Showing posts with label Super Mario. Show all posts
Showing posts with label Super Mario. Show all posts

Saturday, November 27, 2010

Single Player - Yume Koujou Doki Doki Panic


 In celebration of the 25th anniversary of Super Mario Bros. I thought it might be fitting to discuss one of the biggest oddities to ever exist in the main series.  Mario has had a long, long career of stomping and jumping, but for this one we're going to have to go way back to the beginning of his "Super" days.



 The iconic series began in September of 1985 and immediately became the stuff of legends.  Players were entranced by the faster paced gameplay and scrolling screens.  For the time, the levels were huge and the challenge was solid.  In fact, by most standards, the original Super Mario Bros. remains one of the most difficult games in the series.


 Naturally Nintendo planned to capitalize on the success of this game by creating a sequel and getting it out into stores as quickly as possible.  Less than a year later players were scampering through the Mushroom Kingdom again in Super Mario Bros. 2.  At least, Japanese players were.




 Now your thinking, "I've played Super Mario Bros. 2 and it looked nothing like that!"  Your right, you did play it.  Two years after Mario's sequel released in Japan the American counterpart debuted.  However, the game we received was radically different.  Instead of King Koopa and his Goomba minions we faced the frog-like Wart and his hoard of Shy Guys.  Fire Flowers were no where to be found, replaced instead with vegetables to defeat foes with.  Americans also had the luxury of playing Mario, Luigi, Toad, or the Princess herself, though there was no two player option.  Fans ate it up.




Super Mario Bros 2 was released in the U.S. in September of 1988, but the next month in Japan Super Mario Bros. 3 released, being joined two years later in 1990 by the American version.  This game was more or less identical on both sides of the ocean, and it stands as arguably the greatest title in the series.  It set the precedent for both platforming games as well as quality in a title for generations to come.


 The American version of Super Mario Bros 2 did appear in Japan finally in September of 1992, four years after it released in America.  This however wasn't the first time Japanese gamers played this game, though it was the first time they played it as a Mario title.  So, what in the world were they playing?


 Say hello to Yume Koujou Doki Doki Panic.




 If you want to play this game today, you'll need to either own a Famicom Disk System and the floppy disk of the game, or have an emulator that supports the Famicom BIOS and a rom of the game (the later being the most likely way).  One you start playing you begin to realize that we really got the better end of the deal with this game.  While most of the differences between this game and Super Mario Bros. 2 are graphical, there are two main game play elements that drastically altar the playability we need to discuss.


 The first one is that once you've selected a character in Doki Doki Panic, you must play through all the levels in a World before you can change.  That means if you choose Imajin (Mario styled character) for 1-1, then you must also use him for 1-2 and 1-3 before you can chose another character.  That said, only that character would have that amount of progress.  If you played to 2-1 as Imajin then wanted to play as Lina (Peach styled character) you must begin with her in 1-1.  In order to properly beat this game, you must play every level with every character.  Most of us Americans did that already in Super Mario Bros. 2 and it wasn't so bad, right?  That brings me to the second and biggest problem with Doki Doki Panic...


 Go pick up Super Mario Bros. 2 right now and play the game, but DO NOT use the run button (B).  Now play through every level like that.  For all intents and purposes you are play Doki Doki Panic now.  No character in the game can run!  Once easy jumps here in the States suddenly become nightmarish chasms of which there is no escape!  I'll be honest in saying I only cleared the game with Imajin, and that was a frustrating experience.  


 Other than the interesting novelty of it, I wouldn't recommend this game to any but the hardest core gamers (playing without the aid of save states anyway).  This was not a fun game to play, and not to spoil the ending for you, but it's not rewarding either.  I was always curious about this game, and now that is satisfied.  Time to move on!


 So what is it then that made the U.S. game so fun?  Quite simply, Nintendo and Mario.  Mario games have always been around, and no matter the style of gamer you are everyone loves Mario.  There are few series still around today that can gather people together like Mario can, and not even in platformers.  From soccer to golf to board games to kart racing, where ever Mario can be found so will thousands and thousands of eager gamers.  If video gaming ever had a sole mascot that defined it to the world, it simply is Mario.


 While Yume Koujou Doki Doki Panic isn't seeminly available anywhere except the Famicom Disk System and emulators, the classic Mario games have made many, many appearances on lots of consoles.  The original Super Mario Bros 1-3 as well as Japan's Super Mario Bros. 2 are all available on the Wii's Virtual Console.  In December of 2010 Nintendo will rerelease Super Mario All Stars as a special edition disk for the 25th Anniversary.  Whichever way you can, definitely do yourself a huge favor and give the plumber 15 minutes out of your day today.  I promise you'll have fun!

Saturday, October 16, 2010

Glitches - Super Mario World: Block Duplication

  Whoa, seriously?  There's another Super Mario World glitch?  Yup, and this one is pretty neat!  If mastered this glitch can actually be used in every level and on any block, but for example I performed the glitch at Donut Plains 4.



  All you need to execute this glitch is the cape powerup and something you can throw at a block to activate it, like a Koopa shell, Goomba, or even a P-Switch.  Stand under the block but off to the left side, then jump upwards.  As you jump hold up and kick the object in your hands upward while using your cape twirl to hit the block.  If performed at the right angle and the right time, you will create a new block!
  This trick is easiest to perform on yellow flipping blocks or random item blocks as you can hit them multiple times, but I have done this on any block you can hit at least once.  Try it everywhere and see what kind of results you can get!
  Note:  Results can vary.  If a new block is generated it can be placed in an unexpected location.  Usually it's one space to the left or above the initial block, but other times it can appear diagonally, below, or a whole block away.  Sometimes two new blocks appear as well.  It's also possible that the new blocks will appear in a way that squishes Mario as if scrolled off a screen, so don't be surprised if you die a time or  two.

Friday, October 15, 2010

Glitches - Super Mario World: Wiggler Overflow

  I was discussing Super Mario world a couple days ago with my best friend and was talking about this neat trick where you use Wigglers to create a buffer overflow in the points/1ups awarded for repetitive bounces.  She had never heard of it, and I figured it was certainly worth showing off.  Therefor, this particular glitch video is dedicated to her!



  The key to this glitch is to scroll one Wiggler off screen after you stomp it so it will respawn as a normal, happy, yellow Wiggler.  Use the other enemies to increase the number of bounces as well as keep you off the ground as you maneuver back and forth between the Wigglers.  Using this trick you can actually discover the max amount of points one can achieve in the game (aside from number of lives)!
  Note:  Keep track of the points and coins as the video goes on.  You will notice as the number of enemies stomped increases the jumps in the values also increases.  

Sunday, August 8, 2010

Glitches - Super Mario World: Awesome Jump Glitch



    Here is another fun glitch!  This one is done at the Cheese Bridge area.  Why I don't get hurt at the end of this is something I'll never understand, but it looks awesome and makes this level easy to beat!

Glitches - Super Mario World: Holding the key on Yoshi?

    Super Mario World ranks up as one of the best games in the pre 3D era, and certain one of the best for the SNES.  But that's not to say that there aren't a few quirky things about the game. In fact, this game is full of oddities and glitches, some of which are good, some not so much.

    Here is an example of a glitch you can do about anywhere you can find a key with Yoshi.  Place the key on the ground, then dismount Yoshi so that the edge of the key is about half way into Yoshi's body.  Then jump onto the little dinosaur while holding the Y button, and Mario should end up with the key in his hands while riding Yoshi!  

    Note: The key's sprite has to appear in front of Yoshi for this to work.  If the key is behind him then it's usually not performable.  Also if you try to grab anything with Yoshi's tongue then he'll grab the key out of Mario's hands and hold it like normal.  Finally, some levels won't let you use a key hole with this glitch unless you can get the key itself to touch the hole, and that's usually not possible.