It is a weird glitch, and I'm still not entirely sure why that even happens. I think I had heard an explanation on it at one point, but I've forgotten the details.
Unbelievable. Ever since I was like 6 years old I knew about the 1st location shown in the video. Guess I never even thought to try it anywhere else in the game
@@Dapiramdstv I played this game so many times throughout the years and thought about trying this turtle trick every time I seen a turtle with stairs, but never tried it. I just recently thought about it again and tried it near the end of 6-2 and it worked. Was very surprised. I quickly checked here on youtube to see if anyone else new this and came across this video. Very surprised. :-)
@@Dapiramdstv Wowow that’s exactly what I thought too. I’ve been in a speed run and save the princess but I never knew the other spots to get the extra men
I remember waaaaay back in the day before there was such a thing as the Super Nintendo, we had the mario bros/duck hunt combo and my mom figured this trick out probably in the late 80's/early 90's and she would leave the Nintendo on all night just to get all the extra lives and the dog ran by and caught his legs on the remote wire and ripped the Nintendo off of the tv stand and completely reset all of her progress, boy she was MMMAAAAADDDDD
It can also cause a new problem in the original NES release: 128 or more lives means an instant Game Over the next time you die, as anything ranging from $80 to $FF is considered out of bounds. Losing your last life normally will deplete $075A from $00 (1 life) to $FF, which then triggers the Game Over mode.
I'm 36 and in the early 90s I watched two of my playmates do this trick in world 3. I still couldn't do it but I didn't know that you could do this trick in other worlds. You're my master now!
Actually, when doing this 1-up trick in Deluxe's challenge mode, the koopa dies on the "8000" hit, but I think if you hit the ground after the "4000" hit, and then jump on it just once at a time, you can keep getting "5000"s without killing the thing if I recall correctly. (Incidentally, you get 10,000 on what would be the "1-up" hit when you're kicking a koopa into other enemies (like in 3-2 and 5-1) in challenge mode.)
In Super Mario All-Stars, this issue was fixed so that you can't get more than 128 lives. In BASIC language: 10 A = PEEK(1882) + 1 ; increase $075A by one 20 LET A = PEEK(1882) ; then check $075A to see how many lives we currently have 30 FOR A = 0 TO 128 ; do we have more than 128 lives? 40 IF A < 128 THEN 60 ELSE 50 ; if not, end this routine 50 LET A = 127 ; otherwise set A = 127 60 END But the economical way involves using BPL to see if we have more than 128 lives... 10 A = PEEK(1882) + 1 ; increase $075A by one 20 LET A = PEEK(1882) ; then check $075A to see how many lives we currently have 30 IF PEEK(1882) = > 0 THEN 50 ELSE 40 ; has the N flag been set? If not, exit. 40 A = PEEK(1882) - 1 ; decrease $075A by one if N flag is set 50 END
The one in 4-2 is extremely hard to get because of the timing. If you go too slow, the buzzy beetle will already be off the steps and onto the floor. But, if you go too fast, you'll be in the wrong spot and it won't work. How you timed it just right is remarkable. I've never been able to time it right. As for the 1-UP tricks in Worlds 5 & 6...I think you were very lucky. They never worked for me. And, I didn't know there were two coins (one above the other) in the middle of 6-1. 3-1 and 7-1 were the only two levels I was able to do this trick with. I had no success with any of the other levels you showed in this video. You are an expert at this game.
The number of lives are actually stored in a signed byte. I determined back in the 90s that you can safely die when you have 2 through 129 lives. If you have 130 through 257 lives, then dying ends the game. Once you get to 258 through 385 lives, you can safely die once again, and so on. In a nutshell, the game stores your total number of lives minus 2 into a signed byte, and if you die when it underflows or overflows to negative, your game ends. If you successfully manage to roll it back up to a safe positive value, then dying becomes safe once more.
Do you have any videos demonstrating this trick on the arcade version “Vs. Super Mario Bros.” I know there’s a few areas it can be done on in that version. I was able to do it on World 6-1 at the end where the long staircase is before the flagpole by jumping on the Koopa Paratroopa. On the Vs. Super Mario Bros. version you only get one 1up and each bounce afterwards awards 8,000 points so you have to wait till you stop bouncing to do it again to get more extra lives. It’s a quite tedious process but you definitely rack up your score very quickly.
Yeah, Vs. Super Mario Bros. tries to severely limit this trick, removing the Koopas/Buzzies from the most obvious staircase spots like at the end of 3-1 and 7-1, but it can certainly be done using the Parakoopa on the final staircase in 5-2. I've rolled over the score before by doing the trick repeatedly there. And no, I don't have videos of Vs. Super Mario Bros., as I only recorded the regular NES version.
The 2019 Minnesota Twins season so far... In case you all did not get my reference, every time that the Twins score a run, and/or home run, of any sort at Target Field, they play the SMB 1UP sound, and since they are the current MLB best team, as well as the one that has scored the most runs so far, I said my comment.
Unfortunately, the Twins seem to have had a recent collapse, with the Indians overtaking them at this moment. This has definitely angered one of my Steam friends, who is from Minnesota and is of course a Twins fan.
@@SomeGuy712x , that has changed since then, with some new acquisitions and their stars getting off of the injured reserve list...also, three home runs were made tonight (August 20, 2019), which puts their count to 244 so far...only 23 more home runs to get in 36 to tie the record that was made by the New York Yankees last year, and then they can get as many as they wish afterward.
I have played this game many times over the years and have known about the 1up trick. Some of the other areas in the game surprises me for the most part of it.
In this game, if you acquire over 128 lives, the life count actually goes negative (due to being a signed 8-bit integer), and if it's still negative (or zero) after you die once, you get a Game Over. As for the life count display, if you have 10 or more, it shows a crown where the tens digit would normally be. For 10 through 19, it'll show crown-0 through crown-9. For 20 through 45, it'll show crown-A through crown-Z. After that, you start getting various game graphics for the ones digit.
You have the concept right with overflowing a signed byte, but the actual safe values to die are 2 through 129 lives, while 130 through 257 are unsafe to die. You can roll it back into a safe range at 258 through 385 and so on.
@@DavidWonn , so, depending on the graphics board in the game, if you get a crown plus anything that is on the left side of said graphics board, it treats it as if it was one life, right?
Huh. Well, I might have misremembered about that point farming thing. I'll have to dig out my SMB Deluxe game from wherever it is and try that again. As for the double-shell thing, who knows if it's even possible with Deluxe's physics (it could be tried in *5-2 of the normal mode just to see if it would even work in the first place).
Neither can I however I have been watching some other videos as well and they show it’s about distance away from the shel once you get it stopped on a stair. Looks like lil bits at a time and keep adjusting till it goes I think. Have not succeeded yet but Maby with patience we all can get it, even this old gamer. Good luck and don’t give up, CastleVania 1 has taught me that.
It's even easier to do this 1-up trick in the Game Boy Color version, where it's more consistent and you can reliably do it even if you're small Mario. (Interestingly, if you try it in Challenge mode, the Koopa shell dies the instant your stomping combo reaches 8000 points, which makes sense, since you'd figure that they don't want you milking like a million points or something. Still, even getting up to 8000 in the combo does make it much easier to get the score medal.)
Oh, right. I guess I confused that with the 3-2 etc. shell chains. Though doesn't the Koopa still die in challenge mode after a certain number of hits, whether they're consecutive or not? (I remember one time where I intentionally broke the chain early to try to farm points, but the Koopa died very early into the next chain...) Anyway, I wonder what would happen if you could do that double-shell chain (like you did in 5*2) in Deluxe's challenge mode...
(From previous.) So, if you do the trick until the 4000 hit, then kick the shell normally for 5000, if there's a wall to the left for the shell to bounce off of and come back to you, you can then stomp it (for 100), then kick it again (for 5000 again), and keep doing that for big points fast! This can be done in at least 6-2 and 7-1 (easier in 6-2), and even playing sloppily, I achieved over 250,000 in 6-2 this way!
Just jump barely high enough to stomp the shell (no more than about 1 tile higher than the top of the shell), and once you're bouncing, no further A button pressing will affect anything until you land. It's mostly luck after that, but if the shell is positioned properly, then you should be able to sometimes get several 1-ups with one jump. It may take several tries, though.
Well, there's always an enemy starting off up there, which normally falls to the ground before you can reach him, and that enemy is normally a Goomba, but it changes into a Buzzy Beetle during the "second quest" after completing the game once.
ah yes. do u have to do that slide through the bricks to have the screen in the right position? i slid under the bricks and couldnt get to where the mushroom/flower is without exposing the part where the goomba/beetle is
It's extremely tricky to get yourself to the right side of the screen in time there. I needed tool-assistance for that one, and I did seem to need to slide through the bricks too. (The God Play video I linked to in the description apparently pulled it off without sliding through those bricks, though, but didn't show the entire trek through the beginning of 1-2, so I'm not sure exactly how it was done there. Maybe the All-Stars version of the game allowed for the player to more easily get to the right side of the screen in time, somehow.)
I was wondering, if I do a 1up trick on original Mario Bros. 1 for the NES, i can only do 99 thru 127 without issues and 128 didn't fit in signed byte and i overflow to -128, same for 129 that did not fit in signed byte and i overflowed to -127.
Yep, so if you get over 128 lives, your lives will be considered negative, and then the next time you die, the game will be over (unless you gain over 128 more lives to make them go positive again first).
Most of them should, although certain ones won't, like ones that involve turning a Spiny into a Koopa (I still don't quite understand why that can even happen). And, the ones that don't involve lots of trickery should be easier to perform on SMB Deluxe, as that game seems to be quite a bit more friendly with letting you do the trick. (However, in Score Attack mode, the shell automatically dies when you land the 8000-point stomp, to prevent excessive point-farming, though it's still very helpful to reach that 8000, of course.)
There are three ways to get 1-up. The first is getting the mushroom in certain locations (world 1-1, 1-2, 2-1, 3-1, 4-1, 6-1, 7-1, etc.), the second is doing tricks as the video shows me here, and the third one is stamping a koopa first, then touches it to make it touches eight koopas/goombas in a row (you should follow the koopa that you stamped before). It only works at world 3-2 (I don't know about 5-1 though).
+Muhammad Hidayat The levels with 1-up mushrooms that you didn't mention are 5-1, 8-1, and 8-2. Yes, you can get a 1-up from kicking a Koopa shell into eight enemies in 5-1 as well. There are two places in that level where this is possible. However, you have to be careful not to let the sprite limit interfere on the NES version, because the game won't spawn more than five enemy sprites at once, and dead enemies continue to count towards this limit until they leave the screen. So, if you move forward too fast after kicking a shell, the sprite limit may prevent a few enemies from spawning and you won't be able to get the 1-up.
I just found that kicking a koopa shell into eight enemies is also possible in 8-1 as well. However, it is too risky to do that, as there is only small space for doing that.
I had gotten over 128 lives, and since this game uses a signed one-byte integer for the lives value, that caused my lives to go negative, and if I die while my lives are negative, the game considers that a Game Over. (However, if I gain so many lives that the value becomes positive again, I can avoid getting a Game Over on my next death.)
Well, then maybe you shouldn't watch the latest Super Mario 64 TAS that beats the game in under 4½ minutes, or your jaw might fall into a parallel universe.
Well, not exactly a guide, per se, but there is this image: gamasutra.com/db_area/images/news/253377/fig03.png Basically, the graphics tiles for the lives value follow the tiles on the right half of that tilemap. So, after 0-9, you get crown 0-9 for 10-19 lives. Then, the A-Z alphabet for 20-45 lives (if you're at crown-Z lives, you have 45), and then there's all the graphics symbols after that. Hopefully that makes sense.
I'm not sure if what you're playing this on is somehow affecting it, but who knows? Just try to make sure you stomp the Koopa while it's a couple pixels away from the next step up, but not too close or too far away from that step. And, only jump just high enough to stomp the shell. If you jump way too high, it definitely won't work. And, even if you're doing everything correctly, it might take several tries before the stomping combo gets going, so just keep at it until it works. Oh, and make sure you're big Mario too, as it's far trickier to get it to work as small Mario.
How do u control this. It always hits me back I shrink or die.. Am I supposed to make one jump and he automatically continues or do I keep pressing jump
I think I'll mostly copy/paste my response to the previous person who thought this was "soooo hard"... First, make sure you're super, as it is much more tricky if you're small. Then, try to stomp the Koopa so that its shell is a few pixels away from the next step up. If it's too close, it'll pass through you on the rebound, and if it's too far away, you'll only ever get 100-point stomps because you won't keep bouncing on it. Once it's positioned properly, jump so that you only go slightly higher than the shell. If you jump too high, you'll likely only get a 100-point bounce. Even if you're jumping at proper heights, it may take multiple tries before the combo gets going, so just keep trying. And, once you've started bouncing, any further jump button inputs won't do anything, so you don't keep pressing jump. Also, this is much easier to do in the Super Mario All-Stars version, and you don't have to worry about gaining too many lives as they safely max out at 128 in that version.
I did this precisely one time, by accident, the year this game came out. I was child, and I started flipping out. Several friends were playing with me and we could believe what was happening. We never managed to pull it off again. It seems so simple now, but it was big deal to us then.
(4:11) I don't think that'll work. If I were to try to go around and jump up from below, the buzzy would fall well before I could get to it, even if I was already touching the right side of the screen.
(1:48) and (2:33) are the ones that are really interesting. (4:11) Possible alternative version: Don't break the left wall. Continue and jump up the ledge, then on top of the wall where the beetle is walking. Kick it down. Now it will be trapped between the wall and question mark block. Now stop it and go destroy the left wall etc. Try this if you want.
Also, out of curiosity, but when will we ever see a SMB2J or Super Mario Brothers Special video that will also feature the infamous "Staircase Shell Trick?" I know that it is possible in those games (though Super Mario Brothers Special, due to its weird frame rate, might make it considerably more difficult). Thanks for taking on my posts, questions, and challenges, SomeGuy712x.
Correct, in the original SMB2J the bounce rate was changed from SMB1 so that Mario is able to continuously bounce off of Koopas without falling off, but a check was also added for if Mario had stomped on any of the flying Paratroopas; if he did, the bounce rate was even higher so that he could clear very wide gaps.
The same glitch is also exploitable in World 4-1, World 5-2, and World 8-2. Also, what you did not cover in your video, SomeGuy712x, is that the Lakitu can somehow also be turned into Koopa Troopa (I remember doing this once as a child) but they will be of the green variety. However, I am not sure if this same trick is repeatable on All-Stars/Collection ports of the game. Could it also be possible to get 1UPs on the levels that I had mentioned to you if my theories are right, SomeGuy712x?
I was today years old when i realized there was more than the first location to do this trick. I had a subscription to Nintendo Power magazine and it only told about the trick in the first location.
who remembers accumulating so many lives that it turned into symbols how many lives did you have to get before they turned into symbols symbols and double symbols
please help this question is driving me crazy I would pause the game and go to school and then return to do the 1-up trick over and over to accumulated so many lives it would turn into symbols anyone see this
Starting at 10 lives, you get a crown where the tens digit would be. Starting at 20 lives, the ones digit turns into letters, from "crown-A" at 20 lives, to "crown-Z" at 45 lives. At 46 lives, you just see a crown with nothing after it, and then after that, you start to see various 8x8 graphical tiles used by the game.
Well, there's this image, which I showed in a reply to Katie Kat here in the past: gamasutra.com/db_area/images/news/253377/fig03.png Basically, the graphics tiles used for your number of lives just follow the right half of the tilemap there.
Yep. Actually, when I did that, I was wondering if all the 1-ups I had gotten up to that point would've caused my life count to go positive again (I've actually done that before, as you don't actually Game Over from life count overflow until you die), but I guess I didn't farm enough 1-ups by then. (It would've been funny to see something like "Mario x 1" right after getting a bunch of 1-ups.)
I managed to do this trick successfully before however every other time the shell would flip upside down and pass threw me. Is there a technique I’m missing?
If the shell flipped upside-down, it's likely because you stomped the Koopa while he was in the air as he was falling down a step. And then, he'd be too close to the step and then pass through (not "threw") you when you kicked him. So, you must not have been in the proper spot. Try adjusting your position if you're getting upside-down Koopas when you stomp them. You want the shell to be a few pixels away from the next step up, but not too far or too close. See if you can match the positions of where I stomped the shells in the video (doesn't have to be on the exact same steps I used, though).
I didn't know Lakitu could be turned into a koopa (How would you do that anyway? I don't think Lakitu gets close enough to any blocks...), but I doubt that'll help me perform this trick in any additional spots in 4-1, 5-2 (which has no Lakitus), or 8-2. Also, I'm not planning on doing a video like this with SMB2J or SMB Special. Sorry.
The normal trick on the ladder i can do it.. it was taught to me as well by my parents when i was young .. But this dude right here he's boss doing it .. Pretty nice gameplay by the way
*Koopa *upside-down You mean about 4 seconds in, when I stomp the first of the two Koopas on the stairs? It flipped upside-down because I stomped it while it was in midair.
Once you've started bouncing on the shell, whether or not you press A won't affect your bounce height. However, with a standard setup (like at the end of 3-1 or 7-1) which doesn't require anything fancy maneuvering, you want to hold A for long enough for you to jump maybe around half a tile higher than the top of the shell to have the best chance of the combo working. (And be aware that even when you get the combo going, it will still end eventually, most commonly after 3 or 7 1-up sound effects, at which point you'll need to jump again to get another combo going if you want even more lives.)
If you're touching the block that the shell is on, then it should only be a possible for it to hit you if you're small. If you're big, and the shell's position is too close to the next step up, then the shell may just harmlessly pass through you.
So any plan to link that playlist of glitched (and a few normal) SMB1 1up tricks that MARiO42 recently posted on the generic forum? th-cam.com/play/PLGUGIh-d5bPmhI26oVTxPsW-fyIL9VXbo.html A lot of them I wouldn't count as the usual stairs trick though, since they require additional movement during the combo.
Nuts. My video description is already practically at the limit, so I can't actually add the playlist link to it unless I remove some other text, but I'm not sure what to remove to make room for it. Well, people will still be able to see the playlist link in your comment. Also, I wasn't aware that it was possible to do that variation of the stairs trick in the first 4-2 video! Oh, and the stairs trick in the first 7-1 video was pure genius, with how it requires the glitch involving touching the axe and Bowser at the same time at the end of the previous castle!
I didn't watch all the videos (too many that were just stunning a koopa at the bottom of the screen)-- were those two the only new setups for the stairs trick?
Zeldara109 I think so. (I kind of just skimmed through the videos, mostly skipping past the ones I already knew, and the ones that involved transplanting the vine from 5-2, stunning koopas at the bottom of the screen, and spiny killing, once I figured out what those videos were showing.)
Well, those three types of 1up chains were interesting once at least, but yes, they got really repetitive, which is why I stopped watching a little in (and at first, missed the two creative setups you mentioned). I wonder if the vine glitch occurs if you run out of time, or only if you die from an enemy hit?
Zeldara109 When the player is high enough on the vine, the game automatically takes over and makes the player keep climbing up until the screen transitions, and I believe the timer stops while that's happening, so the player would need to be hit by an enemy attack (such as the 5-2 Hammer Brother's hammer) for the glitch to occur.
Hmm... Did you know that in SMB Deluxe's Challenge mode, the Koopa dies when the first 1up would be given, but you receive 10000 points instead? (I've done it in 3-1, 4-2, 5-2 near the end, 6-2, and 7-1.) Some of these tricks (that don't require playing the "hard" version of the level) could be useful for improving high scores in that game. (Not sure if the smaller screen size would make a difference regarding any of them, though.)
I did this one time I remember when I was a kid. I had heard it mentioned that it could be done somehow through a rumor I heard once but I never knew if bouncing on a shell was possible. I wasn't even trying and I did it one time and I only stopped because I was running out of time. I had so many lives I thought I'd beat the game for sure. The number of lives were letters of the alphabet as I remember it. I also remember I burned through all the lives very quickly because I thought they'd last forever. Lol. Tried to do it again but I was never able to pull it off again.
I honestly don't know if the '1up overkill' glitch was ever resolved in later versions of SMB and was wondering if you guys could help cause I don't see anyone talking about it on youtube vids. I'm a first gen. gamer ... Beat SMB when I was 8 years old like 3 months after the NES was released, and on the original, if you got over a certain amount of 1ups w/ the 1up trick, the next time you died it was game over ... like you think you're king of the world invincible, you take a drop in the bucket death laughing your ass off with the carelessness of immortality, then BAAAM! Next screen ... Game Over. So after a few tries at it trying figure out what was causing it etc., I really kinda felt out the 30 or so seconds of 1ups that it took before i would cause the '1up overkill' glitch from happening by passing this eledgid 1up limit. Anyone here know of ( or if applies ... remember ) this little issue?
I believe it's because your lives are a signed 8-bit integer, which can have a value between -128 and 127. If you collect 128 or more lives, your lives go negative. When you die, I believe the game first subtracts 1 from your lives, and then checks to see if the lives value is 0 or less. If it is, then you get a Game Over. (This check isn't done when your lives are shown between levels if you didn't die, so you can certainly keep playing with negative lives as long as you don't die.) Interestingly, if you collect over 256 lives, enough for the value to be positive again after you die, you won't Game Over (I've done that before). Also, I think if your lives are exactly -128 upon dying (meaning you overshot the highest positive number of 127 by just 1), it'll "drop" back to positive 127, and you'll still be in the game. So, 128 is essentially the maximum. (Interestingly, the cap on lives in the All-Stars versions of SMB and The Lost Levels is exactly 128, but you can't go over that and Game Over in those versions, so feel free to go nuts in All-Stars.)
Captain Southbird I haven't had to study binary or ascii stuff in a very long time lol. My primary area of work with software is with server scrips and SQL query databases. I'll have to deal with floating point vars alot but no messing with bits directly like that. What guy said makes sense though.
+ivan reid Ah. After you beat the game once, you can replay the game on the "second quest", where many enemies move faster, and all Goombas turn into Buzzy Beetles.
You have to jump from the ground to the right height, but once you're properly bouncing off of the shell, you don't have to press the A button anymore until you land (and pressing A in midair after you start bouncing won't actually affect anything).
SomeGuy712x Thanks I just did it and it would jump continuously for a little bit, then would stop and I'd have to start again. I ended up with a lot of lives but it uses weird symbols to display them when you get over a certain amount and I couldn't tell how many I had lol
***** One thing is funny though, you end up with a LOT more lives that it looks like you're getting, like your will see the 1 UP and hear the alert like 4 times but you will have like 40 lives.
Dude u deserve a gamer Salute...seriously those are crazy skills u got. you shud do more with other games as well and post them, in no time ull b famous bro. once agn...thank u
The "Hard Mode" is the same thing as the "Star Mode" on the Super Mario All-Stars ports (including the Super Mario All-Stars/Super Mario World) ports for the SNES and Wii if you want to know what it is, sir. However, unlike its NES, FDS, GBA, Wii Virtual Console, and 3DS counterparts, you do not start off at the title screen and you simply press start and there you are all over again.
After you beat the game, if you start a new game without powering off, it'll be in "second quest" mode, which turns all Goombas into Buzzy Beetles (along with doing other things like making enemies faster and shortening the length of moving platforms).
Yeah, the game stores your lives as a signed single-byte integer, which has a range of -128 to 127. If you collect more than 127 lives, then the game will think your lives are negative, and then you'll get a Game Over the next time you die (unless you collect so many lives that they go positive again). Oh, and Super Mario All-Stars doesn't have this issue, and will just hard cap your lives at 128 instead, so you don't have to worry about a sudden Game Over after gaining tons of 1-ups there.
Okay, I just tried this on my SMB Deluxe game, and it doesn't work the way I previously said before. The game keeps track of how many times you stomp the koopa on the stairs using the trick, whether or not you land to break the combo. So, if you land after the 4000 hit, the next hit will be 5000 anyway, and as soon as the 8000 hit occurs, the koopa dies. However, the next value in the combo will also be given to you if you just kick the shell normally, but without incrementing the combo. (Cont.)
Try to stomp the Koopa when it's a few pixels away from the next step up, like how I positioned it in the video. If it's too close to the next step, it'll pass through you on the rebound for some reason. And, if it's too far away from the next step, you'll only ever get 100 points per jump and won't get the combo rolling. Once the Koopa is positioned properly, try to jump only barely higher than the shell, in order to get the combo going. If you jump way too high, you'll likely only get a 100-point stomp and that's it. Even if you do jump at the proper height, it may take a few tries before the combo really gets going, so don't give up. Oh, and the combo will eventually end after a while anyway (often after you hear 3 or 7 1-up sound effects). This is normal, and then you can try jumping again when that happens to go for another combo. Oh, and make sure you're big when you do this. Small Mario has a harder time getting the combo started, and is highly likely to die if you screw up.
Why isn't it working when I try it? I do it exactly like in the video, but it does not work. I have literally tried it hundreds of times, but nothing. I jump on the shell, it bounces at the wall and gets stopped, but I do not bounce back up to hit it again, the score never goes over 100.
+Schwarzer Ritter There's two possibilities I can think of: -The shell is a bit too far away from the next step up. (The edge of it should be only about 1/4 of a tile away for best results. If it's too far away, you'll never get more than 100 per jump.) -You're jumping too high. (Try to only hold the A button just long enough for you to barely clear the shell and start stomping it to have the best chance of this working. If you jump more than 1 tile higher than the shell, you'll likely only get 100 for that jump.)
+Schwarzer Ritter You must be doing something wrong, then. Or you're just ultra unlucky. Sometimes it takes me several tries to get the 1-ups to start coming, even with everything positioned right, but I usually get it within a minute. BTW, if you try this on the Super Mario All-Stars version, you'll be much more likely to succeed, since Mario bounces slightly higher off of stomped enemies in that version. (Also, you won't have to worry about a sudden Game Over, since the lives properly cap at 128 in All-Stars, instead of rolling over and going negative.)
When you hit a block that a Spiny is on near the left edge of the screen (like at 2:01), for some reason, there's a chance the Spiny will turn into a Koopa. I have no idea why.
The end of 6-1 BLEW MY MIND!!! I’ve been playing this since kindergarten and never knew the spiky turtles turned into regular turtles like that!
It is a weird glitch, and I'm still not entirely sure why that even happens. I think I had heard an explanation on it at one point, but I've forgotten the details.
3:45 Damn, that was smooth.
B.L. Alexander made it look easy. It’s not. Lol
Nani
If Jackie chan is Mario...
@@stephaniemajors7697 yeah. Duh
I probably would of died
Unbelievable. Ever since I was like 6 years old I knew about the 1st location shown in the video. Guess I never even thought to try it anywhere else in the game
Ryan Heckma
Yeah, me either..I thought unlimited lives can only obtain in worl 3-1 👍
@@Dapiramdstv I played this game so many times throughout the years and thought about trying this turtle trick every time I seen a turtle with stairs, but never tried it. I just recently thought about it again and tried it near the end of 6-2 and it worked. Was very surprised. I quickly checked here on youtube to see if anyone else new this and came across this video. Very surprised. :-)
@@Dapiramdstv Wowow that’s exactly what I thought too. I’ve been in a speed run and save the princess but I never knew the other spots to get the extra men
4:52 - 5:20 Now that is creative!
This person has mad skills
You want mad skills, look up mario speedrunners. A runner named Somewes just beat the game in 4 minutes and 55.796 seconds
@Ultracloud Bro ik, I've made some before
Major
Read the description
So do I.
Dude, that 1UP trick at 6:49 is SICK! BRAVO!
I've never seen anyone this skillful play. Wow.
I remember waaaaay back in the day before there was such a thing as the Super Nintendo, we had the mario bros/duck hunt combo and my mom figured this trick out probably in the late 80's/early 90's and she would leave the Nintendo on all night just to get all the extra lives and the dog ran by and caught his legs on the remote wire and ripped the Nintendo off of the tv stand and completely reset all of her progress, boy she was MMMAAAAADDDDD
Ryan Dufour I just laughed so hard reading this. Thank you random stranger for this laugh
Do you have a picture of the dog?
flarn2006 that dog has been dead for AT LEAST 25 years...
rasyblub31 there is a button labeled 'start' if you press it, this will actually pause the game.. weird..
flarn2006 o
I love how the lives turn into shapes and symbols when you get high enough. Brings back memories. 99 lives is a new thing.
It can also cause a new problem in the original NES release: 128 or more lives means an instant Game Over the next time you die, as anything ranging from $80 to $FF is considered out of bounds. Losing your last life normally will deplete $075A from $00 (1 life) to $FF, which then triggers the Game Over mode.
I'm 36 and in the early 90s I watched two of my playmates do this trick in world 3. I still couldn't do it but I didn't know that you could do this trick in other worlds. You're my master now!
場所によって土管やブロックの間隔が狭い所がありますよね。そこにノコノコやメットなどを踏んで蹴るとブンブンブンと音をたててタイムアップまでずっと左右に行ったり来たりするのがおもしろくてそこの場所に来た時は必ずやってました。笑
6:42 double 1UPs
lol
the funniest part is watching Mario jumping up and down right before it
Have my
15 year old grandson playing this lol
HyperTT LOL
How in d hell did he do double 1upz?!??
トゲゾーは上からは踏めないけど、下のブロックからつつくと赤のノコノコに変わるのですね。初めて知りました。あと以前、親戚の叔父さんが「連続1UPであんなにノコノコを蹴飛ばしていたら、亀の甲羅が割れて中身が飛び出すのでは」と言っていたのを思い出しました。笑
Thanks for the help. Now I know there's more than world 3-1's world to get 1-ups tricks. I'll try it one by one.
That was a good ending for VIDEO.
Getting those 1 UPS then taken out by BULLET BILL.
Actually, when doing this 1-up trick in Deluxe's challenge mode, the koopa dies on the "8000" hit, but I think if you hit the ground after the "4000" hit, and then jump on it just once at a time, you can keep getting "5000"s without killing the thing if I recall correctly. (Incidentally, you get 10,000 on what would be the "1-up" hit when you're kicking a koopa into other enemies (like in 3-2 and 5-1) in challenge mode.)
I know this trick from a very long time it happened to me by mistake but I knew about only one place on level 3 but this guy is insane
In Super Mario All-Stars, this issue was fixed so that you can't get more than 128 lives.
In BASIC language:
10 A = PEEK(1882) + 1 ; increase $075A by one
20 LET A = PEEK(1882) ; then check $075A to see how many lives we currently have
30 FOR A = 0 TO 128 ; do we have more than 128 lives?
40 IF A < 128 THEN 60 ELSE 50 ; if not, end this routine
50 LET A = 127 ; otherwise set A = 127
60 END
But the economical way involves using BPL to see if we have more than 128 lives...
10 A = PEEK(1882) + 1 ; increase $075A by one
20 LET A = PEEK(1882) ; then check $075A to see how many lives we currently have
30 IF PEEK(1882) = > 0 THEN 50 ELSE 40 ; has the N flag been set? If not, exit.
40 A = PEEK(1882) - 1 ; decrease $075A by one if N flag is set
50 END
Ah, okay. I already knew it capped at 128 lives in All-Stars, but it's interesting to see the BASIC code there.
@@SomeGuy712x Thank you.
The one in 4-2 is extremely hard to get because of the timing. If you go too slow, the buzzy beetle will already be off the steps and onto the floor. But, if you go too fast, you'll be in the wrong spot and it won't work. How you timed it just right is remarkable. I've never been able to time it right.
As for the 1-UP tricks in Worlds 5 & 6...I think you were very lucky. They never worked for me. And, I didn't know there were two coins (one above the other) in the middle of 6-1.
3-1 and 7-1 were the only two levels I was able to do this trick with. I had no success with any of the other levels you showed in this video. You are an expert at this game.
07:10 I guess you didn't get enough lives
LOL
:DDDDDDDD
@@bilmenegerekyok2560 :DDDDDDDDDDD
The number of lives are actually stored in a signed byte. I determined back in the 90s that you can safely die when you have 2 through 129 lives. If you have 130 through 257 lives, then dying ends the game. Once you get to 258 through 385 lives, you can safely die once again, and so on.
In a nutshell, the game stores your total number of lives minus 2 into a signed byte, and if you die when it underflows or overflows to negative, your game ends. If you successfully manage to roll it back up to a safe positive value, then dying becomes safe once more.
@@enn013-standard 128.
Do you have any videos demonstrating this trick on the arcade version “Vs. Super Mario Bros.”
I know there’s a few areas it can be done on in that version. I was able to do it on World 6-1 at the end where the long staircase is before the flagpole by jumping on the Koopa Paratroopa. On the Vs. Super Mario Bros. version you only get one 1up and each bounce afterwards awards 8,000 points so you have to wait till you stop bouncing to do it again to get more extra lives. It’s a quite tedious process but you definitely rack up your score very quickly.
Yeah, Vs. Super Mario Bros. tries to severely limit this trick, removing the Koopas/Buzzies from the most obvious staircase spots like at the end of 3-1 and 7-1, but it can certainly be done using the Parakoopa on the final staircase in 5-2. I've rolled over the score before by doing the trick repeatedly there.
And no, I don't have videos of Vs. Super Mario Bros., as I only recorded the regular NES version.
Wow, I had no idea there were so many locations, super cool video thanks for your efforts
The ending was the must funniest part :D
Many 1up times, and only 1 time death, but game over... :)))
ChazCaro That's a glitch due to a signed integer overflow.
if you get too much it just resets
128 won't fit
The 2019 Minnesota Twins season so far... In case you all did not get my reference, every time that the Twins score a run, and/or home run, of any sort at Target Field, they play the SMB 1UP sound, and since they are the current MLB best team, as well as the one that has scored the most runs so far, I said my comment.
Ran across your comment while watching the Twins battle Boston in the bottom of the 14th inning. This 2019 team is fun to watch.
Unfortunately, the Twins seem to have had a recent collapse, with the Indians overtaking them at this moment. This has definitely angered one of my Steam friends, who is from Minnesota and is of course a Twins fan.
@@SomeGuy712x , that has changed since then, with some new acquisitions and their stars getting off of the injured reserve list...also, three home runs were made tonight (August 20, 2019), which puts their count to 244 so far...only 23 more home runs to get in 36 to tie the record that was made by the New York Yankees last year, and then they can get as many as they wish afterward.
@@ryanduray1 , yes they are, sir. The Twins have scared the Yankees as well this year in a similar fashion.
They got it, but so did the Yankees that year. Wow, that was a good season.
I have played this game many times over the years and have known about the 1up trick. Some of the other areas in the game surprises me for the most part of it.
In this game, if you acquire over 128 lives, the life count actually goes negative (due to being a signed 8-bit integer), and if it's still negative (or zero) after you die once, you get a Game Over.
As for the life count display, if you have 10 or more, it shows a crown where the tens digit would normally be. For 10 through 19, it'll show crown-0 through crown-9. For 20 through 45, it'll show crown-A through crown-Z. After that, you start getting various game graphics for the ones digit.
You have the concept right with overflowing a signed byte, but the actual safe values to die are 2 through 129 lives, while 130 through 257 are unsafe to die. You can roll it back into a safe range at 258 through 385 and so on.
@@DavidWonn , so, depending on the graphics board in the game, if you get a crown plus anything that is on the left side of said graphics board, it treats it as if it was one life, right?
I learned this trick back in '88 when we got our 1st NES😎
Huh. Well, I might have misremembered about that point farming thing. I'll have to dig out my SMB Deluxe game from wherever it is and try that again.
As for the double-shell thing, who knows if it's even possible with Deluxe's physics (it could be tried in *5-2 of the normal mode just to see if it would even work in the first place).
I can go all 32 levels without dying, know every single hidden green mushroom but for the life of me don't know how to pull this off right smh
Mark Guerrero It pisses me off that I've NEVER successfully pulled this trick off or gotten to the minus world! 😣😡
DUDE ME TOO MAN!!!!!!
I can do that too, keeping my fire power in all 32 levels, without shrinking.
Same. I think you have to keep pressing the jump button.
Neither can I however I have been watching some other videos as well and they show it’s about distance away from the shel once you get it stopped on a stair. Looks like lil bits at a time and keep adjusting till it goes I think. Have not succeeded yet but Maby with patience we all can get it, even this old gamer. Good luck and don’t give up, CastleVania 1 has taught me that.
The nostalgia. lol
7:05 that is funny😂😂
Ah man, I still do this on my gameboy color version of this game. I can't believe it still works (my game and system, that is.)
It's even easier to do this 1-up trick in the Game Boy Color version, where it's more consistent and you can reliably do it even if you're small Mario. (Interestingly, if you try it in Challenge mode, the Koopa shell dies the instant your stomping combo reaches 8000 points, which makes sense, since you'd figure that they don't want you milking like a million points or something. Still, even getting up to 8000 in the combo does make it much easier to get the score medal.)
It even works more consistently in Super Mario All-Stars.
Oh, right. I guess I confused that with the 3-2 etc. shell chains.
Though doesn't the Koopa still die in challenge mode after a certain number of hits, whether they're consecutive or not? (I remember one time where I intentionally broke the chain early to try to farm points, but the Koopa died very early into the next chain...)
Anyway, I wonder what would happen if you could do that double-shell chain (like you did in 5*2) in Deluxe's challenge mode...
Do we need to hold the jump button while hopping on the shell to make it work?
Nope. Once you're bouncing, the jump button has no effect on how long the combo lasts before the game makes you land.
(From previous.) So, if you do the trick until the 4000 hit, then kick the shell normally for 5000, if there's a wall to the left for the shell to bounce off of and come back to you, you can then stomp it (for 100), then kick it again (for 5000 again), and keep doing that for big points fast! This can be done in at least 6-2 and 7-1 (easier in 6-2), and even playing sloppily, I achieved over 250,000 in 6-2 this way!
Do I have to keep jumping for these to work? or need to just practice?
Just jump barely high enough to stomp the shell (no more than about 1 tile higher than the top of the shell), and once you're bouncing, no further A button pressing will affect anything until you land. It's mostly luck after that, but if the shell is positioned properly, then you should be able to sometimes get several 1-ups with one jump. It may take several tries, though.
i cant believe i went through life not knowing this trick existed
I could watch this all day.
dude! that was amazing. my favorite part is ur duck and slide mastery of 1-2 at around 4:56 i never knew thrre was a buzzy beetle up there
Well, there's always an enemy starting off up there, which normally falls to the ground before you can reach him, and that enemy is normally a Goomba, but it changes into a Buzzy Beetle during the "second quest" after completing the game once.
ah yes. do u have to do that slide through the bricks to have the screen in the right position? i slid under the bricks and couldnt get to where the mushroom/flower is without exposing the part where the goomba/beetle is
It's extremely tricky to get yourself to the right side of the screen in time there. I needed tool-assistance for that one, and I did seem to need to slide through the bricks too.
(The God Play video I linked to in the description apparently pulled it off without sliding through those bricks, though, but didn't show the entire trek through the beginning of 1-2, so I'm not sure exactly how it was done there. Maybe the All-Stars version of the game allowed for the player to more easily get to the right side of the screen in time, somehow.)
This is amazing :D thanks the only one i did before was World 3-1
I was wondering, if I do a 1up trick on original Mario Bros. 1 for the NES, i can only do 99 thru 127 without issues and 128 didn't fit in signed byte and i overflow to -128, same for 129 that did not fit in signed byte and i overflowed to -127.
Yep, so if you get over 128 lives, your lives will be considered negative, and then the next time you die, the game will be over (unless you gain over 128 more lives to make them go positive again first).
Do these work on the deluxe version?
Most of them should, although certain ones won't, like ones that involve turning a Spiny into a Koopa (I still don't quite understand why that can even happen). And, the ones that don't involve lots of trickery should be easier to perform on SMB Deluxe, as that game seems to be quite a bit more friendly with letting you do the trick.
(However, in Score Attack mode, the shell automatically dies when you land the 8000-point stomp, to prevent excessive point-farming, though it's still very helpful to reach that 8000, of course.)
Thank you.
There are three ways to get 1-up. The first is getting the mushroom in certain locations (world 1-1, 1-2, 2-1, 3-1, 4-1, 6-1, 7-1, etc.), the second is doing tricks as the video shows me here, and the third one is stamping a koopa first, then touches it to make it touches eight koopas/goombas in a row (you should follow the koopa that you stamped before). It only works at world 3-2 (I don't know about 5-1 though).
+Muhammad Hidayat
The levels with 1-up mushrooms that you didn't mention are 5-1, 8-1, and 8-2.
Yes, you can get a 1-up from kicking a Koopa shell into eight enemies in 5-1 as well. There are two places in that level where this is possible. However, you have to be careful not to let the sprite limit interfere on the NES version, because the game won't spawn more than five enemy sprites at once, and dead enemies continue to count towards this limit until they leave the screen. So, if you move forward too fast after kicking a shell, the sprite limit may prevent a few enemies from spawning and you won't be able to get the 1-up.
+SomeGuy712x Oh, okay. I get it now. Thank you for additional information. :)
I just found that kicking a koopa shell into eight enemies is also possible in 8-1 as well. However, it is too risky to do that, as there is only small space for doing that.
SomeGuy712x.... There is also a 1up at 7-1
You can also get infinite lives in 4-2, 6-2 and 7-1.
I was 8 years old the first time I saw someone accomplish one of these. Seemed like magic
I've been playing mario all stars in the Wii... And I thought, heck, let's see if this still works. And it does!
Even better, it's much easier to do on All-Stars, and there's no risk of Game Over from overflowing your lives since they're hard capped at 128.
Works on Switch!
7:12 Where'd that game over come from?
I had gotten over 128 lives, and since this game uses a signed one-byte integer for the lives value, that caused my lives to go negative, and if I die while my lives are negative, the game considers that a Game Over. (However, if I gain so many lives that the value becomes positive again, I can avoid getting a Game Over on my next death.)
My jaw is approaching Earth's core right now.
Well, then maybe you shouldn't watch the latest Super Mario 64 TAS that beats the game in under 4½ minutes, or your jaw might fall into a parallel universe.
SomeGuy712x lmao
a true master of the game. able to pull this everywhere
Just keep in mind that I used tool-assistance for a bunch of these, and did not actually perform them all fairly in real time.
くだらない疑問ですが、マリオにやられたり、谷底に落ちて画面から消えた敵キャラの死体はその後どうなるのでしょうね? 谷底にはノコノコやメットの死体が山積みになっているのでしょうかね。苦笑
Do know if there is a guide to interpret the symbols into numbers
Well, not exactly a guide, per se, but there is this image:
gamasutra.com/db_area/images/news/253377/fig03.png
Basically, the graphics tiles for the lives value follow the tiles on the right half of that tilemap. So, after 0-9, you get crown 0-9 for 10-19 lives. Then, the A-Z alphabet for 20-45 lives (if you're at crown-Z lives, you have 45), and then there's all the graphics symbols after that. Hopefully that makes sense.
Is there some trick to the jump? Playing on my Anbernic RG350 and I just cannot get this to work!
I'm not sure if what you're playing this on is somehow affecting it, but who knows? Just try to make sure you stomp the Koopa while it's a couple pixels away from the next step up, but not too close or too far away from that step. And, only jump just high enough to stomp the shell. If you jump way too high, it definitely won't work.
And, even if you're doing everything correctly, it might take several tries before the stomping combo gets going, so just keep at it until it works. Oh, and make sure you're big Mario too, as it's far trickier to get it to work as small Mario.
How do u control this. It always hits me back I shrink or die.. Am I supposed to make one jump and he automatically continues or do I keep pressing jump
I think I'll mostly copy/paste my response to the previous person who thought this was "soooo hard"...
First, make sure you're super, as it is much more tricky if you're small. Then, try to stomp the Koopa so that its shell is a few pixels away from the next step up. If it's too close, it'll pass through you on the rebound, and if it's too far away, you'll only ever get 100-point stomps because you won't keep bouncing on it.
Once it's positioned properly, jump so that you only go slightly higher than the shell. If you jump too high, you'll likely only get a 100-point bounce. Even if you're jumping at proper heights, it may take multiple tries before the combo gets going, so just keep trying. And, once you've started bouncing, any further jump button inputs won't do anything, so you don't keep pressing jump.
Also, this is much easier to do in the Super Mario All-Stars version, and you don't have to worry about gaining too many lives as they safely max out at 128 in that version.
@@SomeGuy712x I love that you made the effort to reply. Thanks a bunch I'm going to keep trying till I get it 👍☺️
I did this precisely one time, by accident, the year this game came out. I was child, and I started flipping out. Several friends were playing with me and we could believe what was happening. We never managed to pull it off again. It seems so simple now, but it was big deal to us then.
You have complete mastery of this game.
(4:11) I don't think that'll work. If I were to try to go around and jump up from below, the buzzy would fall well before I could get to it, even if I was already touching the right side of the screen.
4:11
(1:48) and (2:33) are the ones that are really interesting.
(4:11) Possible alternative version: Don't break the left wall. Continue and jump up the ledge, then on top of the wall where the beetle is walking. Kick it down. Now it will be trapped between the wall and question mark block. Now stop it and go destroy the left wall etc. Try this if you want.
Also, out of curiosity, but when will we ever see a SMB2J or Super Mario Brothers Special video that will also feature the infamous "Staircase Shell Trick?" I know that it is possible in those games (though Super Mario Brothers Special, due to its weird frame rate, might make it considerably more difficult). Thanks for taking on my posts, questions, and challenges, SomeGuy712x.
Correct, in the original SMB2J the bounce rate was changed from SMB1 so that Mario is able to continuously bounce off of Koopas without falling off, but a check was also added for if Mario had stomped on any of the flying Paratroopas; if he did, the bounce rate was even higher so that he could clear very wide gaps.
Superb video, i had never seen in my life it is my childhood game
The same glitch is also exploitable in World 4-1, World 5-2, and World 8-2. Also, what you did not cover in your video, SomeGuy712x, is that the Lakitu can somehow also be turned into Koopa Troopa (I remember doing this once as a child) but they will be of the green variety. However, I am not sure if this same trick is repeatable on All-Stars/Collection ports of the game. Could it also be possible to get 1UPs on the levels that I had mentioned to you if my theories are right, SomeGuy712x?
When you keep doing this. little bitmap images flash by. anyone know what that image makes or is it random?
I'm not sure what bitmap images you're referring to, but I'm not seeing anything out of the ordinary here. When exactly is it happening for you?
very nice video, specially from 10 years ago
Thanks!
I was today years old when i realized there was more than the first location to do this trick. I had a subscription to Nintendo Power magazine and it only told about the trick in the first location.
Thanx now I get it. What does the boss look like on the first "quest" and the second "quest"?
who remembers accumulating so many lives that it turned into symbols how many lives did you have to get before they turned into symbols symbols and double symbols
please help this question is driving me crazy I would pause the game and go to school and then return to do the 1-up trick over and over to accumulated so many lives it would turn into symbols anyone see this
Michael Twofeather around 10 OR 100
Starting at 10 lives, you get a crown where the tens digit would be. Starting at 20 lives, the ones digit turns into letters, from "crown-A" at 20 lives, to "crown-Z" at 45 lives. At 46 lives, you just see a crown with nothing after it, and then after that, you start to see various 8x8 graphical tiles used by the game.
SomeGuy712x I remember that, but because search engines are flooded, I can't find any images of that.
Well, there's this image, which I showed in a reply to Katie Kat here in the past:
gamasutra.com/db_area/images/news/253377/fig03.png
Basically, the graphics tiles used for your number of lives just follow the right half of the tilemap there.
holy schnikes that's the best game play I have ever seen.
Yep. Actually, when I did that, I was wondering if all the 1-ups I had gotten up to that point would've caused my life count to go positive again (I've actually done that before, as you don't actually Game Over from life count overflow until you die), but I guess I didn't farm enough 1-ups by then. (It would've been funny to see something like "Mario x 1" right after getting a bunch of 1-ups.)
3:45 so awesome
I managed to do this trick successfully before however every other time the shell would flip upside down and pass threw me. Is there a technique I’m missing?
If the shell flipped upside-down, it's likely because you stomped the Koopa while he was in the air as he was falling down a step. And then, he'd be too close to the step and then pass through (not "threw") you when you kicked him. So, you must not have been in the proper spot. Try adjusting your position if you're getting upside-down Koopas when you stomp them.
You want the shell to be a few pixels away from the next step up, but not too far or too close. See if you can match the positions of where I stomped the shells in the video (doesn't have to be on the exact same steps I used, though).
I didn't know Lakitu could be turned into a koopa (How would you do that anyway? I don't think Lakitu gets close enough to any blocks...), but I doubt that'll help me perform this trick in any additional spots in 4-1, 5-2 (which has no Lakitus), or 8-2. Also, I'm not planning on doing a video like this with SMB2J or SMB Special. Sorry.
The normal trick on the ladder i can do it.. it was taught to me as well by my parents when i was young ..
But this dude right here he's boss doing it ..
Pretty nice gameplay by the way
there's a koppa uside down when the video started
can you find it?
*Koopa *upside-down
You mean about 4 seconds in, when I stomp the first of the two Koopas on the stairs? It flipped upside-down because I stomped it while it was in midair.
wait so do you tap the A button really fast or just hold the A button?
Once you've started bouncing on the shell, whether or not you press A won't affect your bounce height. However, with a standard setup (like at the end of 3-1 or 7-1) which doesn't require anything fancy maneuvering, you want to hold A for long enough for you to jump maybe around half a tile higher than the top of the shell to have the best chance of the combo working. (And be aware that even when you get the combo going, it will still end eventually, most commonly after 3 or 7 1-up sound effects, at which point you'll need to jump again to get another combo going if you want even more lives.)
I always wondered where you're supossed to do that "legally"
Does that also include the Lakitu or Spiny coversion into a Koopa Troopa trick as well, SomeGuy712x?
So you gotta get em right on the edge of the block? It comes back and hits me when i try
If you're touching the block that the shell is on, then it should only be a possible for it to hit you if you're small. If you're big, and the shell's position is too close to the next step up, then the shell may just harmlessly pass through you.
So any plan to link that playlist of glitched (and a few normal) SMB1 1up tricks that MARiO42 recently posted on the generic forum?
th-cam.com/play/PLGUGIh-d5bPmhI26oVTxPsW-fyIL9VXbo.html
A lot of them I wouldn't count as the usual stairs trick though, since they require additional movement during the combo.
Nuts. My video description is already practically at the limit, so I can't actually add the playlist link to it unless I remove some other text, but I'm not sure what to remove to make room for it. Well, people will still be able to see the playlist link in your comment.
Also, I wasn't aware that it was possible to do that variation of the stairs trick in the first 4-2 video! Oh, and the stairs trick in the first 7-1 video was pure genius, with how it requires the glitch involving touching the axe and Bowser at the same time at the end of the previous castle!
I didn't watch all the videos (too many that were just stunning a koopa at the bottom of the screen)-- were those two the only new setups for the stairs trick?
Zeldara109
I think so.
(I kind of just skimmed through the videos, mostly skipping past the ones I already knew, and the ones that involved transplanting the vine from 5-2, stunning koopas at the bottom of the screen, and spiny killing, once I figured out what those videos were showing.)
Well, those three types of 1up chains were interesting once at least, but yes, they got really repetitive, which is why I stopped watching a little in (and at first, missed the two creative setups you mentioned).
I wonder if the vine glitch occurs if you run out of time, or only if you die from an enemy hit?
Zeldara109
When the player is high enough on the vine, the game automatically takes over and makes the player keep climbing up until the screen transitions, and I believe the timer stops while that's happening, so the player would need to be hit by an enemy attack (such as the 5-2 Hammer Brother's hammer) for the glitch to occur.
2:48-Crazy, crazy...
The one up grand master. The location grand master for the one up trick.
Hmm... Did you know that in SMB Deluxe's Challenge mode, the Koopa dies when the first 1up would be given, but you receive 10000 points instead? (I've done it in 3-1, 4-2, 5-2 near the end, 6-2, and 7-1.)
Some of these tricks (that don't require playing the "hard" version of the level) could be useful for improving high scores in that game. (Not sure if the smaller screen size would make a difference regarding any of them, though.)
板チョコ状のブロックは壊せないけどレンガ状のブロックはマリオは壊せますよね。ブロックが壊れたとき破片が四方に飛び散るのってよくできてますよね。
I always knew about 3-1 and it made sense that it would work on any level with a koopa coming down the stairs but never tried it anywhere else
I did this one time I remember when I was a kid. I had heard it mentioned that it could be done somehow through a rumor I heard once but I never knew if bouncing on a shell was possible. I wasn't even trying and I did it one time and I only stopped because I was running out of time. I had so many lives I thought I'd beat the game for sure. The number of lives were letters of the alphabet as I remember it. I also remember I burned through all the lives very quickly because I thought they'd last forever. Lol. Tried to do it again but I was never able to pull it off again.
Can you please explain how the life system worked in this game. All I know is that in the Deluxe version for the GBC, the maximum is 127
I honestly don't know if the '1up overkill' glitch was ever resolved in later versions of SMB and was wondering if you guys could help cause I don't see anyone talking about it on youtube vids.
I'm a first gen. gamer ... Beat SMB when I was 8 years old like 3 months after the NES was released, and on the original, if you got over a certain amount of 1ups w/ the 1up trick, the next time you died it was game over ... like you think you're king of the world invincible, you take a drop in the bucket death laughing your ass off with the carelessness of immortality, then BAAAM! Next screen ... Game Over.
So after a few tries at it trying figure out what was causing it etc., I really kinda felt out the 30 or so seconds of 1ups that it took before i would cause the '1up overkill' glitch from happening by passing this eledgid 1up limit. Anyone here know of ( or if applies ... remember ) this little issue?
I believe it's because your lives are a signed 8-bit integer, which can have a value between -128 and 127. If you collect 128 or more lives, your lives go negative. When you die, I believe the game first subtracts 1 from your lives, and then checks to see if the lives value is 0 or less. If it is, then you get a Game Over. (This check isn't done when your lives are shown between levels if you didn't die, so you can certainly keep playing with negative lives as long as you don't die.)
Interestingly, if you collect over 256 lives, enough for the value to be positive again after you die, you won't Game Over (I've done that before). Also, I think if your lives are exactly -128 upon dying (meaning you overshot the highest positive number of 127 by just 1), it'll "drop" back to positive 127, and you'll still be in the game. So, 128 is essentially the maximum. (Interestingly, the cap on lives in the All-Stars versions of SMB and The Lost Levels is exactly 128, but you can't go over that and Game Over in those versions, so feel free to go nuts in All-Stars.)
SomeGuy712x Your reply is technically accurate, but I wonder if kyzer cube has any idea about bit widths and signing in integers. :)
Captain Southbird I haven't had to study binary or ascii stuff in a very long time lol. My primary area of work with software is with server scrips and SQL query databases. I'll have to deal with floating point vars alot but no messing with bits directly like that.
What guy said makes sense though.
This video is just sublime.
how do you get the black things
+jorge e arellano
What black things?
+SomeGuy712x the buzzy beetles I think
+ivan reid
Ah. After you beat the game once, you can replay the game on the "second quest", where many enemies move faster, and all Goombas turn into Buzzy Beetles.
I wasted so much of my childhood without knowing about this.
Do you have to jump or does it doe it itself?
You have to jump from the ground to the right height, but once you're properly bouncing off of the shell, you don't have to press the A button anymore until you land (and pressing A in midair after you start bouncing won't actually affect anything).
SomeGuy712x Thanks I just did it and it would jump continuously for a little bit, then would stop and I'd have to start again. I ended up with a lot of lives but it uses weird symbols to display them when you get over a certain amount and I couldn't tell how many I had lol
I just found out though, don't get too many extra lives, if you do you will get a Game Over the next time you lose.
***** One thing is funny though, you end up with a LOT more lives that it looks like you're getting, like your will see the 1 UP and hear the alert like 4 times but you will have like 40 lives.
Dude u deserve a gamer Salute...seriously those are crazy skills u got. you shud do more with other games as well and post them, in no time ull b famous bro. once agn...thank u
The "Hard Mode" is the same thing as the "Star Mode" on the Super Mario All-Stars ports (including the Super Mario All-Stars/Super Mario World) ports for the SNES and Wii if you want to know what it is, sir. However, unlike its NES, FDS, GBA, Wii Virtual Console, and 3DS counterparts, you do not start off at the title screen and you simply press start and there you are all over again.
How did you get buzzy beetles in 1-2?
After you beat the game, if you start a new game without powering off, it'll be in "second quest" mode, which turns all Goombas into Buzzy Beetles (along with doing other things like making enemies faster and shortening the length of moving platforms).
@@SomeGuy712x oh wow, thank you for the fast reply!!!!
So you got multiple 1-Ups right before you fell in that hole at the end, yet still Game Over'd?
Yeah, the game stores your lives as a signed single-byte integer, which has a range of -128 to 127. If you collect more than 127 lives, then the game will think your lives are negative, and then you'll get a Game Over the next time you die (unless you collect so many lives that they go positive again).
Oh, and Super Mario All-Stars doesn't have this issue, and will just hard cap your lives at 128 instead, so you don't have to worry about a sudden Game Over after gaining tons of 1-ups there.
@@SomeGuy712x Ah. It's a technical limitation.
this is a thing of beauty
Okay, I just tried this on my SMB Deluxe game, and it doesn't work the way I previously said before. The game keeps track of how many times you stomp the koopa on the stairs using the trick, whether or not you land to break the combo. So, if you land after the 4000 hit, the next hit will be 5000 anyway, and as soon as the 8000 hit occurs, the koopa dies. However, the next value in the combo will also be given to you if you just kick the shell normally, but without incrementing the combo. (Cont.)
Super Mario Gangsta.
It's soooo frustrating. I keep getting to the 3-1 world part on the stairs but can't get it right...I've come close though....
how do you do that 3-1 i just cant do it
Try to stomp the Koopa when it's a few pixels away from the next step up, like how I positioned it in the video. If it's too close to the next step, it'll pass through you on the rebound for some reason. And, if it's too far away from the next step, you'll only ever get 100 points per jump and won't get the combo rolling.
Once the Koopa is positioned properly, try to jump only barely higher than the shell, in order to get the combo going. If you jump way too high, you'll likely only get a 100-point stomp and that's it. Even if you do jump at the proper height, it may take a few tries before the combo really gets going, so don't give up. Oh, and the combo will eventually end after a while anyway (often after you hear 3 or 7 1-up sound effects). This is normal, and then you can try jumping again when that happens to go for another combo.
Oh, and make sure you're big when you do this. Small Mario has a harder time getting the combo started, and is highly likely to die if you screw up.
do you just hold the jump button?
Nope. Once you start bouncing, no further A inputs will do anything here.
Why isn't it working when I try it?
I do it exactly like in the video, but it does not work. I have literally tried it hundreds of times, but nothing.
I jump on the shell, it bounces at the wall and gets stopped, but I do not bounce back up to hit it again, the score never goes over 100.
+Schwarzer Ritter
There's two possibilities I can think of:
-The shell is a bit too far away from the next step up. (The edge of it should be only about 1/4 of a tile away for best results. If it's too far away, you'll never get more than 100 per jump.)
-You're jumping too high. (Try to only hold the A button just long enough for you to barely clear the shell and start stomping it to have the best chance of this working. If you jump more than 1 tile higher than the shell, you'll likely only get 100 for that jump.)
SomeGuy712x
I tried for hours. I should have gotten it right at least once by accident.
+Schwarzer Ritter
You must be doing something wrong, then. Or you're just ultra unlucky. Sometimes it takes me several tries to get the 1-ups to start coming, even with everything positioned right, but I usually get it within a minute.
BTW, if you try this on the Super Mario All-Stars version, you'll be much more likely to succeed, since Mario bounces slightly higher off of stomped enemies in that version. (Also, you won't have to worry about a sudden Game Over, since the lives properly cap at 128 in All-Stars, instead of rolling over and going negative.)
SomeGuy712x
All Stars is easy, but I never got it on the NES.
2:07 Where the heck did that turtle come from?
When you hit a block that a Spiny is on near the left edge of the screen (like at 2:01), for some reason, there's a chance the Spiny will turn into a Koopa. I have no idea why.
can you do this on the allstars version