Super Mario Bros. 1 Glitchless/Warpless Minimal B Button/No Damage Run - World 3
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.
3-1: Besides an actually decent formation of Koopa Troopas and Paratroopas, the other highlight is the introduction of the Hammer Bros. enemy that serve as the elite soldiers of Bowser's army. HBs are known for throwing their hammers around for anti-air, making it hard to maneuver around them or especially bop them to be done with it. Often, however, they are hanging around platform-based terrain and they jump around on it, so their threat level becomes contextual. Here, it's more of a slowdown because they are around their usual platforming. There are times where they will be FAR worse.
3-2: I tried to pacifist run this joke of a stage, but I messed up a jump and ended up subjecting a Koopa Troopa to a case of Nightmare Fuel.
3-3: Only thing worth noting here is the introduction of the balancing scale platforms. They don't even involve the possibility of involving the Deadly End Of Greed.
3-4: There's some having to outmaneuver some Fire Bars as well as some cat-and-mouse waiting games with Podoboos, especially the ones backed by Bowser's sniping attempts. Bowser himself has the breakable blocks in a tighter cluster at the center, so Big Mario has to pay due care to spacing to punch through. I still guarantee that Small Mario could slip by, just slightly less easily. I go with the less evasive choice of course, which goes to show that SMB1 has a sense of power being actually drastic.
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