Gabriel #1 Posted December 15, 2016 Well, I always wanted to be exceptional at something. Playing Super Mario Bros via Super Mario All Stars on the SNES. I'm sure there are few on this planet who suck as badly as I do at this game. Died on the first Goombah. That was bad enough. Then died again on the first Goombah. Went through about 10-15 lives on the starting part of world 3-1 with the two bouncing turtle things. So, yeah. I'm even more horrible at this game than I used to be. I'm the Rocky of failure. I need a montage of me getting worse and worse playing. Go me. Quote Share this post Link to post Share on other sites
+atari2600land #2 Posted December 15, 2016 I think you'd do better with the original NES version. I never did like the SNES one and thought it was a lot harder. Quote Share this post Link to post Share on other sites
0078265317 #3 Posted December 15, 2016 I also suck at any version. Quote Share this post Link to post Share on other sites
CatPix #4 Posted December 15, 2016 (edited) Playing on CRT or LCD? LCD introduce some lag, that might be enough to make you miss your jump by a slight marging... and the hitboxes of the ennemies in SMB is pretty small, it's like two pixels at the top, else, THEY touch you. Edited December 15, 2016 by CatPix Quote Share this post Link to post Share on other sites
krslam #5 Posted December 15, 2016 I always thought I was the worst. Despite many tries, I've never seen most of the game. Quote Share this post Link to post Share on other sites
Mulletino #6 Posted December 15, 2016 It annoys me how bad I am at SMBs, kids play it and are much better than me, I've never actually completed one! Quote Share this post Link to post Share on other sites
godslabrat #7 Posted December 15, 2016 Thanks for the confirmation that the SNES version plays slightly differently. I always thought so, but the consensus is that the game is totally the same, aside from the graphics. Quote Share this post Link to post Share on other sites
malducci #8 Posted December 15, 2016 Yeah.. I don't know what you're talking about. It's the same game; same code. Exactly how is it more difficult in the SNES version? Quote Share this post Link to post Share on other sites
CatPix #9 Posted December 15, 2016 I doubt it's the same code. The Super Ninntedo CPU might be compatible with NES code, the graphic processor is differend, the sound processor is different, and the CPU speed is faster, so it can't be the exact same code. and BITD it would have been easier for them to recreate the game using the SMW code than making an emulator and yet adding newer graphisms and music. So I doubt it's the exact same code. Quote Share this post Link to post Share on other sites
spacecadet #10 Posted December 15, 2016 I'm pretty bad at all of the classic Super Mario Bros. games. I'm an OG 1985 NES owner too, and I got the game with the system. I rarely can get past the first level. I recently got Super Mario Land for the 3DS and it is a *lot* easier - I'm like 30 levels in and I have 13 lives. Those classic Mario games were much harder. Quote Share this post Link to post Share on other sites
malducci #11 Posted December 15, 2016 I doubt it's the same code. The Super Ninntedo CPU might be compatible with NES code, the graphic processor is differend, the sound processor is different, and the CPU speed is faster, so it can't be the exact same code. and BITD it would have been easier for them to recreate the game using the SMW code than making an emulator and yet adding newer graphisms and music. So I doubt it's the exact same code. I didn't mean it's the exact code byte for byte (though some of it actually is; verified). I mean that it's the exact same game logic code direct from the NES games; it even drops the cpu in 8bit mode to replicate the code (the cpu is funky - you can't access single 8bit elements when regs are in 16bit mode; you have to switch to 8bit reg mode.. to put it simply). The CPU speed being faster doesn't change anything, except for maybe removing slowdown. Have you ever seen my nes2pce projects? Megaman 1 & 2 running on the PC Engine? That's the exact 6502 code running on a huc6280 that's 4 times faster! Does it make the game faster? No. All timing it still regulated via vsync interrupts. It's no different on the SNES. The graphics chip and sound chip are also irrelevant in details, simply because the functions that get called to "update" the graphics, or play a sound track, or play an SFX - are simply hooked (replaced) to a different version specific to the SNES. That change graphics and sound - that has no effect on gameplay logic. The resolution is exactly the same, the refresh rate (which syncs the code to a timed loop) is exactly the same - nothing was lost or adjusted to compensate. SMW? Easier? How do you know this? And what emulator? SMW is not SMB, SMB2US, or SMB3. These games all have different mechanics/logic. If you used SMW as gameplay mechanic engine, then it would be different code (logic). 1 Quote Share this post Link to post Share on other sites
+madman #12 Posted December 16, 2016 Yeah, LCD lag is why he died on the first Goomba twice in a row. Nobody with an LCD has ever gotten past that first Goomba. Damn you, LCD TVs! Quote Share this post Link to post Share on other sites
Gabriel #13 Posted December 16, 2016 Had to use the 4-2 warp zone, because there was simply no way I was going to be able to get to 5-1 otherwise. I lost track of how many times I continued on 4-1 and 4-2. Then, when it looked like I had managed to get to the end of 4-2 without running across the top of the screen for the warp zone, I managed to fall into the pit at the end and died. At that point, I decided I didn't want to go through the same process again on 4-3 and get booted back to the beginning of 4-1 again, so running across the top of the screen and making a beeline for the warp zone it was. Quote Share this post Link to post Share on other sites
CatPix #14 Posted December 16, 2016 I didn't mean it's the exact code byte for byte (though some of it actually is; verified). I mean that it's the exact same game logic code direct from the NES games; it even drops the cpu in 8bit mode to replicate the code (the cpu is funky - you can't access single 8bit elements when regs are in 16bit mode; you have to switch to 8bit reg mode.. to put it simply). The CPU speed being faster doesn't change anything, except for maybe removing slowdown. Have you ever seen my nes2pce projects? Megaman 1 & 2 running on the PC Engine? That's the exact 6502 code running on a huc6280 that's 4 times faster! Does it make the game faster? No. All timing it still regulated via vsync interrupts. It's no different on the SNES. The graphics chip and sound chip are also irrelevant in details, simply because the functions that get called to "update" the graphics, or play a sound track, or play an SFX - are simply hooked (replaced) to a different version specific to the SNES. That change graphics and sound - that has no effect on gameplay logic. The resolution is exactly the same, the refresh rate (which syncs the code to a timed loop) is exactly the same - nothing was lost or adjusted to compensate. SMW? Easier? How do you know this? And what emulator? SMW is not SMB, SMB2US, or SMB3. These games all have different mechanics/logic. If you used SMW as gameplay mechanic engine, then it would be different code (logic). I don't know all project by every member of AA, sorry. Had I knew you were into coding I would have guessed you knew enough. I figured the code simply used the CPU speed, else why does the game speed change between US and PAL systems? Quote Share this post Link to post Share on other sites
S1500 #15 Posted December 16, 2016 I'm glad I'm not the only one in the "died in the first goomba" club. Quote Share this post Link to post Share on other sites
mbd30 #16 Posted December 16, 2016 If you think that Super Mario Bros is hard, try Adventure Island. Quote Share this post Link to post Share on other sites