Secret 1up Triggers in Super Mario World

I think it’s pretty obvious that, while the game is excellent in many ways, Super Mario World has so many extra lives that they end up almost meaningless. There’s all the traditional ways to build up your horde of Marios waiting in the wings for their chance at platforming glory: getting 100 coins, hidden 1up blocks, knocking a bunch of enemies off with shells, stomping on many enemies without touching the ground, and defeating lots of enemies with a single Starman. Then there’s those specific to Super Mario World: getting 5 Dragon Coins, finding a 3up Moon, getting a lot of gray coins generated by a gray P-Switch, having a lot of enemies on-screen when hitting the Goal Tape, and earning several in one of the bonus games.

But there’s one source of extra lives that few know about, or at least, I didn’t know about it. There are invisible triggers in some levels that, if you cross over their activation points in order, will generate a single 1up Mushroom. Looygi Bros shows off all 15 of these spots in the game here (8 minutes):

Why Nintendo decided to include these spots in a game where players will usually be walking around with double-digit life counts, I couldn’t tell you. Super Mario World is one of those Mario games where it doesn’t save progress after every level, so running out of lives is a real setback. But they could have just designed it so that it saved more often? I guess they just saw that it’s fun to earn lots of extra lives.

Use a GBA as a Switch Controller, No Fooling

It is true, but you do need some extra items. Not only the Gameboy Advance, but a Gamecube, a GBA controller cable, the Gamecube controller adaptor (the one made to support Smash Bros. games) and a Gameboy Player with boot disk. But if you have all of these items, none of them need to be modded. It’s all Nintendo code and hardware, baby!

The process is to boot the Gamecube and Gameboy Player with the GBA plugged into it with the cable. Then turn off the Gamecube leaving the Gameboy Advance on, disconnect the GBA cable from the GC, then plug it into the Gamecube adapter plugged into a USB port connected to the Switch. If the GBA is still powered on, it should be usable as a Switch controller at that point, until it’s turned off!

If you don’t have them all that kit, a modded GC or Wii will also suffice for the Gameboy Player. It’s all demonstrated in NotRealEric’s video. There is also some alternate hardware usable, including third-party adapters and connectors. The video is ten minutes long, but the setup is in the first 3½ minutes of it; the rest is demonstrating some use cases, including Mario Kart 8 Deluxe.

The hardest to find of these devices now, if you don’t use modded hardware, is the Gameboy Player, which is quite expensive used. But if you do happen to have all the pieces, it’s quite the hack. It seems to work due to a controller-emulation program the Gameboy Player (or modded GB or Wii running mGBA) sends to the GBA, which, amazingly, is Switch compatible.

Maybe you have a magic combination of gizmos lying around to use this trick, and use a GBA as an extremely limited Switch peripheral? Yeah, let’s not kid ourselves, this is pretty silly and doesn’t have a strong use case, considering that Switches come with two Joycons, but it’s amazing that it works at all.

Kim Justice’s 10 Arcade Treasures From 1982

Kim Justice has done a few of these videos and they usually have interesting games to look into. They try to present machines that aren’t as well-known to current eyes, so you’ll probably find at least one new favorite in each of their videos. Here it is (32 minutes):

The games presented are: Mr. Do!, Frenzy, Anteater, Nibbler, Kangaroo, Bagman, The Pit, Blue Print, Jack the Giant Killer and Abscam. I personally vouch for Mr. Do, Anteater, Nibbler and Bagman. A surprising fact revealed is that Midway’s Blue Print was actually an early production of Tim and Chris Stamper, long before Rare, and even before Ultimate: Play the Game!

The Ultimate Gameboy Talk

It’s a busy day for me coming up, so here’s one from my list of Youtube links: the Ultimate Gameboy Talk (1 hour 1 minute) by Michael Steil, but you don’t have to watch it on YT, as it’s also hosted on the website of Chaos Computer Club in various formats. The embed below is from Youtube though, since they usually have pretty good embedding:

This “ultimate” talk is ultimately about the hardware, its internals and quirks, and tricks that can be pulled off in it. Sure, it’s very technical and extremely geeks, but that’s pretty much the standard around these parts. Enjoy!

MADE’s Fundraiser

MADE is the Museum of Art and Digital Entertainment, a San Francisco-based video game museum loaded with playable examples. They’re trying to raise $500,000 to secure operations funding for the next three years. I’ve never been to it, but I’ve had at least one worthy person recommend them to me today, and so I decided to help spread the word. (Info link, fundraiser link)

AD_4nXcQpQDep7_rM204rzd_IB1qXLKGqeadx9rYdEUWtgemIG7AfhJPB3bNP-IJy4XMZaoIZ3_dzDXDXCasyTZ1I-2iTYMX-nLzhYqXpKQBBt93nJMv9T8I9NygJ1Sp2R_z6YXuCSFm7A?key=KgRVySaWENirMuy71pHzbQ
You gotta love a museum with a sign out front reading “Play Retro Games Here.” If I was in San Fran, I’d probably never leave the place.

The fundraising seems to be going slowly at the moment, which is a shame. They’re at just 2% of their goal. Please, if you have some spare change, you could probably do worse than to throw it their way. And spread the word if you can!

“Children love our classes!” Well I’d expect so, they’re a video game museum!

Luxocrates’ Project to Get C64 Commando Music Running On Arcade

I am back from DragonCon, but got hit by a staggering blow from life (which I will not mention the details of here) that’s going to take me a long time to recover from. So in the meantime, please enjoy this 19 minute video in which someone on Youtube describes his plan to get arcade Commando (a.k.a. “Wolf of the Battlefield”) to play Ron Hubbard’s excellent soundtrack from the C64 port.

Arcade Command didn’t have bad music at all, but Ron Hubbard’s score is generally regarded to outshine it. The two hardware platforms are really different: the C64 has a 6502-workalike and the legendary SID chip, while the arcade version used a custom platform. This is a first video in a projected series, so at this point we don’t even know if he’ll be successful. Let’s hope.

Obscure Mylstar Arcade Prototype: Wiz Warz

I’ve lamented how Atari Games shut down lots of interesting prototypes over their operation because they didn’t perform well on test, or maybe other reasons.

Well other game companies did it too, and one was Mylstar, a.k.a. Gottlieb, the makers of Q*Bert and a number of other classics. I found out about a very interesting little game called Wiz Warz that I’d have loved to have found in a classic arcade (if I had been able to visit many classic arcades back then). Insert Coin has a nice demonstration of it (9½ minutes). It’s kind of like Tempest, but you can fire at any direction into the playfield, and there’s lots of other unique elements too. We’re still in a low effort mode this weekend, so have a look, and speculate about a game that could have been.

A PETSCII Platformer

Some weeks ago I linked to a Wolfenstein 3D-like shooter by jimo9757 with a rendering engine implemented entirely in PETSCII, the only kind of graphics a Commodore PET, their first computer, was capable of producing. It was pretty shocking to see it in action, even if the best-looking version of it was the one made for a Commodore 64.

Well, here’s another video shenanigan along those lines, a platformer, one styled much like Super Mario Bros., also implemented with PETSCII graphics, and also from jimo9757. First the PET version (15 minutes, all eight levels), then the one made for the Commander X16 (3 minutes, a demonstration):

While other retro computer systems had their own distinctive fonts, including MS-DOS’s nigh-legendary code page 437, I think PETSCII is among the best. The PET could only do graphics at all using it, but it had quite a lot of foresight put into its character set. Among its characters are are seven different heights and widths of solid block, diagonal lines, balls, slopes, playing card symbols, box drawing borders of two different types, enough corners to make for decent low-res images, and reverse video versions of all of the above. Later 8-bit Commodore computers didn’t have to use PETSCII for graphics, but its presence made for a good baseline for amateur programmers without having to start messing around with POKEs (which every other kind of graphics on a C64 or VIC-20 required).

Muffin Man: How to Draw a Space Invader

Posted on both Metafilter and Waxy, a blog post on creating Space Invader-like aliens, along with a little web applet that creates them randomly!

It’s an interesting problem. One interesting is the pixelization is an intrinsic part of it. The less obvious the pixels are (like, if the invader is too large), the less aesthetically pleasing it tends to be.

Posts will be a bit lighter for a week and a half or so, as I travel to and attend DragonCon again this year. If you’re going too, let me know!

Nicole Express on The Legend of Makai

What a weird game Nicole Express has dug up, an excellent example of how interconnected video gaming can be, in unexpected ways.

The Legend of Makai is a 1988 arcade game from Jaleco, developed by NMK. NMK made a variety of games around that time, but one especially notable thing they did was publish a Famicom game in Japan called Densetsu no Kishi Elrond, which is a slightly modified version of Rare’s Wizards & Warriors. It’s no bootleg: it was licensed from them for release.


This is getting off the track a bit, but Elrond is one of those games where the changes are minimal, but what was changed is extremely interesting, since rarely will you have so a clear an example of what the publisher’s priorities are. In the Japanese version the level order has been rearranged, and your knight hero has only one life, but does have a numeric counter for their health, and by collecting health-granting meat you can increase your life total above its initial maximum.

Wizards & Warriors is one of those games that’s fallen into the classic gaming netherworld. Its publisher Acclaim no longer exists, and Rare has little connection with Nintendo these days, so while it’s possible to play it officially these days (as part of Rare Replay), it’s missing from most of the prominent avenues in which classic NES games have been kept playable, like the Wii and Wii-U Virtual Consoles, the NES Mini and Nintendo Switch Online. Back on the NES W&W was rather popular; its hero Kuros actually got a cartoon rendition as part of the cartoon segments of the game show Video Power (there he’s a generic barbarian who speaks in thees and thous forsooth, and has no armor). His second and third adventures were developed for Rare by the legendary Pickford Bros. But now, the series is gone, and probably will never be revived.


So why do I bring up Wizards & Warriors, a British game, in an article about The Legend of Makai? Because as Nicole points out, The Legend of Makai is a arcade game made by W&W’s Japanese publisher, and it has many things in common with Wizards & Warriors that can’t be coincidental.

  • Your character jumps in a similar way, that few other games replicate
  • Your character holds their sword out at all times, and if you jump into enemies you can stab them with it
  • You’re searching for colored keys
  • Levels have a verticality to them that’s reminiscent of W&W
  • You’re searching for permanent powerup items that increase your abilities, some similar to W&W.

Hardcore Gaming 101 also noticed the similarities. It’s unlikely we’ll ever know what went on there (maybe someone who can read Japanese can look through old magazines from the time?), but in one of those twists of fate, it’s easier to legally play The Legend of Makai now than Wizards & Warriors, for it’s been released through Arcade Archives (Switch, PS4), while W&W has to be sought out through Rare Replay, or else on the original cartridge.

White_Pointer Game Reveals More Classic Console Graphic Tricks

We’ve linked them before, and more than once, but they’re one of a small number of Youtubers who consistently does great work. Here they look at the effects in a number of games and reveal how the programmers coaxed surprisingly complex effects out of the hardware for each of them. (25 minutes)

The games and effects covered this time:

  • Art of Fighting on the PC Engine, zooming in and out from the fighters as they approach and draw away from each other
  • Road Rash on the SMS, which created a startling effect of a road undulating and going over hills for 8-bit hardware
  • Ranger-X on Genesis/Mega Drive, artillery shots firing into the distance in the background and multi-plane parallax scrolling
  • The Lawnmower Man on Genesis, SNES and Gameboy, fast 3D virtual reality scenes (well, slower on Gameboy)
  • Donkey Kong Country 3 on SNES: vertical stretching of a boss
  • Contra 3 on SNES: rotating both a large boss, the background and the player on the screen at once when the SNES only had one hardware scroll background layer
  • Super Metroid: the Power Bomb explosion effect

If you enjoyed this you’re in luck, for they’ve done many other videos like this one. They’re all in this 21-item playlist.

NES Pac-Man Bug Update

Some time ago you may remember I explained here a bug I had discovered in the official NES port of Pac-Man. When you get very far into the game, starting at the 8th Key level, the ghosts spend a long period of time at the start of each level just circling around their home corners of the board. I recorded video of it happening here (30 seconds):

Well I was just notified this morning by a comment on that video, with the handle kirkbradfordmyers7196, that this happens because a table of ghost scatter times in the code is too short, so it reads data from an unrelated source which indicates a long period of time, much longer than the scatter phase is supposed to last.

kirkbradfordmyers mentioned that they’re working on a romhack that provides a fix for this bug, and others that exist in the code, and hopes to get the game much closer to the arcade. We wish them luck, and hope they’ll come back and tell us about their work when it’s done.