
Super Mario Bros. 1 Glitchless/Warpless Minimal B Button/No Damage Run - World 4
This is just a little quickie in general. I had wanted to do a No B Button Run but there's 2 or 3 jumps, one of which is absolutely unavoidable, that can only be done with glitches, of course counting wall jumping as one because that only became an Ascended Glitch in Super Mario 64. Picture this: you're living in the 80s or arguably even the 90s and all you get for controls is a controller with only a D-Pad and 4 buttons, one of which usually gets used for Pausing and another is fully unused, and if you don't get the manual, all you get to tell you how to play is level design that could seem weird. Of course, nowadays, there are controls for various things, and also videos that do point out that 1-1 does subtly teach the player how to play, but although admittedly VERY unlikely even back in the 80s when the NES controller has only 2 face buttons, players may have failed to cotton on that holding B allows them to run. The point of the very first Goomba, before the player can grab the very first Super Mushroom from the now iconic formation of blocks, was to force the player to learn how to Jump, A button which at least is so intuitive even for southpaws like me so it's not like some fighting game made 2 decades later would default map it to a left hand button on its starring control scheme. However, SMB1 doesn't have something similar to force running early on. At least there's incentive, most notably the end of level flagpole to spark player curiosity, but still best not to leave this stone unturned when it can disrupt intended level design.
Oh, and this will be segmented per World. The Super Mario All-Stars version of SMB1 allows for refreshing at the start of each World. My savestate usage that won't show, or not directly anyway, will work with that in mind.
4-1: Lakitu: "Hey, I'll be proving now that I'm a Demonic Spider like I've been called by these guys who are always right such as when they point out how Kyosuke Higuchi is not heinous enough for the Complete Monster trope because it's not enough for him to try to force a Genki Girl to marry him to then make her into life insurance fodder. By the way, why are you talking about something called "space invader strategy"? Are you fond of hearing yourself talk?"
4-2: Yep, you can crouch Jump against the Goomba trio and trivialize them that way. The real hotspot is the jump with several rows of bricks, because if you collide with them from a careless jump, it will kill Mario's momentum and that can send him plummeting into the abyss feature.
4-3: There is a necessary case of a running jump here, early into the stage. Mario, under his walking speed, absolutely can't get the height needed to make it onto the higher platform and the lower platform is simply too far away. When he is running, his jump height is slightly better, but just enough to allow him onto the top platform. This has been worked around, but with VERY active usage of a collision glitch making use of the nearby Red Koopa Troopas. The biggest insult is that the stage as a whole is easy by the standards of a midgame stage, with the only thing worth mentioning being that there's decent demand of management with the balancing scale platforms, generally throwing in a case of risk assessment for as much. Nothing I'm not used to, of course.
4-4: Yep, "you can just walk over it" in response to the 1 tile wide gaps for the first correct path. The second correct path just involves a Fire Bar with worrisome breathing room for bypassing it, but nothing ridiculous. It's Bowser who is responsible for most of my failures with this World, because there's not one but TWO dangerous obstacles on the bridge: a Fire Bar early on the bridge, and a Podoboo right past. These in combination with Bowser's fireballs force me to play defense so actively, and Bowser can get particularly terrifying in a forward position. The bright side is that there is nothing in the air to cause any problems with collision, but the lack of platform to help me traverse over the Koopa King means that I get to learn that the contact hitbox of Bowser's head has slight disjoint forward to make sure that a close jump is at risk of getting intercepted, so thank Heavens he moved back here. Really, the general fight is a gamble that you're moving at the right time.
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