I would after 40 years (okay there was the GBC "Deluxe" version in 2004 too =P)!
 
604 SMB1 romhacks on romhacking.net should keep me busy for a bit ^ D^
 
I might have said at some point in my horrible ramblings here that the Japanese Super Mario Bros. "Lost Levels" was a Famicom game--actually it was for the Famicom Disk System! Also I forgot Lost Levels isn't available from the start in Super Mario Bros. Deluxe (GBC)--you have to unlock it somehow first.
 
  paleface 11:34:08 02/19/25
           
Randomizer: https://github.com/Coolcord/Level-Headed
Found in https://www.youtube.com/watch?v=UymksEaX_8E (Kosmic)
 
  paleface 21:08:00 02/19/25
           

 
Starting from where I left off, 3-3, trying to do a more or less legit playthrough, failing that several times, and quickly giving up and embracing save state scumming to whiz through SMB1, in the emulator Mesen in Windows!
 
2:30 - 3-4 Bowser is a Buzzy Beetle
4:08 - 4-1 got under that coin block
6:59 - 5-1 man I love this palette
14:44 - trying again...
33:11 - okay let's just save state ^D^
49:05 - 3-1 inf lives trick
1:02:00 - 5-4 Bowser is Lakitu
1:08:28 - 6-4 Bowser is Bloober
1:28:24 - bit of Hard Mode
1:38:18 - Stage Select
1:38:31 - Continue
1:40:16 - wrap!
 
Kept losing all my lives falling down holes in World 6. ; D Sooo thank goodness for save states. ^ )^
 
Forgot you have to keep pressing Jump for the 1Ups. ^ _^
 
Continue: Hold A while pressing start to start game and you'll continue at stage 1 of the world in which your last game ended
 
Level Select: Clear the game, then press the B button on the title screen to cycle the starting world number at the top of the screen
 
Hard Mode: When you start a new game after having cleared the game, Koopa Troopas are replaced--oh, I was wrong, I guess it's Goombas that are replaced by Buzzy Beetles (the black-domed fireproof enemies) "and the levels are more difficult" (GameFAQs)--well, it also sure seemed like the enemies were all moving faster, too (oh yeah, enemies ARE faster https://themushroomkingdom.net/smb_breakdown.shtml ).
 
I kind of wanted to make a highlights reel of all the cool jump sequences I lucked into here--but it would have been, like, a lot! ; D The game's physics are just so smooth and cool that cool stuff happens ALL THE TIME in this game. ^ D^ Especially when you embrace save scummery and just go full tilt. ; ) I know I said I want to beat the game straight some day and I sorta do but I also REALLY like save state scummery so um yeah well maybe once I can do the game backwards and forwards in my sleep then I'll just do a straight playthrough in this fictitious fantastic future where I've actually gotten good at a game. ; D Meanwhile, let the silly hacks rrrollllllll~~~
 
Oh wait fireworks is just if you touch the flagpole with 1, 3, or 6 on the last digit of the timer--you get that number of fireworks? Each of which is worth some points. And yes points are pretty much just for numbers, no 1UP or anything. (GameFAQs) Silly! ; D
 
(Hm so apparently it is possible to jump over the flagpole, and the level just scrolls infinitely. ; D https://themushroomkingdom.net/codes/smb . And it says "Killing Bowser in 3-4 with fireballs reveals that he was really a Buzzy Beetle"--so when I killed 5-4 Bowser w/ fireballs and he died as Lakitu (the cloud-rider), that means that was actually Lakitu in disguise? And as Bloober in 6-4? 'p')
 
My frame rate does feel pretty weird in those couple of later stages where you're whizzing along with flying fish and so forth. I've got Mesen set to full integer frame rates (60 fps instead of 60.1 fps, is what it says in the menu) and Vsync off, so probably those types of settings have something to do with it. Guess I won't worry about it, just embrace the weird joys of emulation. ; D
 
  paleface 21:05:51 02/20/25
           

 
0:00 - settings
8:14 - playing random color palettes
16:27 - Sonic Mario, silhouette graphics
19:08 - Sonic w/ lazy fireballs
40:02 - Hammer Suit
59:51 - mushroom devolves me 'p'
1:08:26 - enemy swaps
1:20:33 - Mesen FPS settings to fix juddering
1:32:42 - vanilla SMB1
1:41:40 - advanced difficulty settings, Purist
1:51:17 - cheat to world 8
1:59:55 - Hard mode
2:03:37 - extreme palette settings
 
Get Level-Headed: https://github.com/Coolcord/Level-Headed
 
I found out about it from this video by ace SMB1 player @Kosmic : https://www.youtube.com/watch?v=UymksEaX_8E
 
The art selection/randomization is fun but a lot of the tile sets seem to have swiped designs from other games or IPs, so I'm not gonna mess with that--except Sonic maybe, since Sega have said they're cool with fan games.
 
Prior to recording, I didn't seem to hear any added music I liked, although I was mostly running it with tone randomization which probably wouldn't have helped. ; D But also I'm not sure how much of it might be swiped tunes.
 
(I THINK maybe a lot of the graphics and music come from other romhacks.)
 
The sound FX randomization is fun for a minute, then usually sounds like nails on chalkboards. ; D
 
The stage generation/randomization is fun for a minute, then you realize it's quite bland and repetitive, ah well.
 
But the color palette randomization is HOT AS HECK. This is gonna be how I play regular SMB1 now, 'cause why would you play it in the vanilla old colors when it can be NUCLEAR COLORS. = DDDD (Found I like it most at the highest settings, Excessive / Extreme / No Limits; +Extreme might be the sweet spot but those other two can make great palettes too.)
 
In theory if you generate a ROM with randomized colors you like, you could load it into just about any SMB1 editor, note/copy the colors, and edit them into other SMB1 ROMs you might want to glow up.
 
Took me a while to figure out how to get Level-Headed to generate these cool colors in a ROM with standard SMB1 gameplay--trickiest bit was finding I had to set "Difficulty - Level Difficulty" to "Purist," otherwise it was inserting funky settings like having you revert to Super Mario if you took a hit as Fire Mario, which was confusing me for quite some time. With non-"Purist" settings, you can dig into weird monster settings and all kinds of stuff--basically combining tons of Game Genie codes or whatever into a hardcoded ROM.
 
It's also kind of fun to play the regular stages with "redistributed" powerups and enemies, and setting funky powerups to replace the standard Fire Flower--although the only one of those I've really liked so far as been the Hammer Bros. hammers, which are great fun and actually feel like they fit the game (oh right Nintendo used that in SMB3, didn't they? ^ D^).
 
It only just occurred to me that SMB1 is about 1/3rd dungeon crawler. ^-^
 
Disabling "integer FPS mode" and enabling vsync in Mesen's "Video - General" panel fixed the irregular framerate I was feeling when racing along in "bridge" stages.
 
Oops nope the squids are "Bloopers," not "Bloobers" like I'd somehow read it. ; D
    
 
references:
· Mario Bros. Classic Serie (NES)
· Super Mario Bros. Deluxe (GBC)

 
© 2025 paleface.net. Game impressions are © the individual contributors. All rights reserved.