Super Mario Bros. 1 Glitchless/Warpless Minimal B Button/No Damage Run - World 1

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Published on ● Video Link: https://www.youtube.com/watch?v=dAKseBCtgZU



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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.

1-1: I may as well link to Designing For's take to this:
https://www.youtube.com/watch?v=ZQqQtiVUQY4

1-2: I may as well point out that if you're holding Left or Right, crouching with Down won't work. You can bet that this antiquated restriction will complicate some maneuvers down the road.

1-3: Just a buildup on the concept of looking before leaping.

1-4: I may as well talk about Bowser here. Bowser is VERY good at making the player appreciate running. Normally, you can just jump over or run under him and declare checkmate. Here, his fireballs, although telegraphed when they're about to be launched by his mouth closing, are happy to catch you approaching carelessly via their random altitudes, and that absolutely complicates the notion of acting based on how Bowser himself moves. The good news, however, is that you only have to get behind him in an opening and then there's nothing he can do to stop you from reaching the axe. What I said about Bowser so far applies to EVERY Bowser fight and I can get as much out of the way here, but the bad news is that every Bowser fight also involves a complication for the walkathon. Here, the moving platform that normally would make it easy to move above Bowser can be just as much of a hindrance when Bowser can collide with you in one of his jumps if you're on it, and since the game doesn't have platforms be go-through at all, it can also mix in problematic collision. At least the platform still worked in the opening, but not for lack of trying.




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