In Mario Party games, the most dreaded spaces tend to be the Bowser Spaces, where the King of the Koopa himself intervenes to ruin your, or even all the players, day(s). It’s pretty consistent overall: prepare to lose a number of coins, or even one of your Stars, those game-winning MacGuffins.
But what you might not know is that, usually, if you land on one of his spaces and you don’t have any coins or Stars, Bowser usually gives you a small number of coins instead! It’s one of the series’ many catch-up mechanisms, designed to keep trailing players in the game.
In this video (9 minutes), Nintendo Unity shows us the result of a destitute player landing on a Bowser space throughout many of the games in the series. You see? He’s not so bad after all! Now if we could only do something about his kidnapping habit, it’s hard to put a friendly face on that one.
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
It’s been difficult to keep up a consistent stream of romhacks for Thursdays, due partly to the demise of romhacking.net. Although… it doesn’t look very shut down to me? In fact, it’s been switched to news only, so while it’s no longer a (somewhat) comprehensive database of hacks, through the efforts of a dedicated staff, it still passes along information about particularly prominent hacks.
But hold on a moment, didn’t Nintendo already make one of those? Yep, it was Super Mario Bros. DX, and it made excellent use of the hardware. But the GBC had a smaller screen, and so the levels were slightly modified to account for the change in scale. This new hack, Super Mario Bros. Mini, keeps the designs of the original eight worlds, choosing instead to redraw all the characters at a small resolution. There are other changes, too. The engine is completely different, recreased using GB Studio, with just enough of the physics changed to completely screw with your muscle memory. If you’ve mastered the original SMB, this fan remake will prove unexpectedly deadly. There are other rule changes, like awarding extra lives from defeating many enemies with a Starman and reaching the top of the flagpole, that award enough extra lives to make up for it.
While the eight original worlds are here, the main attraction is another full set of eight worlds you can access after finishing the originals. They include many new features, such as new bosses, vertically scrolling areas, and other surprised that I won’t spoil… although you can see them as the later half of this complete, 1:27 playthrough of the whole game.
Super Mario Bros. celebrates its 40th birthday next year! The players who grew up with it are aging steadily. It remains to be seen if its legacy will extend onward among new generations of players. It’s impossible to say for certain, but I think it has a good shot at it. Hold on Peach, there’s still millions of players coming to rescue you!
Here’s some more screenshots from the first worlds of Super Mario Bros. Mini, showing off some of the redrawn graphics.
Joshua Rivera on The Ringer reminds us of the history of comedy RPGs involving Mario, beginning with Super Mario RPG, then branching into the twin threads of the Paper Mario games and the Mario & Luigi series. They all share the common aspect of making Mario pretty boring, the archetype of the silent protagonist, and instead focusing on the world he inhabits.
In particular, the article mentions how the two of the principals behind Super Mario RPG went on to work on Mario and Luigi, and how Nintendo hasn’t made developing the series any easier with increasingly strict guidelines on how the characters can be used, like how modified versions of iconic, yet generic, types like Toads and Goombas can’t be created, possibly for fear of diluting their brands.
The article also notes that both subseries have undergone revivals lately, with Origami King and Thousand Year Door in the Paper Mario series, and the new Brothership in the Mario & Luigi line, despite the shutting down of AlphaDream, who made them. But it’s not getting easier to make new games in either series, with Nintendo’s growing strictness over outside use of their characters and the serieses painting themselves further into a corner with each installment consuming more of the feasible possibility space.
We are told by The Cutting Room Floor this interesting fact. Super Mario Bros. 3 has a debug mode that activates when a specific memory location contains 80 hex, that allows the user to grant Mario any powerup. In normal play this never activates because the cartridge initializes all of RAM to 0 as part of initialization. But the version of the game included in SNES Super Mario All-Stars, while it closely follows the original’s logic in many ways including including debug mode and its criteria for activation, doesn’t initialize memory when starting up. When the console boots up, its RAM contains random voltages that can be interpreted as nearly any value, and there’s a chance that there’ll be 80 hex in memory location 7E0160, and enable the debug mode for Super Mario Bros. 3.
While ordinarily this would be a 1-in-256 chance, some consoles are prone to favoring specific values, so some units will turn on debug mode more often. As a result a legend developed that certain Super Mario All-Star cartridges are special debug versions that accidentally got put into retail boxes and sold.
Supper Mario Broth made a short video (about 1 1/2 minutes) explaining how it works in crudely animated form:
As it turns out, Mario All-Stars has its own debug modes for each game in the compilation, but the one for Mario 3 is different, and buggier. Meanwhile the original debug mode for Mario 3 remains, intact, buried in the code, waiting for the value 80 hex to appear in its magic location to unveil itself.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
The maintainer of awesome Mario obscurity site Supper Mario Broth has had a hard time of things lately. Their mother died and send them into a spiral of emotional and economic uncertainty, which the community helped out by generously contributing to their Patreon.
As part of their thanks, they posted a Youtube video to answer the question, “What is Supper Mario Broth?” and it’s, well…
Every rapid-fire clip in the video is worthy of pausing on and zooming into. It’s incredibly dense! Please enjoy, perhaps with the benefit of the mind-altering substance of your choice. And here’s only a few images from the video:
Another Nintendo post. The company’s tight-lippedness, which has intensified since the days of Iwata Asks, lends itself to fan speculation about nearly everything, and part of that everything is whatever happened to Peach’s minister, Toadsworth. In Japanese he’s キノじい, Kinojii, which I think implies he’s second in rank behind Peach in the Mushroom Kingdom hierarchy. Or was.
Toadsworth was introduced as a third in the vacation party, with Mario and Peach, in Super Mario Sunshine, likely as a kind of chaperone to make sure it wasn’t Peach and Mario taking a personal trip together, which I’m sure would have been a scandal in the fungal broadsheets, their ruler traveling alone with a swarthy Italian. The kooparazzi would be all over it.
Throughout the Gamecube era, Toadsworth was a prominent element of Mario lore, racking up appearances in many games. He was in Paper Mario: The Thousand-Year Door, Mario Kart DoubleDash, several Mario sports, and especially in the Mario & Luigi games, which fleshed out the character more than any other source.
Piantapedia on Youtube made an 11-minute video exploring Toadsworth’s history. It contains the information that Toadsworth was explicitly removed from the Super Mario Bros. Movie, replaced with a character known as Toad General, which is as good a sign as any that Nintendo is purposely not providing the character any more exposure, except perhaps in remakes like the one of Thousand-Year Door.
Isn’t it odd? Nintendo, when given opportunities to expand upon Mario lore, whenever they take a strong stab at it, often walks it back to the baseline of the original Super Mario Bros. They seem reluctant to meaningfully develop the Mario universe. Sometimes this happens in immediately consecutive games: remember how Super Mario Galaxy 2 abandoned nearly everything from the first Super Mario Galaxy, pretending it didn’t exist, when presenting its story?
The fact that TYD wasn’t rewritten to remove Toadsworth indicates the character isn’t poisonous to Nintendo, necessarily, but neither do they seem interested in giving him any more exposure. For shame! Who knows what Peach and Mario might get up to behind closed doors without Kinojii to watch over things?
Super Mario 64 has 120 Stars to collect, 90 of them from individual named missions in the game’s 15 courses. Many players find that a fairly early one, Snowman’s Lost His Head in Course 4, Cool Cool Mountain, is among the most vexing. When I played it, I found it a illustrative example of what happens when the game gives you imprecise directions, and just asks you to try. I did try, time after time, until it just seemed to work, for some reason I couldn’t figure figure out, and by that point I was just happy to be done with it.
Cool Cool Mountain is a big area with sloped paths leading from the top leading to the bottom. For this Star, some ways up there’s a snowball that talks to you, asking if you could lead it to its body, a larger snowball, some ways down. As it rolls it grows in size. Ideally you stay ahead of it the whole way, and managed to get it to crash into its body. If this happens, it spawns a Star; if it doesn’t, then it doesn’t appear, leaving you to exit the course from the pause button or collect a different star before trying again.
The problem is, you can do exactly what I explained and the snowhead still won’t collide with the snowbody. Sometimes the head seems to aim at your position near the end of its route, but sometimes it doesn’t, and even when it does, you have to be standing in a narrow region in order for it to produce the necessary impact.
As it turns out there’s three requirements. Kaze Emanuar broke them down in a two-minute Youtube video last year. It’s pretty short as far as these videos go!
The requirements are:
You must enter a single invisible sphere partway down, on the bridge along the route, before the snowball does on its trip. If you don’t, the snowball will continue, but it won’t even try to hit the body. You’ve already failed it.
At a specific spot towards the end of its route, it’ll check if you’re within a cone in front of its movement. If you aren’t, then it’ll just continue on and out off the course as if you hadn’t hit he sphere.
If you are within that cone, it will then direct its movement towards your location. If you aren’t standing so it’ll collide with the body, it can still miss it and you’ll fail the star.
The thing is, to a player, it looks like you’re only really needed at the end of the route. Why do you have to hit the sphere first? Even if you manage to stay ahead off the snowball the whole way, if you don’t touch the completely invisible sphere, the whole thing will break. And since it’s on a bridge, it looks like it should be fine to take a shortcut off onto the lower path.
Further, you have to be both within the cone and in a place where the snowball will collide with the body. There are many places you can stand that would direct the snowball to hit the body, but aren’t in the cone! The cone is also invisible, and the range off places you can stand to complete it is quite narrow.
Watch the video for the full details, it’s really short! Kaze does a good job of explaining it.
I had a car accident last night, and while it could have been much worse in retrospect, I’m still pretty shaken. So for today, let’s just relax and watch Twinbeard, who had been playing through every level and finding every goal, finally reach the end of Super Mario World. (18 minutes) Whew.
Looygi Bros. tends to make a series of videos on topics, so there will probably be a Part 3, and more. Instead of linking them all individually, I may wait for a bit and collect them all into one post, or maybe even add them to this post retroactively.
Here are the glitches in Part 2 listed out and explicated:
Super Mario Bros, jump over the flagpole in World 1-1: Requires time-consuming setup, and useless for saving time, as the result is Mario can’t finish the level, but it does work.
More invisible ladders in Donkey Kong’s Ramps level: There are more invisible ladders than the one demonstrated in Part 1, and these aren’t caught by traps! The current World Record recorded by the servers uses it, in fact, making it an essential strategy for anyone trying to beat it.
Kirby Credits Warp: One of the levels in the game has a massive trick, where Kirby can get inside a wall, and if they have the Stone ability (possible to get with Mix), can crash the game, and if the Start button is pressed on the same frame as Stone activating, the NES cart jumps straight to the credits! The crash however takes the NWC software back to the selection menu, and the Start button is disabled, so this one’s impossible to do.
Legend of Zelda moving through blocks: A frequently-used trick in speedruns, it’s not caught by the NWC software but there’s no place where it’s useful for saving time.
Super Mario Bros. 4-2 Wrong Warp: This is an alternate way to get to the 8-7-6 Warp Zone without having to reveal the hidden blocks, then hit and climb the vine, by going down the coin pipe shortly after without scrolling the screen far enough to change the secret area destination. Seems to be impossible to make work in NWC, as the game rewinds when the vine block is scrolled off-screen.
Super Mario Bros. 8-4 Wrong Warp: Done under similar conditions to the 4-2 wrong warp, this one is caught by the emulator and rewinds the trial.
Surviving Timeout in Metroid’s Escape Sequence: If Samus uses the final elevator with the right timing at the end of the escape, the explosion happens, but she survives to complete her mission anyway. It’s possible in NWC, but results in the longest-possible time to complete the trial, so it’s only useful to show off.
Super Mario Bros. 8-2 Bullet Bill Flagpole Animation Skip: If Mario bounces off of a low-flying Bullet Bill right at the end of 8-2, it’s possible to trigger the flagpole, but leave Mario before the block on which the pole rests. This results in him walking into it endlessly, but it triggers the level completion sequence, and means he doesn’t have to raise the flag or walk to the castle. It’s really only a slight time save, but it does work in the NWC version of the game.
Looygi Bros. obsessively plays various games and finds quirks, glitches and interesting facts about them. Their newest video tries out a bunch of known glitches in NES games and sees if they work in the new Nintendo World Championships speedrunning game. The result: in many, but not all, cases, Nintendo has put in code traps to make sure the games are operating as intended, and if they are set off, like if Mario goes through a wall or Link wraps around the screen, the emulator software declares Strategy Unavailable and resets the run. They tested 11 glitches in a ten-minute video, embedded here:
To summarize them:
Minus World: the trap occurs when Mario tries to slide through the wall at the end of World 1-2.
In Donkey Kong, it’s possible to climb down the first ladder, wrap around the screen, and end up on the girder right below the goal. They caught this one.
Super Mario Bros. 2 (USA) Fast Carpet: with two carpets spawned, you can travel extra fast. This one didn’t get caught, but the set-up time to use it makes its use in the challenge prohibitive.
Wrapping the screen in The Legend of Zelda. This is one of my least favorite glitches honestly. Nintendo caught it, you can’t glitch around the screen horizontally nor get Link into the top-of-screen status area. (I also dislike the term “HUD” for these areas. Dammit Jim, it’s a video game not a jet fighter.)
The “door jump” glitch in Metroid. This lets you use a door to get Samus inside the blocks that make up the edges of the screen, from there you can, depending on the situation, either wrap around the screen vertically or explore “secret worlds” created by interpreting random cartridge data as terrain. This one’s trapped.
Super Mario 2 double jump. I didn’t know about this one! In some circumstances when you’re near an enemy, characters can jump in mid air. This one is both not trapped, and actually useful in the challenge!
Super Mario 3 Fortress skip. In similar circumstances to passing through the wall in Super Mario Bros. to get to the Minus World, you can pass through a wall midway through the fortress to skip an area and go straight to the boss. This one’s trapped, probably checking for the same kind of situation as the Minus World trick.
Super Mario Bros. wall jump. Not trapped, and conceivably useful in the World 8-4 completion challenge to get into the elevated pipe.
Kid Icarus fortress 1 shortcut. There’s a way to glitch through a wall early in the route through the fortress that takes you almost to the end. This one is trapped, but it’s triggered, not when you get through the wall, but when you go through the room’s exit. It probably makes sure you go through all the essential rooms in order.
Super Mario Bros. 2 cave skip. It’s a way to glitch through a wall so you don’t have to wait for a bomb to explode. It’s tricky but possible, you end up taking damage to get through it though.
Super Mario Bros. 2 item attachment. A complex trick that lets you get items into areas where they aren’t intended to go. Technically this is untrapped and usable. In conjunction with the cave skip trick, it’s possible to kill Birdo with a Shy Guy, potentially with one throw instead of having to wait for three eggs to throw back at her. Looygi Bros was unable to get the whole trick to work in the World Championships software, but offers the possibility of it working to whoever can chain together all the necessary techniques.
I find it interesting that the tricks were disabled through traps instead of fixing their games, they seem to have enough technical know-how to know how the glitches work to check for them in the emulation layer, but maybe fixing them was deemed against the spirit of the game, or they didn’t want to risk changing the game’s essential behavior?
Vs. Super Mario Bros. was the arcade version of Super Mario Bros., which made it to US arcades a few months after the NES release. It’s a much harder game than the home version, with levels brought in from the Japanese Super Mario Bros. 2, and operator adjustments that can make it even more difficult.
A little remarked-upon aspect of the game is that it came about before the drawn character design of Mario and his enemies had been solidified, at least in the US, so the official arcade release of SMB had a weird marquee, with an image design that was never drawn upon by later releases:
It’s somewhat reminiscent of the flyer they distributed to promote the game when it was going to be titled Mario’s Adventure:
And even more interesting, it had this title card. Behold, an official Mario looking meaner than he ever had before or has since!
I wish that these videos weren’t always videos. A lot of this information would be delivered just as effectively in text, but these days a lot of game researchers have abandoned good old text for flashy video, or otherwise locked-off Discord servers that don’t add to our common body of knowledge. I’ve complained about this before, and I am liable to keep complaining about it. Because I’m right about this, and yet it doesn’t change. Get to fixing this, world!
The video (21 minutes) has a lot of interesting changes though. Paper Mario: The Thousand-Year Door has sustained a huge amount of fan interest over the years, due to its story being actually really good for a Mario game, it’s terrific sense of humor, and its deep gameplay. It’s generally agreed to be the highlight of the whole Paper Mario series, building on the ideas of the first game.
This is a good opportunity to muse upon what the gameplay merits of TYD are. I identify these:
The combat system, which keeps most of your moves useful in different ways by giving them special properties that make intuitive sense. Jumps can’t hit spiked enemies or enemies on the ceiling, while hammer attacks only hit the first enemy in line and can’t hit enemies in the air. There are exceptions to these rules, but they’re more costly. Follower attacks also have their own limitations along these lines.
The action commands, and Guard and Superguard functions. Paper Mario wasn’t the first JRPG to add a timed minigame to combat (that may have been Super Mario RPG), but the design here is very good. Most moves have an action command minigame where good performance increases the move’s power. Guard reduces the damage taken from attacks by pressing a button in a brief time window, while Superguard negates damage if a different button is pressed in a briefer time window. The button you press changes both the difficulty and the reward. Both aren’t easy to perform consistently, as many enemy attacks have tricky timing, but the Superguard bonus is great enough that it’s really tempting to use it. All three of these functions largely replace the general randomness and variance in JRPG combat, making it a lot more skill-based. (Finding ways for players to demonstrate skill in RPG-style games is a long-standing design challenge. I should write something about that here in the future!)
And then there’s the joy of exploration, and the many secrets in the game world that reward it. Paper Mario had a bunch of them, but TYD really goes overboard. I can’t name a game with as much cool stuff thrown into its game world for players to just happen upon. The old line used in many Nintendo game manuals is to “try everything,” but how much of everything should the player really try? TYD is one of the few games that feels like it lives up to the true breadth of that word. There is a character in the game whose purpose is to give the player hints at finding obscure secrets. The Trouble Center offers further rewards and fleshes out the game world by giving Mario and friends the opportunity to perform helpful tasks for people. There’s so many things to do!
Super Paper Mario also had a lot of tricks, but it had a worse story (IMO), and it completely abandoned the classic Paper Mario battle system. Later Paper Mario games went in a completely different direction with unique battle systems for each. It was Thousand Year Door that got the most right in a single game.
So, um. The video! Yes, watch it, it’s interesting.