In this blog, I will be talking about Super Mario Bros. 1, 2, and 3. This topic ranges from how each game plays differently to what new obstacles Mario has to face as his timeline progresses.
"Super Mario." by Tom Newby Photography is licensed under CC BY 2.0
Friday, December 18, 2020
SMB - 256W (World 256 / World 0)
Friday, December 11, 2020
SMB - Warp Zones (Part Two)
Warp Zones in Super Mario Bros.
How to access Warp Zones
Warp Zone 1
Warp Zone 2
Warp Zone 3
Warp Zone (Glitched)
Final Words.
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:
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.
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(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 (1 & 2)
Warp Zones (3 & 4)
Using the Warp to World 7
Final Words.
Monday, November 2, 2020
SMB 2 - The 'Original' Super Mario Bros. 2
The 'Original' Super Mario Bros 2.
What are we actually playing?
In America, we received copies of an NES game called "Super Mario Bros. 2" and that was the game we accepted as being the sequel to Super Mario Bros. The truth is, that's not the real sequel to the game. The game we've been playing is really a reskin of a Japanese game called "Doki Doki Panic."Have we ever played the original?
Why are there two versions of SMB 2?
What is a poison mushroom?
Final Words.
Monday, October 26, 2020
SMB - Bosses and how their attack strategies changed overtime
In Super Mario Bros. each boss gets progressively hard to defeat than the other. The first encounter with Bowser is not much of a challenge. He doesn't spit fireballs. He just jumps and pastes back and fourth. The second and third encounter is similar to this, but this time there are bricks covering parts of the high ceiling. Since those bricks are in the spots they are, you will have to jump in a spot where you're not under the bricks. Then you have go around him by riding a floating platform. The next strategy doesn't involve bricks limiting your jumping space, but instead you have to dodge a fire bar and a fireball. It's not that bad, since you can now jump wherever you want. The fifth boss encounter is a hybrid of both earlier strategies, having both a low ceiling on half the boss stage and a fireball. This is a bit more challenging, but with good timing you should be able to get around the everything. Next, Bowser will start defending himself using hammers. Each throw consisting of four hammers. He also keeps the fireball around, even though it looks useless compared to his hammers. Again, also a little more challenging. However, you can get on a floating platform conveniently placed above Bowser, then get the axe to destroy the bridge. The seventh boss strategy is similar to the previous boss, but Bowser will be throwing seven hammers instead of four. Time when you go around him so he doesn't hit you with any of the hammers. He removed the platform then you would usually use to get across him, so you just gotta jump. Now the final encounter, he throws seven hammers and he spits fireballs. He also has a hammer bro defending the him before you can get to the bridge. If you're able to time your jumps so you won't get hit by his hammers and you get the axe, you would finish the game and finally save Princess Peach. I'll soon be making the same topic on the other two games in the near future. Bye.
Monday, October 19, 2020
SMB - 256W (World 40 / World -)
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.
Today, I want to talk about World 40, or in other terms, "World -". Using the Galoob Game Genie, insert the codes NNXAZZYE and AANAAXZG so at the start of the screen, you'll be able to select all the of available worlds. Keep pressing "A" until 1-1 turns to --1 then press the start button on your controller.
The levels --1, --2, and --3 are duplicates of 3-3. The difference between the real level 3-3 and these copies is that some of the platforms are glitched. Meaning if you tried to land on some of them, you'll go past through them and die. Since this obstacle is an issue, you'll have to make further jumps to go around the situation.
Next, the levels --4, --5, --6, --7, and --8 are all duplicates of 8-3. Yep, you heard me right: You have to dodge the same Bullet Bills, Parakoopas, Piranha Plants, and Hammer Bros FIVE TIMES in a row! If you're able to complete all of that, you'll soon make it to --9 which is an underwater level.
Since this is a underwater level in a glitched world, if you try to go through the pipes to make it to the ending part of the level, it just takes you back to the start of the level. You can't bypass this level unless if you look for more Game Genie codes to skip entire levels.
Anyways, that's all I have to say about the Minus Minus World. I hope this addition to my blog was interesting to anyone who's a fan of glitches, coding, or Super Mario Bros as a whole. I will make my next blog public soon.

Thursday, October 8, 2020
SMB 2 - Defeating Birdo in World 1
In the first level of Super Mario Bros. 2, you have to fight a boss referred to as "Birdo." You'll come face to face with her when you climb up multiple vines and clouds. Birdo defends herself by walking back and fourth and launching eggs from her mouth. To defeat Birdo, you have to hop onto her eggs mid-air and throw them back. Throw three eggs at Birdo, then she passes out (or dies). After the battle is over, you'll enter a giant bird's mouth and you'll be taken to the next level.
Friday, October 2, 2020
SMB 3 - The Warp Whistle
In Super Mario Bros 3, there is an item you can collect behind some levels' endings. Known as a "Warp Whistle" you can collect this item by crouching on a white platform until you fall through it. Then, you must quickly run to the ending of the level. Instead of going to the goal, you'll be going to a secret ending which you are awarded a whistle. If you're in World 1 through 4, you can warp in any of the first four levels. If you're in World 5 through 8, you can warp in any of the last four levels. This is good for skipping worlds or levels that are too challenging, or if you are trying to speedrun this could be helpful as well.

(Image by Giant Bomb)























