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Super Mario Bros.

Super Mario Bros. player “Blubber” has managed to set a new world record for completing the game. The speedrunner’s time comes in at an incredible 4:57.69. Previously, the record was set at 4:58:09.

Source

Super Mario Bros. has been around for nearly thirty years. At this point, most would have expected that the game’s major glitches and infinite lives tricks would have been discovered. But apparently not!

As shown in the video above, one player has seemingly managed to uncover a new glitch leading to a constant stream of 1-ups.

Here’s how the technique is described:

First, you must first take player one’s Mario to the second level of the game and throw away your first life. With Luigi taking over, player two must traverse all the way to World 5-2 and find the hidden beanstalk block halfway through the stage. Once there, Luigi must start climbing the vines, however, he must await – and take on the chin – an incoming projectile from one of the Hammer Bros. Upon being hit, once player one resumes control of Mario, the beanstalk from World 5-2 will start growing in World 1-2, providing all you need to infinitely kick shells for unlimited bonuses.

Source, Via

ON THIS EPISODE: You wanna hear about Nintendo games? We’ve got Nintendo games! Jack talks about Super Mario 3D World, Austin talks about Super Mario Bros. and Mario Golf, and Laura hits a home-run with her discussion of Rusty’s Real Deal Baseball and Elite Beat Agents!

PLUS: Our panel discussion segment has a lot of discussion about Mario Kart 8’s “new” Battle Mode, Nintendo’s E3 plans, and what Austin thinks is the coolest thing Nintendo has done in a while.

AND: We laugh way too much about some really stupid jokes towards the end.

This Week’s Podcast Crew: Austin, Jack, and Laura


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German website Nintendo-Online has researched the development of Super Mario Land and Super Mario Bros. Here’s a summary of the site’s report passed along to us:

Super Mario Land:

– Development was handled by a team consisting of eight R&D1 members; noone from the Super Mario Bros. development team – not even Mario creator Shigeru Miyamoto – was involved.
– The core development team – producer Gunpei Yokoi, director Satoru Okada and designer Hirofumi Matsuoka – had worked together with Intelligent Systems on Famicom Wars before Super Mario Land. Famicom Wars was released in August 1988. That means that development of Super Mario Land started around August 1988 and did take approximately six to nine months.
– Compared to Super Mario Bros. 3 and Super Mario World, the development time was short. Also, the development team did not have experience developing a Mario game. These two points caused the game to be glitchy, short and a bit weird.
– Yokoi and Okada were also the main engineers working on the Game Boy. Super Mario Land might have started as a kind of intern tech demo.

Super Mario Bros.:

– It is often claimed that the development team of the original Super Mario Bros. consisted of the following six people: Shigeru Miyamoto and Takashi Tezuka (designers), Koji Kondo (composer) and Toshihiko Nakago, Kazuaki Morita and Yasunari Nishida (programming).
– While there are sources proving that Miyamoto, Tezuka, Kondo, Nakago and Morita were involved in the project (e.g. Iwata asks), there is now such proof for Nishida.
– The operator of the website Kyoto-Report.wikidot.com that deals with the history of Nintendo confirmed to us that Nishida was in fact not part of the development team.
– We believe that this misconception derives from a misinterpretation: The pseudonym “Yachan” which is listed as a programmer in the credits of The Legend of Zelda was interpreted as “Yasunari Nishida”, but in fact the Nintendo programmer Yasunari Soejima was behind that pseudonym.
– Because of that, the development team of Super Mario Bros. only consisted of five developers, and Yasunari Nishida was not one of them.

Source 1, Source 2

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Certainly a different way to experience Super Mario Bros!

Source, Via

ON THIS EPISODE: A return to normal quality sees us talk about how impressive Portal is and how Valve achieved such a cohesive sense of place in a relatively minimalist game, and a discussion of Persona 4 turns towards the analytical with some exploitative discussion on more complicated games and what elements might help and hurt such ambitious experiences.

PLUS: We go through every announcement in the Nintendo Direct and give our thumbs up or thumbs down, in addition to general discussion about all of the games/features shown.

AND: Listener mail has a few really great game-design-driven questions that have us analyzing screenshots from Donkey Kong Country: Tropical Freeze and speaking on the subject of redundancy and teaching in games, and how this might separate the good games from the great games. Here are the two screenshots we refer to in the segment: Image 1 Image 2

This Week’s Podcast Crew: Austin, Jack, and Laura


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