"Super Mario." by Tom Newby Photography is licensed under CC BY 2.0

Friday, January 15, 2021

SMW - Yoshi

 Yoshi in Super Mario World

Intro on Super Mario World

So this post will be different from what I usually put my focus on. This time, I'll be going further from Super Mario Bros 1-3, and I'll be talking about Super Mario World. Super Mario World has a very different set-up, setting, and expands on new types of power-ups and enemies. One kind of power-up being more of a companion than it is a magical item. It's a Yoshi that goes by the name "Yoshi."

Context about Yoshi

Yoshi, traditionally being green, is a dinosaur that is first introduced in Super Mario World. You can obtain him sometimes by hitting a question block. A Yoshi egg comes out of the block and hatches a Yoshi. The egg itself is white with green spots mimicking it's green pigment. When you obtain Yoshi, you will be able to ride him across the level. They do come in different colors, but you won't find them until you head to the Star World. In there, you get a baby Yoshi instead of a grown dinosaur. Once you feed the baby Yoshi enough enemies/berries, it will turn to an adult Yoshi. Then you would be able to ride it.

What you can do with Yoshi?

When you obtain Yoshi, you can collect coins by feeding him berries. Each berry being worth one coin. If you feed him two pink berries in the same level. A cloud will appear and it hails coins. You can also eat enemies with Yoshi and spit them out. If Yoshi eats a koopa, he'll spit out it's shell. Some koopas give Yoshi powers. Koopas with red shells make Yoshi spit out fire. Koopas with yellow shells make Yoshi heavy enough to create sand clouds every time it jumps. And blue shells makes Yoshi have wings and you can fly him.

Conclusion about Yoshi

Yoshi can do a lot of things to make gameplay a breeze. I would recommend trying to find your Super Nintendo and play this game. If you don't have one, there are lot of people who have uploaded walkthroughs and speedruns of the game. Check out their experiences on the game. That's it for this week. I'll soon be making a video podcast of this post using PowToons. Until then, have a great weekend.

Friday, January 8, 2021

SMB 3 - New Power-Ups

New Powers-Ups in Super Mario Bros. 3

Power-Ups in Super Mario Bros. (What purpose they have)

Power-Up: Tanooki Suit

The Tanooki Suit is a power-up that you'd see a lot in modern Mario games. It's purpose in the game was to let you fly in the air with enough speed built up, and you can slow hover to the ground. This was very useful for finding secret areas, skipping chunks of levels, and to prepare your landings. Nowadays, you can't build up speed to fly in the air. You can still hover, but it's not the same as it's original abilities.

Power-Up: Super Leaf

The Super Leaf is pretty much the same thing as the Tanooki Suit, but with a little something extra. If you hold down, you'll be able to turn into a stone statue. The effect of this is that enemies won't recognize you, and would avoid you. This doesn't last for long, because after a few seconds, you'll revert back to your character. This power-up rarely made any appearances. One appearance it had was in Super Mario 3D Land in the Special Worlds. It also lost it's ability to make you fly.

Power-Up: P-Wing

The P-Wing is another power-up like the Tanooki Suit. The difference is that you can fly for a longer time, and without the need to build up speed. This power-up doesn't make anymore appearances. There's not much more to explain about this power-up, since it's pretty self-explanatory.

Power-Up: Frog Suit

The Frog Suit makes swimming a breeze. You'll be able to swim faster, and it's easier to navigate. The only downfall about the Frog Suit is the you're slower on land. Depending on what kind of level you use it on, the exchange could badly impact your experience, or benefit it. This power-up doesn't make anymore appearances.

Power-Up: Hammer Suit

The Hammer Suit lets you throw hammers like a Hammer Bro. You can also crouch into a shell to defend yourself. This power-up DOES make more appearances, one being in Super Mario 3D Land alongside the Super Leaf. It's a very effective power-up, being comparable to the fire flower. The difference between them both is how the fireball is thrown compared to the hammer. The fireball is thrown diagonally down, and it travels like bouncy ball across the ground for a bit. The hammer is a bigger projectile that is thrown in an arch shape. When it makes impact with the ground or an enemy it shatters.

Power-Up: Goomba's Shoe

The Goomba's Shoe comes from Goombas. It's only obtainable by Goombas in 5-3 of that game. It doesn't make any reappearances in other levels, and it doesn't make another appearance on other games. (With the exception of Super Mario Maker 1 & 2.) To obtain it, you must kill the Goomba inside the shoe. Either from throwing fireballs, throwing hammers, or hitting the block underneath it. It makes walking across spikes and Munchers a breeze. When you get hit, you loose the shoe.

Conclusion:

Super Mario Bros 3 has proved itself successful on introducing new power-ups to the series. Though some being basically the same as other power-ups, they are very memorable for their abilities and how they look on Mario. I recommend you play this game yourself or watch a gameplay on the internet where someone uses these power-ups. That's the end of my blog. I'll make a new post next week.

Friday, December 18, 2020

SMB - 256W (World 256 / World 0)

 

Quoted Summary:

"In Super Mario Bros, there are eight naturally accessible worlds, and to most people, they believe that's all the game has to offer for worlds. That isn't the case however, as there are actually two hundred and fifty six worlds! There's World 0, World X, World ®, etc. Some of them even consists of more or less than four levels, despite the norm being four levels per world." 

For this blog, I'll be talking about World 0. The (real) final world in Super Mario Bros.

Why is it called World 0?

The number 256 is three digits, and the game wasn't programmed to go one number up per level. It goes one placeholder up. '0' Is the final placeholder the game has, looping back to before World 1's placeholder, the number '1'.



What levels are there?

There is only one level you can enter in World 0. The first level you enter is an underwater castle level which is a duplicate of 4-4. When you complete the level, it softlocks. It does this because it doesn't know what to do next, and because you went to a castle level on the first level and not the fourth. There are ways to bypass the softlock, but you would need to find cheat codes somewhere on the internet that explains how you skip levels.



Final Words.

There really wasn't much to say about World 0 since it's shorter than regular levels, but I hope you found this interesting. I'll try to do more blogs about negative Worlds like the Minus World, the Minus Minus World and World 0. Until then, that's it for this week.

(Credit to Youtubers "lothrazer" and "Typhlosion4President" for these images.)

Friday, December 11, 2020

SMB - Warp Zones (Part Two)


Warp Zones in Super Mario Bros.


How to access Warp Zones

Warp Zones in Super Mario Bros are found usually behind underground exit pipes. There are three locations to warp in, and two levels that you can warp in. This is a little different compared to the second Super Mario Bros., since that game has four, and warping requires a different method. Not only that, but in two of the warp zones, you get to pick three levels to warp in. Obviously, people are going to pick the furthest world in the game, but the fact players get to pick a level is very generous.


Warp Zone 1

The first warp is in 1-2. You can get to the warp zone by riding a rising platform until you're at the top of the screen. Then, hop over the top of the brick blocks. When you run across the level a little further, you'll be at the warp zone. You get to pick worlds 2, 3, and 4. Speedrunners often go to World 4 using this trick, and it saves them minutes of going across risky obstacles that could potentially sabotage their speedrun attempt.


Warp Zone 2

The next warp is in 4-2. You get across the same way. However, instead of doing it just at the exit pipe, you have to get on a rising platform halfway through the level. Then, run across the entire map until you get to the warp zone. Or as an alternative, you can go near the exit pipe, and find a pipe facing up. Break the blocks above it, and go to the warp zone like that. You'll be able to access just one world, that being world 5. This isn't a popular warp people use since it only skips two whole levels. Though, it's there for anyone who would rather skip anyways.



Warp Zone 3

The last warp is also at 4-2. The warp isn't behind the exit pipe, but instead has to be discovered. Before you get to the pipes with piranha plants, there are invisible blocks you have to hit. They're right under a row of visible brick blocks. When you hit them, you'll create a stairway that will get you within reach of the bricks. Hit one of those blocks, and you'll reveal a beanstalk. Climb on the beanstalk, and you'll be above ground. Walk towards the end, and you'll find the warp zone. There are three options in this one. You can either go to world 6, 7, or 8. This one is also popular for the speedrunners. It let's gamers finish the whole game around 5-7 minutes.


Warp Zone (Glitched)

This glitched warp zone happens when you enter the first warp zone without loading it. This is done by clipping through the exit pipe and a brick. Doing this makes you go through the pipe and bricks past it. Entering the middle pipe takes you to World 5, since it is taking information from the second warp. However, if you enter the left or right pipe, it'll take you to a negative World. The level is called -1 or "The Minus World". This is actually 36-1, but the placeholder for "36" is blank. Since the level is glitched, the warp pipes don't work right. When you make it to the end of -1 and enter the exit pipe, you'll teleport back to the start. Still, the idea that you can enter a world that you weren't actually supposed to enter is really cool.


Final Words.

That's I'll I have left to say about Warp Zones for now. Soon, I'll be making my final post about Warp Zones. It will be all about Super Mario Bros. 3 and all of its warps. Lastly, I've moved my publishing days to Friday. So if you no longer see me publish on Monday, that's why. I'll cya later.

(Credit to Youtuber "Frank Eivind Rundholt" for these images.)

Friday, December 4, 2020

Super Mario Bros Evolution (Audio Podcast)

 

My apologies for the late post. I was working on this audio podcast and had to find time to work on it. This is what I have. It's not going to be perfect, since it's my first audio podcast. If you'd prefer it written, here's my script.

Video:


Written:

Super Mario Bros. has been a well known franchise for 

many generations, and it’s known for its many recognizable characters and enemies. I loved playing games based around Mario’s story, and I still play his games to this day. I’m Dylan, and I’ll be talking about the evolution of Super Mario games. 


Hello everyone. Welcome to this week’s podcast. 

I’m Dylan, and let’s get started with this week’s topic. 

This topic I will be talking about: Character/Enemy Designs and How They Change Overtime.


There has been dozens of enemies that Mario confronted through the years.

Longtime enemies ranging from Goombas all the way to King Bowser, the main antagonist of the franchise. 

Things that didn’t stick around was the gameplay experience in Super Mario Bros. 

Every time a new game is released, new elements are added, and experimental enemies are either added as a consistently returning  enemy or immediately forgotten. 

It’s really based on what the creators think is best for the game. 

Even the sprites of Mario himself change, as well as the environment around him and other characters in the game. 

To start off this discussion, I’ll be talking about how Mario’s design changes overtime. 

I’ll be basing his changes from four of his games: Super Mario Bros., Super Mario World, Super Mario 64, and Super Mario Odyssey.


In Super Mario Bros., you can see that he lacks many features compared to his modern look. His design back then consisted of three colors. 

Red, olive green, and a dark goldish color. 

He’s also made by a group of pixels, which makes sense knowing the game was made in 1985 and was 8-bit. 

His face, and buttons were gold. His shoes, shirt, hair, and eyes were green. and his overalls and hat were red. 


The pigment choice didn’t stay for long, as it changed several times in future games. Moving on to Super Mario World, his look has been improved with more features on his character. 

He now has white eyes and black pupils, and he also has blue overalls and a red shirt instead of red overalls and a green shirt.

 His shoes are also a color of their own, which is a nice brown color. 

Something many people don’t stop and think about, the sprite for Super Mario in Super Mario Bros. only has one eye, when in Super Mario World you see both of his eyes. 


Now heading to Super Mario 64, the first time Mario appears in a three-dimensional game, he now has an “M” on his cap instead of a white empty circle. 

He also has golden buttons, and blue irises in eyes. 

His hair and moustache are also a different color. 

His hair being brown, and his moustache black. 

His clothing and skin consists of solid colors, no texture. 


This changes overtime, Super Mario Odyssey being a good example of Mario having texture in his design. 

In Super Mario Odyssey, his character has been given realistic textures that makes him look more human. 

His hair and mustache now has multiple hairs, instead of a solid colored mesh. 

His overalls also have yellow stitches, with shiny buttons. 

His eyes also shine from light casting off of him. 

Another thing he has compared to his first three-dimensional design is now he has fingers. 

So instead of being a solid mesh that represents a closed mesh, he has a closed fist consisting of an actual hand.


Mario wasn’t the only character that went through a lot of changes, even the enemies he has to confront evolved. 

Goombas, Bloopers, Koopa Troopas, Lakitus, Chain Chomps, and so on. 

To prove my point, I’ll be using the Chain Chomp as an example, since it went through one of the most changes in my opinion.


The Chain Chomp’s first appearance was in Super Mario Bros. 3. 

It is the videogame’s equivalent to a vicious chained dog. 

The design of this enemy is a chained ball attached to a wooden block. 

When it charges at you, the chain doesn’t stay together, it just spaces out from the distance between the block and enemy. 

The chain consists of three pieces, but it still can go a long distance from what it should be with that short of a chain. 

When its mouth is closed, the teeth overlap the lip as if they don’t fit in its mouth. 


In Super Mario 64, there is just one appearance of this enemy. 

Originally, it was smaller than Mario. Now it is gigantic… super huge. 

It’s pegged to a log, which removing it from the peg can get you a star. 

The chain is now spheres, since they didn’t know how to make the chain in a three dimensional form at the time. 

The chain still isn’t connected, and it consists of four pieces. 

Its mouth closes with its teeth not poking out now, instead of being exposed. 

Not only that, its teeth for whatever reason are now silver. 

Its appearance changes even more when you check out Super Mario Odyssey. 


To start off, the Chain Chomp now has a connected chain, instead of spheres or rings that spreads out when it distances from the peg. 

Its teeth are once again white, and its eyes and body reflex light, 

which is a good addition to its look 

because it’s a metal ball. 

Its size ranges from taller than Mario to being smaller than Mario, 

but in this game, it thrice the height of Mario. 


Not only are there changes in old enemies, 

there are changes of what enemies are added. 

Each having a new way of attacking and defending themselves. 

I’m gonna talk about three enemies Nintendo added, when they added each enemy, 

and what they each do.


One enemy called a “Stingby” is a giant bee with a stringer on its face. 

When they detect you at a close range, it’ll slowly fly towards you. 

When the Stingby interacts with your player, you’ll get damaged. 

From what I know, this wasn’t a popular enemy, and was only used twice in Super Mario Bros 3D Land and Super Mario Bros 3D World.


There’s also this other enemy that originated from Super Mario Bros. 3 called a Pile Driver Micro-Goomba. 

These enemies are tiny Goombas that hide in piles of bricks, and move in bricks around by carrying blocks above their heads. 

The enemy was then unused for a long time. 

It was later replaced with Blockhoppers which are pretty much the same exact thing, but they’re robots disguised as bricks. 

This appeared in New Super Mario Bros, and nowhere else. 

They were once again replaced in Super Mario Bros 3D Land by a Fake Block. 

It’s a brick block, but with eyes and a Tanooki tail. Instead of hopping from here to there very fast, it hops and hovers with its tail. 

This enemy was also abandoned from what I can recall.


Here’s a more recognizable enemy that got to stay around to the Modern Mario games. Bomb-omb. This enemy appeared in the American version of Super Mario Bros. 2, and believe it or not, he originally had hands. 

This enemy explodes when you get close and contact with it. 

Then a new bomb-omb came out and was given the role as king of the bomb-ombs. 

His name is King Bomb-Omb. 

First appearing in Super Mario 64, he is the first boss Mario has to confront, located on the top of Bomb-Omb Battlefield. 

He doesn’t defend himself by exploding, but instead he throws you off the mountain. 

When you defeat him, then he’ll explode. He does appear in more games as well, mainly in 

Mario Party minigames.


Not only have the enemies changed in design, so have the levels themselves. 

With that being said, let me talk about how levels in Super Mario Bros changed in locations and gameplay.


In Super Mario Bros., the levels are two-dimensional and going around some enemies is a real challenge. 

Hammer bros for example, they’re hard to dodge since the level is designed in a way where you have to either go above or below them. 

Going around them left or right is not an option. 

You also had to dodge piranha plants from peeking out the pipes, which isn’t an modern issue since again, going around them is now a valid solution.


Back then, the type of locations you would go to are underwater, underground, on land, above land, and in a castle. 

Now, there are levels that can take place in haunted mansions and temples. 

There are also a lot of outdoor environments like in the desert, on rocky mountains, in snow, in forests, in the clouds, and more. 

This helps create a variety of ideas and prevents any consistency from happening between levels.


This is what I love about Nintendo. 

They were able to take something as simple as a red plumber and create hundreds of games named after him. 

They experiment with new elements and come up with ways to make their next game better than the one before.


So with that being said, these are my examples of how Super Mario has evolved over the years. I’ll hopefully see you on my next podcast. Until then, cheers.

Monday, November 16, 2020

Discussing about Super Mario Bros 1-3 (Summary of why I enjoy them.)

Why I like Super Mario Bros


Introduction

Super Mario Bros. has been an interesting game and topic to discuss for most of my life. I like their remakes in the SNES, but I have always seen the NES versions as my favorite since they were the original three Mario-based games.

Summary of SMB

The games stand out as different because of their obstacles and choices for bosses, and it made each one worth playing. Each game even had their own warp zones with different ways to access them. The warp zones are intended for players to skip worlds, and they were made to be almost impossible to discover.

Summary of SMB 2

I like Super Mario Bros. for all of the memorable levels in it, as well as the glitched levels which can be explored if you have access to Game Genie codes. I even enjoy Super Mario Bros. 2 despite the lack of power-ups. After all, it was a reskin of another Nintendo game on a different console called “Doki Doki Panic”. That being the reason you can’t stomp on enemies or why it’s missing some familiar elements from Super Mario Bros. 1, 3, and 4 (Super Mario World being SMB 4.)

Summary of SMB 3

I think Super Mario Bros 3 is also a very good game with it’s many new enemies and new bosses. My favorite enemy being the Chain-Chomp. It also has Toad Houses between some levels where you could obtain 1-Ups or Power-ups. This game introduced a lot of new elements compared to the games before it which I thought were amazing additions to the game and it made the experience for me more memorable.

Final Words

All of these games have a lot to talk about, which is why I decided to make the blog in the first place. I’ll be making more posts about these games soon. Stay tuned.

Super Mario Bros. box.pngMario is seen jumping into the air holding a beet, with the game's logo on the top and the tagline "Mario Madness" on the bottom.Mario is seen flying using the "Raccoon Mario" power-up over a yellow/gold background. The Game's logo appears on the top and the game's tagline appears on the bottom.

(Images were used from Wikipedia. Cover arts made by Nintendo.)

Monday, November 9, 2020

SMB - Warp Zones (Part One)

Warp Zones in Super Mario Bros. 2


How to access Warp Zones

Warp Zones in Super Mario Bros. 2 are found using a different method compared to the original Super Mario Bros. To access a warp zone, you'll have to find a potion and drop it next to a warp vase. Then a door will spawn, enter the door. After you entered the door, go into the vase and you'll warp to another level.

   


Warp Zones (1 & 2)


The first warp zone is in 1-3. Doing the given steps in this level will warp you to world 4. In 3-1, the warp vase takes you to world 5. At first glance, it looks like the first warp skips more than the second warp since the number of worlds skipped is more compared to the second warp. However, if you counted how many levels both warps skipped, you'll see that the warp vase in 1-3 skips six whole levels, and the warp vase in 3-1 also skips six whole levels.


Warp Zones (3 & 4)


The third warp zone is in 4-2, and using the warp vase you'll be taken to world 6. The warp vase can be found near a group of whales on a small icy platform. The potion is a far distance from the vase itself, but can be found by pulling the lonely red plant from the third platform. The fourth vase in 5-3 is the most effective warp. Taking this warp will bring you all the way to the final world, that being world 7.


Using the Warp to World 7


Finding the vase is simple. How to get to it is the tricky part. You'll need to get onto the platform high above your character by performing what's referred to as a "charged jump". This is pulled off by holding down to make your character crouch. After a while, your character will flash. Press 'A' to jump, and he'll get over the platform within reach of the potion and vase. To get the potion, pull the plant on the right. You'll know what to do from there.


Final Words.


That's all I have to say currently about Warp Zones. I'll be making new posts of the Warp Zones from Super Mario Bros. 1 & 3 quite soon. There will be a new post made on Monday, so until then, I'll cya later.

(Screenshots of Super Mario Bros 2. warp zones by MariomasterX9000)