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超级玛利欧兄弟

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This page is a translated version of the page Super Mario Bros. and the translation is 28% complete.
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Title Screen

Super Mario Bros.

Developer: Nintendo
Publishers: Nintendo (日本/欧洲/澳大利亚/美国/加拿大), Samurai (印度), Hyundai (韩国)
Platforms: NES, Famicom Disk System
Released in JP: September 13, 1985 (Famicom), February 21, 1986 (FDS)
Released in US: October 18, 1985
Released in EU: May 15, 1987
Released in AU: July 10, 1987
Released in KR: December 25, 1987


CodeIcon.png This game has unused code.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


Hmmm...
To do:
  • 记录内部级别布局顺序。 (奇怪的是,水下关卡在前——也许水下关卡最初就是各种采访中提到的“云层”?)
  • 可能会有更多未使用的敌人和物体。
  • 来自 2020-07-25 任天堂泄密事件的超级马里奥全明星港口游戏的(部分?)源代码。
  • 如果 Koopa Shell 1-Up 技巧是一个故障,那么是什么原因造成的呢? 另外,如果这只是连续踩踏多个敌人的连击的副作用——在正常游戏中是否有一个地方可以做到这一点而不会出现故障? 同样的问题适用于用 Koopa Shell 连续击中多个敌人(在困难模式下,它也可以给你无限的 1-ups)。 另请参阅:预发布页面上的待办事项

超级马里奥兄弟 曾经是,现在仍然是,可能是有史以来最著名和最畅销的 NES 平台游戏,尤其是因为它本身或与Duck Hunt一起包含在大多数 NES 单元中。 这款游戏凭借引人入胜的游戏玩法、朗朗上口的音乐和精美的图形,巩固了马里奥作为最著名的电视水管工的地位。

它无处不在,人们一旦拥有这些手推车就无法摆脱。

子页面

Read about prerelease information and/or media for this game.
Prerelease Info (untranslated)
Read about notable bugs and errors in this game.
Bugs (untranslated)

未使用的对象

可攀爬物体

SuperMarioBrosBrownBall.png

马里奥可以像藤蔓一样爬上或爬下的物体。 当你爬上去时它会发出“嗡嗡”的声音,就好像马里奥不断地用头撞什么东西一样。 它仍然可以通过关卡编辑器放置在游戏中。 虽然它看起来像一个棕色的旗杆球,但实际上 16×16 使用的 metatile 对该对象是唯一的。

Hmmm...
To do:
将视频替换为原始分辨率更好的视频。

未使用的火焰类型条

敌人对象 1E 是一个短的火条,逆时针快速旋转。 但是,这种类型从未在任何有效关卡中使用过; 它的顺时针方向 1C 仅在世界 5-4 中使用。

这种 Fire Bar 类型也存在于 Game Boy Color 重制版

不同于无效的敌人(例如故障火栏 20, 21, 和 22), 此类型在设置表中具有有效条目:

FirebarSpinSpdData:
      .db $28, $38, $28, $38, $28

FirebarSpinDirData:
      .db $00, $00, $10, $10, $00

The settings are stored in this order: Clockwise (1B), Speedy Clockwise (1C), Counterclockwise (1D), Speedy Counterclockwise (1E), and Long Firebar (1F). Fire Bar (1E) has both the faster speed ($38) and counterclockwise rotation ($10) programmed in.

(Source: doppelganger's SMBDis (Setting Table))

Unused Timer Setting

The upper 2 bits of the first level header setting byte determines the starting timer.

Value Bits Starting Timer
0 00xxxxxx 000
1 01xxxxxx 400
2 10xxxxxx 300
3 11xxxxxx 200

The timer starts at 200 if this setting is set to 3 (11xxxxxx), though no valid level actually uses it.

Likewise, the timer starts at 000 (causes instant death on normal levels) if this setting is set to 0 (00xxxxxx). While this setting is used by intros (such as the beginning of World 1-2), the game doesn't actually use the setting, since it completely disables the timer in these levels.

Unused Spiny Egg Behavior

The Spiny eggs are thrown by Lakitu in a simple straight-down way, with no horizontal movement whatsoever. However, this is not the intended behavior, and is actually the result of a bug! The eggs are supposed to be thrown out relative to the player's speed, Lakitu's speed, the player's position, and a pseudo-random value, as well as bounce off of any blocks or walls that they hit on the way down. This behavior is left unchanged in the Japanese Super Mario Bros. 2, so the same fixes can be applied.

The following patch will fix the bug:

Download.png Download Spiny Egg Speed Patch
File: SMBSpinyEggPatch.ips (25 B) (info)


This patch is intended for the US version of the game. The Bugs page has more information on the nature of this bug.

In Super Mario Maker this behavior has been restored and the Spiny eggs are thrown as though this patch is applied.


(Source: doppelganger's SMBDis (Spiny egg function), GoldS (patch))

Unused Pipe Behavior

The L-shaped pipes used in the intro leading to underground and underwater levels can be entered from the top like a regular pipe. However, it is impossible to experience that behavior during regular gameplay, since Mario automatically enters the side of the pipe, and as such this behavior goes unused.

SMB2FDSWorld9-3.png

An L-shaped pipe appears in World 9-3 of the Japanese Super Mario Bros. 2, and it is possible to enter this pipe from the top.

Oddities

Unused Variable

RAM address 03F0 keeps track of the number of blocks hit, though no routine ever reads the value stored here.

Unused Pointer

Map 01 (Worlds 2-2 and 7-2) has a third level pointer for World 3, which leads to the same place as the normal World 2 and 7 level pointers.

Duplicated Scroll Stop Object

There are two identical scroll stop objects: 46 and 47. Only the latter is used by the game's valid levels.

Removed Tiles

SuperMarioBrosBGTiles.png

The bricks and Bowser's bridge may have each used four unique tiles at some point in development, judging by the arrangement of existing tiles in the CHR data. The second and fourth tiles in each highlighted group are pieces of the block behind the title logo.

Piranha Plant's stem animation

The Piranha Plants' heads have a two frame animation. Interestingly, this also applies to the stem, however the two graphics used to "animate" it are completely identical, resulting in the stem being completely stationary. It should be noted that the Piranha Plant in All Night Nippon Super Mario Bros. (Or Japanese DJ Tamori, to be exact) does use this bottom half as part of the visible animation.

Above-Ground Bloopers

SMB 1000Bloopers.png

Although Bloopers normally appear only in water levels, they can be placed in non-water levels just fine and will award a whopping 1,000 points when stomped. Most other "impossible" ways to kill enemies, like hitting a Podoboo or Bowser with a Starman, only award the default 200 points, though Podoboos also have the stomp code defined.

Given that Bloopers appear in non-water levels (such as World 1-3) in the Japanese Super Mario Bros. 2 and award 1,000 points, this behavior was likely intended all along.

5-1 Starting Castle

SMB1 NES Castle oddity.png

For unknown reasons, most likely an oversight, World 5-1's starting castle is not the 3-tiered one as seen in every other world. This was not fixed in the SNES and GBC remakes.


(Source: original discovery: Supper Mario Broth, further research: Halfbit)

Version Differences

Hmmm...
To do:
More versions: e.g. FDS, Virtual Console. Might also be worth comparing the similar (but mostly identical) games like All Night Nippon SUper Mario Bros. and Vs. Super Mario Bros.
Acactussayswhat?
Please elaborate.
Having more detail is always a good thing.
Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

欧洲版

日本/美国 欧洲
Super Mario Bros (NTSC) underwater.png Super Mario Bros (PAL) underwater.png
日本/美国 欧洲
SMB1J 5-2 Underwater Section.png SMB1E 5-2 Underwater section.png
  • Just like in Vs. Super Mario Bros., Super Mario Bros. 2 and Super Mario All-Stars, in all underwater areas (Worlds 2-2 and 7-2 plus the underwater sections of 5-2, 6-2, and 8-4), a block was added in the European version over the exit pipe to close the one-tile-high gap. In the Japanese and US versions, it is possible to clip into that gap in Super/Fire form and get stuck in the wall with no way out other than letting the time run out.
日本/美国 欧洲
SMB1J 8-2 1st Page.png SMB1E 8-2 1st Page.png
  • In World 8-2, the starting positions of the Koopa Paratroopas were changed.
  • The Japanese and US versions had a bug where if a lot of enemies were on-screen, the Springboard sprite could load into a piece of memory normally used to load power-ups or the flag at the end of the level, allowing these to overwrite each other. The European version added a check to prevent this from happening.
  • In the European version, the lowest position a Blooper can reach onscreen was lowered by 4 pixels, allowing them to, unlike other versions, hit Super or Fire Mario if he's standing on the ground.
  • Originally in the Japanese and US versions, the branch of an enemy object would add 12 pixels to the player's vertical position. In the European version, it decides whether Mario stomped or got hit depending on the enemy branch of the enemy object.
  • Mario's initial downward acceleration at the start of the level is higher.
  • Mario's vertical acceleration on springs is now defined.
  • The movement function for Cheep Cheeps was drastically simplified.
  • In the European version, the vertical difference deciding whether Mario stomped or got hit depends on the enemy.
  • Rather than doing an ASL (Arithmetic Shift Left) on the injury timer, the value is set explicitly.
  • On water stages, Mario's vertical speed is set to 0 after nullifying.
  • Some enemies (more specifically: Piranhas, Bullet Bills, Goombas, Spinies, Bloopers, and Cheep Cheeps) have a larger hitbox.
  • The second tone of the coin grab sound effect is different.
(Source: MrWint's smb-dis)

Super Mario Bros. + Duck Hunt

The PPU control register 1 address was changed and the reset stack pointer was changed to a jump to $8000.

(Source: eientei95)

Super Mario Bros. + Duck Hunt + World Class Track Meet

This version seems to be based on the International version.

Super Mario Bros. + Tetris + World Cup

This version seems to be based on the European version.

Nintendo World Championships 1990

Original Nintendo World Championships 1990
SMB Title.png NWCSMBNESTitle.png

On the title screen, the player options and top score are removed, and so is Mario, resulting in a static screen instead of gameplay demos.

Original Nintendo World Championships 1990
SMBNESStart.png NWCSMBStart.png
  • You start with 99 lives.
  • The game ends when you collect 50 coins.

Anniversary Edition

Original 25th-Anniversary Edition
SMB1J 1-1 Question Blocks.png SMB25thAnniversary 1-1 Question Blocks.png

In the 25th Anniversary Edition for Virtual Console, bundled with specially-marked Japanese and Australian Wii consoles, the question mark on the ? block was changed to display the number "25".