Thats weird... I tried jumping over the flagpole with the extra jump glitch, and it half worked... Also you can glitch the game if you run out of time exactly when you touch the flagpole
A lot of the original bugs and quirks don't exist because it's not the original SMB, it's a new game pretending to be it. They did a good job getting it close, though.
The thing is that I doubt it's recoded from scratch, but rather ported from the original 6502 assembly to a high-level language. A lot of the quirks that have been fixed stem from a few issues that are entirely removed by the act of porting itself; a lot of the others are fixed by changing the Mario physics around. A lot of the old behaviour still exists, it's just that the edge cases have been smoothed out.
Selicre While I agree it’s certainly a port, I think many of the issues were developer-fixed. Those kinds of bugs just wouldn’t fly in an online game, and they’re certainly well-known at this point.
They did a better job than Mario maker some of the weirdness of like jumping and stuff still feels like the original compared to Mario Maker choosing the Mario one theme
most of the glitches shown here are directly due to hardware limitations which are long gone. so, these "glitches" are naturally non-existent when being remade without hardware limitations
Kosmic concluded the 1 up trick doesn't work because you no longer kill enemies by moving down while coliding with their hit boxes. That allowed you to be below them and still "land on" them, as long as you were moving down. Now, you have to ACTUALLY land on them, which you can't do with the 1 up trick. The timing doesn't work. Maybe if you got closer?
The game is coded so that if you have any fall speed, that you won't stomp on enemies if you're on the side or let an enemy land on you while you're falling. In a way that's how the 1UP trick actually worked, the second time you bounce on the shell, you kick it away, but it just gets out Mario's hitbox so that it bounces back and right into you, while still falling; you still stomp on the shell because you're actually falling. Since Super Mario Bros. 35 handles physics different, this has been tweaked, worked around or simply fixed.
@@lukatodic1823 While that's true (especially when you're running and before you take a hit from a stompable enemy, you can hit them by jumping right before the hit happens and you still jump on them, you can immediately kick Koopa shells away with this), it's way more strict to pull this off on the staircase. If the shell is too far on the edge of the staircase, you can indeed jump right after you land back on the staircase and still manage to jump on the shell, but other than that, it seems I only get hit by the shell once it bounces back. I probably haven't seen neither found some other things you can do with it, I was too busy finding easy patterns to bounce over enemies thorough every level, so I only really tried all the basic stuff I could think of.
@@PKMNwww411_MkII It's a combination from preventing the 1UP bounce trick to work, and the fact that you only send the enemy to your opponents once; if you hit the same enemy for a second time, third time etc., you won't gain any time and won't send those extra hits to your opponents. ... It's honestly better this way. Especially the fact how helpful you actually are if you only send Koopa Troopas to other players. xD
Nintendo: The 1-up trick no longer works in this Mario game Me: **confused screaming** Nintendo: We took out the minus world glitch too Me: **Slow motion NOOOOOOOO**
Isn't the infinite 1-up trick possible in Super Mario Maker? I guess they only patched the trick in this game to prevent the player from getting infinite time
@@jruler93 Yes! And both together with both Lost Levels are pretty fantastic. It's just awesome how Nintendo managed it that a 35 years old game - even with Maker and the old graphics - make still so much fun.
I'm guessing, based on how certain things work to be in line with newer games, that this game uses something closer to the Mario Maker engine, but with modified physics to replicate the original Super Mario Bros. game.
@@k.pliskin3214 The reason the online works well is because you don't need to sync up the players as well. They're not interacting directly, just sending enemies several second down the line. In Mario Maker 2 all the actions and positions need to be synced and that is a lot harder job.
In case you were wondering, how they removed flagpole glitch, is they removed clipping, which removes multiple speed running tricks such as fpg (4-5 frame perfect inputs) 1-2g clip (3 frame perfect plus a 1 frame jump and a few frame window to start running after clip) 4-2 blazit clip (1 frame perfect input+1 pixel perfect input [which is even harder because it requires right subpixels], and a precise mashing while going in block, and pretty precise input to start running after clip) Bullet Bill glitch (has to get right bullet bull shot at end of 8-2, get frame perfect timing to bullet bill and frame perfect jump off of stairs, as well as get the right coin flip [game only checks if you’re hitting enemy every 2 frames, which makes this trick basically 50% luck based, some people with incredible timing can control this, but barely]) And wall jump (pixel perfect, usually frame perfect [can manipulate subpixels to make it 2 frames] jump where Mario clips for 1 or 2 frames, and in that time you can perform another jump off of a wall.)
Fun fact: because of the random elements of 35 like enemies etc. You can get over the flagpole just fine, it just locks the screen when you get past it to prevent a soft lock. I've had bloopers on-screen that boosted me over etc. The invisible barrier is only there for a few levels.
1:47 You could potentially combine that with the item roulette and with some timing and luck you might be able to get into some weird areas on the levels!
Pretty sure they didn't intentionally fixed the glitches because this version of Super Mario Bros. is probably either a recode or a port, and also the glitches were probably because of the NES' limitation.
EnderallyGolem okay so access is the same, clip through the pipe then go into the other one. New level is minus level, you beat then you go to the next level
4:57 that glitch definitely will not work because that glitch happens because of an _overflow_ (meaning that the variable that stores the position got above its limit and got back to 0). It's is basically the same as in smb2 vertical levels in which if you go to one edge you will go to the other side.
Several of the original glitches arise from the fact that the NES is an 8-bit system, and the fact that they aren't in SMB35 stems from the Switch being a 64-bit system. For example, the overhead mushroom glitch ( 4:54 ) works because the mushroom's y coordinate (close to 0) and Mario's y coordinate (above 240) are very close to each other in the limited 8-bit number system, where the number that comes after 255 is essentially 0. In a 64-bit system, the number after 255 is (to nobody's surprise) 256.
I believe small fire Mario happens because the fire flower just change the colour of Mario instead of giving him a full new sprite. That would explain why he turns big when shooting fireballs
Nearly all of those glitches were due to optimizations they had to make to make it run on the NES (the lightbulb in my room has more computing power than that console!). That's no longer a concern with the Switch, unless they just use emulation, like they did for the All Stars package.
Does X glitch that exists in the original Super Mario game due to hardware limitations still work on a game that was made to look exactly like the original game, but on less limiting hardware? No, of course not. The borders of the screen don't loop like they used to, as there's far more memory to play with. Each game has its own mistakes and bugs, each one has slightly different variables.
For the through the wall glitch in 1-2 I have never done it by ducking, I always would break all but the block next to the pipe, and jump backwards, I thought that was the only way to do it lol
5:06 Notice how Mario jumped farther away from the mushroom. But even then, it's not proof that Nintendo didn't patch the glitch. They've patched nearly every other glitch so far.
Time to correct some people in the comments. The reason why a few of the gitches no longer works is due to several things. One of which is how the screens are drawn now compared to the NES days. On the NES, they utilized some buffer tricks in order to "pre-load" some of the level data chunks. If you aren't in the correct place, then what happens is that those chunks never load. The effect of this is that the previous chunk information still lives in memory. This is what is commonly referred to as a memory buffer overflow. So, that is the explanation of why the vine warp glitch worked in the original SMB. Modern Day, we don't need to do this trick, we can have the full level already loaded, especially which a game such as SMB. So, none of the level data chunks need to be loaded, unloaded or chunked in any way and we can track exactly what is on screen at any given time. Couple that with the fact that memory buffer overflows are less likely to occur on modern consoles and PCs versus classic consoles and older PCs. What about the vine walk glitch? Why does that still work. This is due to collision detection, animation states, and object states. Because the game reads the vine as a solid object when you are at the top to perform the glitch, it thinks you are on solid ground and so the correct animation state should be the standard walk / run animation. Why is wall clipping, wall jump and and corner wall jump glitch no longer working? That's simple, they redefined the collision boxes and they are able to actually cover the proper distances now. Due to the NES having such limited memory space and video memory, things were chunked as discussed before, but not only that, collision boxes were shortened or didn't actually load at times because of this. If there are any other explanations of glitches and how they work from behind the scenes or why glitches no longer work, feel free to reply and i'll answer them.
Continue World glitch: if you were to take SMB1 out of the NES, without powering the console off, and replacing it with Tennis, and then playing that game for a bit and then taking that one out (again, with the console still powered on) and re-swapping it with SMB1, you can get the game to take you to World 9 if you press A+Start (what you'd normally do if you got Game Over after playing any world from 2-8, which restarts you at the first round of the world you died at). What is happening is that the variable $07FD, which in SMB1 stores the world you last played at, is being fed the value of $08, which in the case of Tennis stores the value for the footstep counter but for SMB1 just happens to trigger World 9 but it is also beyond the acceptable range of world number values (0-7, for Worlds 1-8) and so the game will likely freeze.
What's interesting to me is that the double jump glitch survived. This is pretty clearly a complete recreation of the original game so it's pretty wild that even one glitch happened again. There must be done reason the game didn't feel right without whatever causes it.
The 1-UP trick isn't a glitch,as it is working as intended. It's just that you are using it to your advantage,and is thus an exploit,meaning it is working as it is supposed to be,you are just using it to your advantage in a way the designers didn't intend it.
Minus world is too famous to not be patched out. I wasn’t expecting that to work. What I assumed is that you can clip through the wall, but the warp pipes would still activate normally
Well, most of these were probably fixed because it looks like they just re-created the game from scratch. The only returning bugs seem to just be common programming errors that could be made in any similar game.
Another reason the minus world glitch doesn't work is that the level warps don't just load when you reach the end of the screen, the numbers and warp pipe assignments are there as you run to the right.
I kinda wish it was more of a mystery that these glitches will or won’t work. It’s just sad that so many glitches just don’t work and it’s obvious that they won’t work before it’s tested.
You should try the glitch where, if you get a fire flower from a question box, but before grabbing it you take damage, you just become big without getting fire power.
It's not that they were patched, it's that many of these glitches happen due to the limitations of the NES hardware & the way the NES handles its coding. With new hardware without these limitations, the glitches don't occur.
There is a glitch where if you die while you get a power up in the exact same frame Mario will just fall through the ground and die. This will only happen as small mario
They should’ve kept the Minus World. The method of getting there is to complex to do accidentally, and you clearly wouldn’t be trying to win by doing it.
Everyone, they didn't "patch" the 1 up trick, the 1 up trick worked because in smb you could kill/bounce off enemys as long as you're falling down, and in mario 35 you need to touch the top of the enemy. And I'm not sure about that, but doesn't shell bounces give you 0 seconds?
I dod the double jump glitch on accident once. I was about to fall into a pit, but as I almost fell, I got a powerup from the item roulette. I lived, and for to 5th place, not that great, but it's my best.
The “power up vanishing glitch” isn’t even a glitch. It’s an intended mechanic that there can’t be two power ups at once. Also I wouldn’t consider walljump a to be glitches
It's obvious that momentum in smb 35 is different because it's not really the original. that's probably why over the flagpole glitch got patched. Or... maybe you didn't get enough speed and momentum.
Yooo I just discovered something The -1 in the minus world is not the number of the world It's the number of the level Because it's always like 1-3 2-1 4-5 So -1 means it's the first stage of world ( )
Don't miss the outro at 8:00!
Looygi be like:
Don't miss the outro at (insert random timestamp here)
Please don't mind my english as I am am indian kid
Sorry, i am running out of time
Thats weird... I tried jumping over the flagpole with the extra jump glitch, and it half worked...
Also you can glitch the game if you run out of time exactly when you touch the flagpole
@@luigiclone0286 Huh
Dont worry i will
Btw for the double jump, just make sure jump is not held when ypu grab the mushroom and hold it down again during the powerup animation
surfinLee 1st to correct you so... you*
@@suspicionfrfr unnecessary
EVDESTROY I don’t think the correction was but the lead up to it certainly was. Could’ve just been “*you”
@@evdestroy5304 so were you but your mom had you anyways
@@mischiefthedegenerateratto7464 oh man sick burn brah dude you totally got me with that one
A lot of the original bugs and quirks don't exist because it's not the original SMB, it's a new game pretending to be it. They did a good job getting it close, though.
The thing is that I doubt it's recoded from scratch, but rather ported from the original 6502 assembly to a high-level language. A lot of the quirks that have been fixed stem from a few issues that are entirely removed by the act of porting itself; a lot of the others are fixed by changing the Mario physics around. A lot of the old behaviour still exists, it's just that the edge cases have been smoothed out.
your so smart!
Selicre While I agree it’s certainly a port, I think many of the issues were developer-fixed. Those kinds of bugs just wouldn’t fly in an online game, and they’re certainly well-known at this point.
@@tuxedobird Of course. They're incredibly easy to fix just by using modern data types.
They did a better job than Mario maker some of the weirdness of like jumping and stuff still feels like the original compared to Mario Maker choosing the Mario one theme
Can’t believe they patched SMB in 2020, that’s crazy
better late than never,i guess...
In this case, I would preffer never
@@fosspointer its still super mario bros,with all his glory,so its a patch
most of the glitches shown here are directly due to hardware limitations which are long gone.
so, these "glitches" are naturally non-existent when being remade without hardware limitations
@@luisjogos821 ACTUALLY they removed score, so just some of his glory
Kosmic concluded the 1 up trick doesn't work because you no longer kill enemies by moving down while coliding with their hit boxes. That allowed you to be below them and still "land on" them, as long as you were moving down. Now, you have to ACTUALLY land on them, which you can't do with the 1 up trick. The timing doesn't work. Maybe if you got closer?
The game is coded so that if you have any fall speed, that you won't stomp on enemies if you're on the side or let an enemy land on you while you're falling. In a way that's how the 1UP trick actually worked, the second time you bounce on the shell, you kick it away, but it just gets out Mario's hitbox so that it bounces back and right into you, while still falling; you still stomp on the shell because you're actually falling.
Since Super Mario Bros. 35 handles physics different, this has been tweaked, worked around or simply fixed.
You don't actually have to land on them you just have to touch their top pixel so that's why you can hut them while jumping
@@lukatodic1823 While that's true (especially when you're running and before you take a hit from a stompable enemy, you can hit them by jumping right before the hit happens and you still jump on them, you can immediately kick Koopa shells away with this), it's way more strict to pull this off on the staircase. If the shell is too far on the edge of the staircase, you can indeed jump right after you land back on the staircase and still manage to jump on the shell, but other than that, it seems I only get hit by the shell once it bounces back.
I probably haven't seen neither found some other things you can do with it, I was too busy finding easy patterns to bounce over enemies thorough every level, so I only really tried all the basic stuff I could think of.
This means you can't farm for time this way...
@@PKMNwww411_MkII It's a combination from preventing the 1UP bounce trick to work, and the fact that you only send the enemy to your opponents once; if you hit the same enemy for a second time, third time etc., you won't gain any time and won't send those extra hits to your opponents.
... It's honestly better this way. Especially the fact how helpful you actually are if you only send Koopa Troopas to other players. xD
The amount of patience required to pull some of these off continues to impress me.
4:33 It looks like Looygi died before his opponent, yet he still won?!
The loading of other screens are slow, you can especially tell at the beginning of the game, I hope this answers your question
lag
looygi wins by absolutely losing 😜
Wonder what it looks like in their screen.
@@LooygiBros
Happend to me on the *third* place! :D
th-cam.com/video/XNw5NyrTWJY/w-d-xo.html
They put more effort into fixing stuff in this, than all 3 games in 3d all stars, combined
Probably because this game is simple enough to be remade from scratch, while 3D all stars use old code.
Its literly the origanal game, they didnt change a thing
Nintendo: The 1-up trick no longer works in this Mario game
Me: **confused screaming**
Nintendo: We took out the minus world glitch too
Me: **Slow motion NOOOOOOOO**
Isn't the infinite 1-up trick possible in Super Mario Maker?
I guess they only patched the trick in this game to prevent the player from getting infinite time
@Beast Mode Oh.
To be fair, you can just play the original SMB on the NES Online thing, as well as the All-Stars version with SNES Online thing.
@@jruler93
Yes! And both together with both Lost Levels are pretty fantastic. It's just awesome how Nintendo managed it that a 35 years old game - even with Maker and the old graphics - make still so much fun.
Pascal Yenitrdr retettttt
Ff
The outro: 8:00
Whats the Matter Mario late for work??
8:15 YOUR'E LATE
my late what
JB Awesome Videos *you're
@@albond yeah yeah yeah
I'm guessing, based on how certain things work to be in line with newer games, that this game uses something closer to the Mario Maker engine, but with modified physics to replicate the original Super Mario Bros. game.
Nope Mario Maker altered the physics as well. You'll most likely have to play an emulator of the original to know the physics.
@@frozenburst6463 Yeah, that's what they said
Probably a recode or port.
@@k.pliskin3214 Oh yeah... the online actually works in Mario 35 unlike in Mario Maker 2...
@@k.pliskin3214 The reason the online works well is because you don't need to sync up the players as well. They're not interacting directly, just sending enemies several second down the line.
In Mario Maker 2 all the actions and positions need to be synced and that is a lot harder job.
In case you were wondering, how they removed flagpole glitch, is they removed clipping, which removes multiple speed running tricks such as fpg (4-5 frame perfect inputs) 1-2g clip (3 frame perfect plus a 1 frame jump and a few frame window to start running after clip) 4-2 blazit clip (1 frame perfect input+1 pixel perfect input [which is even harder because it requires right subpixels], and a precise mashing while going in block, and pretty precise input to start running after clip) Bullet Bill glitch (has to get right bullet bull shot at end of 8-2, get frame perfect timing to bullet bill and frame perfect jump off of stairs, as well as get the right coin flip [game only checks if you’re hitting enemy every 2 frames, which makes this trick basically 50% luck based, some people with incredible timing can control this, but barely]) And wall jump (pixel perfect, usually frame perfect [can manipulate subpixels to make it 2 frames] jump where Mario clips for 1 or 2 frames, and in that time you can perform another jump off of a wall.)
um
Fun fact: because of the random elements of 35 like enemies etc. You can get over the flagpole just fine, it just locks the screen when you get past it to prevent a soft lock. I've had bloopers on-screen that boosted me over etc. The invisible barrier is only there for a few levels.
8:00 When you're late for school
1:47 You could potentially combine that with the item roulette and with some timing and luck you might be able to get into some weird areas on the levels!
Who Accidentally Did The Walljump when they first played the game and was so happy when you saw the Walljump part
Anyone?
Weird how they fixed every glitch except for the mushroom jump lol
Pretty sure they didn't intentionally fixed the glitches because this version of Super Mario Bros. is probably either a recode or a port, and also the glitches were probably because of the NES' limitation.
They can't fix that if they want to keep the smb1 physics
@@lukatodic1823 But still, this hasn't the same physics than the original SMB, so... 🤣
Honestly they should have left some of this as easter eggs, at least the minus world one
Good luck making it work in a multiplayer competitive mode
Flyin' Steve it would be just like the other water levels
EnderallyGolem okay so access is the same, clip through the pipe then go into the other one. New level is minus level, you beat then you go to the next level
4:57 that glitch definitely will not work because that glitch happens because of an _overflow_ (meaning that the variable that stores the position got above its limit and got back to 0). It's is basically the same as in smb2 vertical levels in which if you go to one edge you will go to the other side.
Several of the original glitches arise from the fact that the NES is an 8-bit system, and the fact that they aren't in SMB35 stems from the Switch being a 64-bit system. For example, the overhead mushroom glitch ( 4:54 ) works because the mushroom's y coordinate (close to 0) and Mario's y coordinate (above 240) are very close to each other in the limited 8-bit number system, where the number that comes after 255 is essentially 0. In a 64-bit system, the number after 255 is (to nobody's surprise) 256.
And 6:15 too
Hello! I hope you keep doing videos like this! I love these glitch videos.
The thing that surprises me the most is the fact they had a Small Fire Mario sprite at the ready.
I believe small fire Mario happens because the fire flower just change the colour of Mario instead of giving him a full new sprite. That would explain why he turns big when shooting fireballs
@@BunnyOnASnuman you know, that actually makes sense, ngl.
How to do this?
The game is not the original rom that’s why all the glitches are gone.
Yeah, this probably is either a recoding or a port.
I'm thinking someone deliberately put back in the powerup double jump
Surprised they removed the 1-up glitch honestly. They made it canon.
The 1-up glitch would break the game, so of course they fixed it.
Nearly all of those glitches were due to optimizations they had to make to make it run on the NES (the lightbulb in my room has more computing power than that console!). That's no longer a concern with the Switch, unless they just use emulation, like they did for the All Stars package.
Even if I could jump over the flag, I wouldn't do it; I need that sweet 15 seconds time bonus! 😎👍
Does X glitch that exists in the original Super Mario game due to hardware limitations still work on a game that was made to look exactly like the original game, but on less limiting hardware?
No, of course not. The borders of the screen don't loop like they used to, as there's far more memory to play with. Each game has its own mistakes and bugs, each one has slightly different variables.
Very majestic outro
For the through the wall glitch in 1-2 I have never done it by ducking, I always would break all but the block next to the pipe, and jump backwards, I thought that was the only way to do it lol
5:06 Notice how Mario jumped farther away from the mushroom. But even then, it's not proof that Nintendo didn't patch the glitch. They've patched nearly every other glitch so far.
Time to correct some people in the comments. The reason why a few of the gitches no longer works is due to several things. One of which is how the screens are drawn now compared to the NES days. On the NES, they utilized some buffer tricks in order to "pre-load" some of the level data chunks. If you aren't in the correct place, then what happens is that those chunks never load. The effect of this is that the previous chunk information still lives in memory. This is what is commonly referred to as a memory buffer overflow.
So, that is the explanation of why the vine warp glitch worked in the original SMB.
Modern Day, we don't need to do this trick, we can have the full level already loaded, especially which a game such as SMB. So, none of the level data chunks need to be loaded, unloaded or chunked in any way and we can track exactly what is on screen at any given time. Couple that with the fact that memory buffer overflows are less likely to occur on modern consoles and PCs versus classic consoles and older PCs.
What about the vine walk glitch? Why does that still work. This is due to collision detection, animation states, and object states. Because the game reads the vine as a solid object when you are at the top to perform the glitch, it thinks you are on solid ground and so the correct animation state should be the standard walk / run animation.
Why is wall clipping, wall jump and and corner wall jump glitch no longer working? That's simple, they redefined the collision boxes and they are able to actually cover the proper distances now. Due to the NES having such limited memory space and video memory, things were chunked as discussed before, but not only that, collision boxes were shortened or didn't actually load at times because of this.
If there are any other explanations of glitches and how they work from behind the scenes or why glitches no longer work, feel free to reply and i'll answer them.
Continue World glitch: if you were to take SMB1 out of the NES, without powering the console off, and replacing it with Tennis, and then playing that game for a bit and then taking that one out (again, with the console still powered on) and re-swapping it with SMB1, you can get the game to take you to World 9 if you press A+Start (what you'd normally do if you got Game Over after playing any world from 2-8, which restarts you at the first round of the world you died at). What is happening is that the variable $07FD, which in SMB1 stores the world you last played at, is being fed the value of $08, which in the case of Tennis stores the value for the footstep counter but for SMB1 just happens to trigger World 9 but it is also beyond the acceptable range of world number values (0-7, for Worlds 1-8) and so the game will likely freeze.
What's interesting to me is that the double jump glitch survived. This is pretty clearly a complete recreation of the original game so it's pretty wild that even one glitch happened again. There must be done reason the game didn't feel right without whatever causes it.
The 1-UP trick isn't a glitch,as it is working as intended. It's just that you are using it to your advantage,and is thus an exploit,meaning it is working as it is supposed to be,you are just using it to your advantage in a way the designers didn't intend it.
Actually, SMB 35 is not emulated, its an entire recreation!
They actually put effort into it?
@@gamekiller47128 more effort then 3D All Stars… shame they shut it down.
Minus world is too famous to not be patched out. I wasn’t expecting that to work. What I assumed is that you can clip through the wall, but the warp pipes would still activate normally
Tbh nintendo acts like they're secrets now, but they had to patch the minus world out... cos you know, it's an online game?
they had to change the physics because the 1UP glitch would be too op
Did I forget to congratulate you on 100K SUBSCRIBERS?! 🎉 Congrats!
Well, most of these were probably fixed because it looks like they just re-created the game from scratch. The only returning bugs seem to just be common programming errors that could be made in any similar game.
the double jump glitch also works on a powerup gotten from the roulette wheel if it makes the powerup animation happen.
Despite all of the changes the jump physics still make it hard to cross a 2 block gap
7:49 imagine seeing someone doing this in a round
I really really hope they could add levels from the Mario bros Lost Level to the Super Mario 35
Another reason the minus world glitch doesn't work is that the level warps don't just load when you reach the end of the screen, the numbers and warp pipe assignments are there as you run to the right.
Super Mario Bros. 35 was programmed differently like mario maker, therefore no known bugs from classic NES Version would work
I kinda wish it was more of a mystery that these glitches will or won’t work. It’s just sad that so many glitches just don’t work and it’s obvious that they won’t work before it’s tested.
thanks for making this
also the screen seems smaller
Well on handheld mode it is
This runs on 1:1 whole the og ran on 3:4
wish they made jumping of the flag do something like an animation of mario walking into the castle door at the minimum
You should try the glitch where, if you get a fire flower from a question box, but before grabbing it you take damage, you just become big without getting fire power.
2:02 the people looking at your screen like:
*time to report.*
Hmm mario 18 looks sus
Just I know when this was made... the game isn't a port of NES version.
What they did is remake the game without those glitches.
Why "fix" them? Finding that stuff and sharing it at school is a great memory of my childhood 😪
I was really hoping -1 world still worked
It's not that they were patched, it's that many of these glitches happen due to the limitations of the NES hardware & the way the NES handles its coding. With new hardware without these limitations, the glitches don't occur.
Nintendo at 4:33: this is fine
That double jump trick had to be done on purpose, Devs having a little fun referencing a glitch, by coding the glitch in.
Me doing 1up trick in any mario game: 3:12
Try to do the clip on the underwater level
aw shocks! Nintendo are now super strict fixing glitched on Mario 35. now they never fix the glitch in original SMB.
When will Nintendo realize that glitches are where most of the nostalgia in a game comes from
Especially with the over the flagpole glitch
:0 I actually jumped over the flagpole in the remake!
Fun fact: Super Mario Bros. predicted Super Mario 64
I'm sad they didn't keep the -1 glitch as an easter egg.
WATCH OUT FOR THAT BOWSER!
Isn’t SMB35 built from the ground up? If that’s the case, they sure did one hell of a good job capturing the feel of the original game.
Now that is a remake~
Even if you could clip through the wall, Warp Zone loads before it scrolls onscreen in this game, so you wouldn't get to -1 anyway. 😿
7:56 even if you could, the warps are already loaded :))
On top of that, the warp pointers are placed onto pipes for a modern engine.
There is a glitch where if you die while you get a power up in the exact same frame Mario will just fall through the ground and die. This will only happen as small mario
OBJECTION!
The first glitch does still work, but it's a different method.
A number of these would be _massively_ broken if they worked.
Super mario bros 35 aniversial is speed runner's nightmare
3:26, well that's a first in 35 years
Literally unplayable, i can't believe they patched out my 30 year old glitches.
They should’ve kept the Minus World. The method of getting there is to complex to do accidentally, and you clearly wouldn’t be trying to win by doing it.
There’s a glitch in Mario 35 where if you hit a block with a powerup inside of it and then jump again to hit it quickly, you get the powerup.
Yeah I accidentally double jumped and I was like what the heck?
1:49. Oh thats the glitch I accidentally pulled off when I was five
Everyone, they didn't "patch" the 1 up trick, the 1 up trick worked because in smb you could kill/bounce off enemys as long as you're falling down, and in mario 35 you need to touch the top of the enemy. And I'm not sure about that, but doesn't shell bounces give you 0 seconds?
I dod the double jump glitch on accident once. I was about to fall into a pit, but as I almost fell, I got a powerup from the item roulette. I lived, and for to 5th place, not that great, but it's my best.
The “power up vanishing glitch” isn’t even a glitch. It’s an intended mechanic that there can’t be two power ups at once. Also I wouldn’t consider walljump a to be glitches
The wall jump mechanic, was glitch, that turned into a intentional mechanic in future games
The walljump trick is a glitch, Nintendo never intended it to be in the game. Otherwise, there would have been levels with the intent of you doing it.
FrozenBurst 64 of day in my opinion it’s more of an exploit than a glitch
FrozenBurst 64 yeah, nintendo aways has a level for each mechanic, not only in mario games
@@thewillster18 Exploits are taking advantage of glitches. So yes, wall-jumping is a glitch in how collision are handled in the original games.
I’ve seen a Koopa that came from someone else get stuck in a one-block space, I think you might be able to bounce infinitely in that case.
No, you just stand through it, like a ghost.
I once jumped over the flag by accident while I had the star power. I couldn’t move and I was stuck right outside of the castle.
The infinite 1 up does work but it's much harder due to the hitboxes
Cool Questions
It's obvious that momentum in smb 35 is different because it's not really the original. that's probably why over the flagpole glitch got patched. Or... maybe you didn't get enough speed and momentum.
Basically they took Mario 1 and removed the fun.
Still not as bad as the Mario Maker physics
Yooo I just discovered something
The -1 in the minus world is not the number of the world
It's the number of the level
Because it's always like
1-3
2-1
4-5
So
-1 means it's the first stage of world ( )
Mario be nimble mario be quick mario jumps over the flag and sticks hhahaha 😂😂😂😂😂 get it?
Imagine you can play minus world in Super Mario Bros. 35
I know you can't jump over the flagpole because it'll just give you an error before you can get there
Working as Nintended!
Small Fire Mario Glitch does work! Only in the Japanese version.
Kosmik already established that it's not "minus world" but whatever
Cool!
2:02 slow it down to 0.25x speed
Nintendo: *includes the 1-up glitch in the Mario anniversary 35th direct*
Also Nintendo: “Let’s remove it!”
What if you get a fire flower from a mystery item box, will you then become small fire Mario?
Question: who do you attack if you target most coins but you have the most coins
The person with most coins other than you. Same for "lowest time"
3:00 - the only one anyone cares about. And no, obviously it doesn't, because that would be game-breaking, for obvious reasons.