![]() ![]() The original ending text of the FDS version. For reasons unknown, besides the apostrophes, the N of "AGAIN" appears broken as well. This was used when dying in World 9 in the FDS version but, again, it doesn't appear in All-Stars. The text contains an apostrophe and quotation marks, but these characters aren't present in the font used in All-Stars, so they appear as garbage. This message doesn't appear in All-Stars, though this makes sense as they removed the requirement of having to go through the world in one life. This was used in the original FDS version when you successfully beat the first eight worlds without using warps, thus unlocking the secret World 9, which you would have to beat in one life (Hence "WITH ONE GAME"). This text is loaded on layer 1 of the preview screen shown before a level starts, but is never visible. Super Mario All-Stars was the first time players outside Japan got to play this entry, and the first time it got released under the Lost Levels title in the new territories. (Source: Mattrizzle) Super Mario Bros.: The Lost LevelsĪlso known as the Japanese Super Mario Bros. It had already been altered to take into account some changes in All-Stars: "BUTTON B" was changed to "BUTTON Y" in accordance with the All-Stars control scheme, and "SELECT A WORLD" was changed to "START A URA-WORLD" since you can no longer select the world from the title screen. The ending text of the original NES version is present, but not used. The two values give their levels the standard underground design with absolutely no differences. While ID 19 is assigned to nearly every underground level in the game, but ID 1a is only used in World 4-2. Level theme ID 1a is a duplicate of ID 19. ![]() It's never used in any underwater level or section in the game. Level theme ID 00 creates an underwater background that extends only for two screens.There is a total of 33 defined level theme IDs. uses a special byte that we can call a "level theme ID" to tell what palettes, tiles and backgrounds a level should use. To create the enhanced and diverse visual designs, the All-Stars version of Super Mario Bros. The following patch will fix the Spiny egg bug in the NTSC version:Ĭheck for more oddities and find all the level type IDs in The Lost Levels. ![]() However, this is not the intended behavior it's actually the result of a bug that is carried over from the NES version! The eggs are supposed to be thrown out relative to the player's speed, Lakitu's speed, the player's position, and a pseudo-random value, as well as bounce off of any blocks or walls that they hit on the way down. and The Lost Levels, the Spiny eggs are thrown by Lakitu in a simple way, with no horizontal movement whatsoever. The "new" method of changing suits is glitchy, does not apply the correct palette, and does not allow you to toggle Goomba's Shoe.) (Note that this does not activate the debugging features left over from the NES version.
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