Super Mario Bros. Special

Super Mario Bros. Special (Japanese: スーパーマリオブラザーズ スペシャル, Sūpā Mario Burazāzu Supesharu) is a platform game that was developed by Hudson Soft and released in 1986 for the PC-8801 and Sharp X1 series of Japanese computers, and later for the Samsung SPC-1500 in South Korea. Super Mario Bros. Special was the second Nintendo-licensed follow-up to Super Mario Bros., released around two months after Super Mario Bros.: The Lost Levels. Two years prior, Hudson Soft had released Punch Ball Mario Bros. and Mario Bros. Special, which were both based on the original Mario Bros.

While superficially very similar to the original Super Mario Bros., the game features original new levels and has a screen-by-screen scrolling mechanism. The latter is implemented more smoothly in the X1 version, which features Zelda-style scrolling, where the screen visually slides to the next lock point (with some overlap between screens), whereas the PC-8801 version simply turns black for a moment while loading the next screen.

Jumping and dashing physics also differ from the original NES, providing a more challenging experience than Super Mario Bros. Adding difficulty is the fact that the stage time is slightly faster than in the original NES game. Mario's Hammer from Donkey Kong makes a reappearance as a rare item, alongside a variety of past foes from earlier arcade Super Mario titles and new exclusive items.

Due to the PC-8801 and X1's technology being inferior to that of the NES/Famicom, the graphics and audio differ slightly from the original game as well, although they are closely replicated. Additionally, the game does not include Luigi, nor does it contain a multiplayer mode. The X1 version contains partial scrolling and slightly more colorful graphics, featuring all eight colors possible with 100% and 0% RGB, including lime-green, cyan, magenta and white. While the PC-88 is able to produce eight colors, Super Mario Bros. Special only uses half of the PC-88's hardware palette, restricted to only black, red, yellow, and blue, including dithered results with those four colors. Further, sprites exclude the use of blue to allow transparency in the sprites.

New enemies
Hudson Soft's staff took these enemies from earlier Super Mario games, none of which can be stomped, and provided them with new names:

Gameplay
The object of the game is to get to the flagpole to advance to the next level. While on his way to the goal, Mario encounters many enemies and power-ups.

Glitches
Due to both the PC-88 and X1 technology being inferior compared to the NES/Famicom, some glitches and tricks that were previously not present in the original appear here.

Infinite 1-Up trick
Like in the original Super Mario Bros., jumping on a Koopa Troopa or a Buzzy Beetle when it is about three pixels away from an edge or wall makes Mario jump on it continously, thus allowing the player to gain infinite 1-Ups. Unlike the original, the trick is much easier to perform due to the game's different collision physics launching the player higher after a stomp, and can be done in virtually any area with both a Koopa Troopa and an edge or wall.

When a sliding Koopa shell is stomped and stops moving, the timer before the Koopa gets back up does not reset, continuing from where it left off when the shell was kicked. Because of this, it is possible for a Koopa to break itself out of the trick, requiring Mario to re-set it up.

The player can accumulate a maximum of 255 lives, with the number of current lives remaining represented in hexadecimal numbers (such as "85" for 133 lives and "DE" for 222 lives). Collecting any more loops the counter back to 0 lives.

Harmless Fire-Bars
Sometimes, touching the edge of a Fire-Bar does not deliver any damage, likely because of the game's limits in hardware and registering hitboxes with moving obstacles.

Glitched pipes
The Warp Zones from the original were changed in such a way that Super Mario Bros. Special has no true Warp Zone. In World 1-2, reaching the area over the pipe instead leads to the single bonus room that could be accessed normally in the stage, but with a pipe that still leads to the overworld, thus to the end of the level. In World 4-2, a room that more resembles a true Warp Zone can be found, however the only pipe it holds does not have any destinations defined. The pipe can still be entered, but the player remains stuck there indefinitely, forcing the player to be killed by the timer.

In World 4-3, there is a beanstalk that leads to a Coin Heaven. When trying to leave, sometimes Mario is unable to enter the exit pipe. It is assumed to be an overlooked program error, as the entrance back to the main level from this bonus area is present underneath the mushroom stairs leading to the flagpole.

Course designer Ichirou Sakurada has acknowledged that these are unintentional glitches.

Out-of-service jumping board
Compared to the original Super Mario Bros., the jumping board present in World 2-1 is much more difficult to perform a higher jump off of due to poor collision detection, sometimes being stuck in its animation frames when Mario jumps off. Sometimes holding the jump key while landing on the board guarantees success in jumping off, and in the event that a player would have trouble, the set of invisible blocks placed around the board allows players to bypass it.

Disk error (PC-88)
If the system encounters an error while trying to read and load data from the disk, the screen displays the message "DISK ERROR! PLEASE RESTART GAME PUSH IPL SWITCH" (The IPL switch being a reset button present on PC-8801 family machines). The error is caused by corrupted data, which could be a result of a damaged disk or a improperly performed ROM dump. The most notable example being a ROM in which 8-4 is corrupted. This error, being a disk read error, is likely to exist in other versions of the game, but it has not been confirmed, and it is improbable that the error is identical across all systems.

Music stop error
Due to bad pipe entering detection, if Mario gets too close to a horizontal pipe that can be entered and quickly turn around, the pipe-entering sound plays and the music stops until Mario actually enters the pipe. The player can do this multiple times in the same room which repeats the pipe-entering sound.

Programmed By

 * Yukio-Takeoka

Course-Designed By

 * Ichirou-Sakurada

Sound Effected By

 * Fumihiko-Itagaki
 * Megumi-Kawamata

Produced By

 * Takashi-Takebe