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Super Mario Bros warp zones were intended to work slightly differently [video]

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Re: Super Mario Bros warp zones were intended to work slightly differently [video]

#51

I was expecting typical youtube "you won't believe THIS!" but it was actually really informative, as someone without knowledge of how they stored levels in SMB1.

It feels to me that the voice is computer generated, but I can't be sure - if it is, text to speech has come a long, long way.

Re: Super Mario Bros warp zones were intended to work slightly differently [video]

#52

Earlier quoted context omitted.

I don't think so. Those are the only generation of games that can be analyzed this thoroughly. Plus, computer geeks in the future will still be interested in the fundamentals of computing. And console games are really the only piece of mainstream software whose assembly would be interesting to look at. Granted, this is already niche content, and it will continue to be going forward. But I bet a lot of people watching…

SNES, N64, and even Gamecube (though less so) games get this level of scrutiny as well. Some examples are Mario 64 and Super Smash Bros Melee as some of the most popular examples on later platforms receiving assembly-level scrutiny.

I'm also fascinated with the trend of decompilations of newer games that weren't written in assembly. There exists a functional decompilation of Jak and Daxter: The Precursor Legacy for PS2. I'd love to see/help make happen the same for Guitar Hero 1 and 2. I don't have the C++ knowledge to make it happen, but there does exist a community with a lot of knowledge about the non-code aspects of the engine (like the bespoke Lisp-ish scripting language).

Re: Super Mario Bros warp zones were intended to work slightly differently [video]

#54
post #13

I love how deep analysis finds stuff like this even nearly 40 years after a game's release. I hope we in the Guitar Hero II/Rock Band scene can reach that point someday.

GH/RockBand scene?? ...links? =]

All we really have right now is a Discord server and a very small wiki. We focus on the Milo-engine games made by Harmonix, we don't really deal with the Neversoft GH games. We also made some pretty popular mods, like Guitar Hero II Deluxe, Rock Band 2 Deluxe, and Rock Band 3 Deluxe.

https://discord.gg/WWmsQvHSC6

https://milo.ipg.pw/index.php/Main_Page

The whole GH/RB scene is of course bigger than this, but this is the part I'm involved with that focuses on modding more than anything. There's also a smaller contingent elsewhere that still pokes at the later GH games. Clone Hero is the currently dominant meta.

Re: Super Mario Bros warp zones were intended to work slightly differently [video]

#55
post #4
post #2

For those who can't watch the video or just want a text summary: The underground 1-2 level is supposed to stop scrolling as soon as the mundane return-to-surface pipe comes onto the right edge of the screen. (Unless you're walking on the ceiling.) But because of a programming error, it keeps scrolling, revealing that the warp zone room is there. It was originally intended to be a much more hidden secret than it turne…

Thank you, I'm so tired of 15 minute videos for something that can explained in text and images that can be read in one minute.

This is a good one. It gets right into it, and consistently provides quality information for very nearly the entire video. No fluffery, just good visuals and good explanation.

Re: Super Mario Bros warp zones were intended to work slightly differently [video]

#56

I wonder if this kind of obsessive analysis of popular NES-era games will end in a couple decades, as the people who grew up in the console's heyday grow too old; or if they'll continue because interest in these particular games transcended a particular generation (and they're simple enough for people to really take them apart).

NES games are still being played, analyzed, and mastered by new people, including people who have only known the NES as "retro" gaming.

Hell, the most recent winner of the Classic Tetris World Championship (which plays NES Tetris) was only 14 when he won the 2021 competition. The speedrunning community for NES games also contains a lot of people much younger then the games they're playing.

Given that, I think I can say with confidence that NES games will transcend a particular generation because they already have. And there's no sign of that slowing down anytime soon.

Re: Super Mario Bros warp zones were intended to work slightly differently [video]

#57
post #49

TIL these games were written in assembly.

Yes, it was the only way to do the weird optimizations and tricks needed to make a cutting edge real time game like Mario. Even in the '90s developers embedded assembly in the performance critical areas of C code.

My understanding is NES games were in pure assembly (specifically 6502), no C at all.

Re: Super Mario Bros warp zones were intended to work slightly differently [video]

#58
post #4
post #2

For those who can't watch the video or just want a text summary: The underground 1-2 level is supposed to stop scrolling as soon as the mundane return-to-surface pipe comes onto the right edge of the screen. (Unless you're walking on the ceiling.) But because of a programming error, it keeps scrolling, revealing that the warp zone room is there. It was originally intended to be a much more hidden secret than it turne…

Thank you, I'm so tired of 15 minute videos for something that can explained in text and images that can be read in one minute.

The video is well edited and the animation and drawing helps explain things much better than text and some images.

Re: Super Mario Bros warp zones were intended to work slightly differently [video]

#59
post #30

Earlier quoted context omitted.

The day people stop studying ancient religious texts is the day people stop studying Mario ROMs.

To confirm you mean that the codebase for Mario ROMs are indeed ancient religious texts.

I interpreted the insinuation that way as well.

Re: Super Mario Bros warp zones were intended to work slightly differently [video]

#60
post #37

I wonder if this kind of obsessive analysis of popular NES-era games will end in a couple decades, as the people who grew up in the console's heyday grow too old; or if they'll continue because interest in these particular games transcended a particular generation (and they're simple enough for people to really take them apart).

I'm vaguely sure that many of the hackers picking apart 8-bit games are in their twenties, if not teens. Meanwhile, even people who grew up with SNES and Genesis would now be in the late thirties.

include early 40s and even 50s!

video games aren't just for young people : )

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