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File: Super_Mario_Bros._box.png (45 KB, 250x361)
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Am I crazy or is this actually kinda hard?

Maybe I'm just taken back by the fact that I completed Castlevania in a few sessions and always made huge progress every time I booted it up, and that game has the reputation for supposedly being hard. Ive booted up mario for the first time now for the last couple nights for small sessions and its actually embarrassing just how many times ive died to the enemies. Furthest Ive been so far is the second bowser
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>>12806615
Castlevania is a pretty slow game compared to Mario 1, also most people who beat it used warps and infinite lives
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>>12806615
All games before 5th gen were hard on purpose because game sizes were smaller so they had to make artificial difficulty like limited lives and trial and error bullshit. I grew up with nes and snes and I dont even play them because the games are just tedious on purpose. I stick to 5th and 6th gen
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>>12806623
>artificial difficulty
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Super Mario Bros is the first game to have a really nuanced character movement system. It's why they made run a hold button and walk the default movement mode, even though once you know how to play you'll basically be holding B the entire game. Also you can tell it's Japanese because hesitation is defeat, you can't even scroll the screen backwards.
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>>12806691
>you can't even scroll the screen backwards.
That's because of how the levels are generated by the game engine.
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>>12806623
Hey zoomie
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>>12806615
Yeah of the 3 North American super Mario Brothers games SMB is the hardest by a mile. And SMB2 Japan is about a mile harder than SMB. I
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>>12806615
If you didn't grow up playing the old Mario games, yes, they are hard. Even Super Mario World, the easiest of the bunch by far, often filters people who have never touched a classic Mario game. The entire crux of the game revolves around mastering Mario's movement, jump physics, and momentum, and it means getting a feel for how far he jumps and how much you can guide his jump on the way up and down, and doing so requires quite a bit of practice if you're a newcomer. But once you get it, everything clicks, and like >>12806691
says, you'll find the best way to play is pretty much to speedrun the fucker and blast through levels without hesitation.
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>>12806615
>Am I crazy or is this actually kinda hard?
OG Super Mario is in fact very hard, and really one of the most substantially difficult games on the system. The length of the game combined with how few lives you get make it a serious test to play 'normally' and fully complete without exploits.

Mario has this odd status as a "baby game everyone can play", when it's very far from that.
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>>12806615
Mario has always been one of the harder games on the NES, especially if you don't use the continue code and don't use exploits to quickly farm tons of lives. SMB3 is even harder than SMB1, and SMB2J is absolutely brutal.

Even despite all the Mario games I've played over the years, I still find Mario very hard and slippery to control. It took me less time to 100% Luigi U (commonly regarded as the hardest modern Mario) than it did to merely beat SMB3 on original hardware, and that was even the SNES version so I didn't have to do it all in one sitting, which would have been much more grueling. Also I found Luigi's movement (in U) to be much more intuitive and natural than Mario's movement for whatever reason.

Personally I think Zelda and Mario difficulty are massively downplayed just because they are great games that people enjoy playing and they have so much time in these series they forget just how steep the difficulty curve is for newer players, or even just those who aren't series superfans with hundreds of hours across the games.

Meanwhile games like Castlevania, Contra, Silver Surfer, etc. are massively overrated in terms of difficulty.
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>>12806898
World 8 especially doesn't fuck around.
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At the time, was everyone supposed to know about the pressing start while holding A thing being a 'ghost continue' feature or was it supposed to be a secret?
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I only ever made it past the second level once :^|
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Are my arcade roots taking ahold of me or is SMB kinda... too long?! I did beat it once, but man if it wasn't a slog, kinda.
In my opinion it woulda paid dividence if it had 5 worlds! Am I alone on this hill? Did anyone else feel this way lately?
Sure, back when it came out it were probably too short for gamers of that elk, in particular for Japanese players who were much more hardcore. But nowadays if you just want a quick, fun, short platforming romp to scratch that itch I find SMB too long. Anyone else???
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>>12806941
It was a secret that some gaming magazines would bring up. I kind of miss that aspect of gaming, now secrets like that are easily published and discoverable on the net because some guy hacked the game.
There were cheat codes to get pic related in Banjo-Kazooie, but a hacker found them 2 1/2 years later and it was a huge deal. They didn't do anything and only made people more curious what they were for, leading to ongoing discussions several years later.
This was because game hacking was rare, only a few people could do it and there was no real documentation how the games and system were built. You were going in blind and figuring it out via trial and error. Nowadays, the items and how to get them would be found on day 1, and they'd immedietly know they don't do anything. Where's the fun in that?
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i only find hammer bros hard. even when i know touching tips with them is safe, i can lose a fire flower and get stuck and maybe game over
but i got filtered hard by castlevania so who knows
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If you think this game is difficult wait for the Japanese sequel
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>>12806941

I played this when it was new (in arcades first, even!) and I remember that feeling like something obscure. I don't clearly remember whether I even used it much... The "secret" that I did use, and that I somehow remember as being the one "everybody" knew, was that there were warp zones that could skip you past the majority of the game, and that it was good and natural to use these every single time you played. I abused warp zones HEAVILY in all the NES Mario games as a kid, even in SMB 2 which really did not need them all that much. I never even considered trying to complete SMB without warping until I was in my 30s.

The other big "secret" that a lot of people knew about was the trick of setting up an automatic bouncing cycle with a koopa shell on a block stairway, where you bounce on the shell rapidly and build up lots of extra lives. That one is tricky enough to execute that I never actually used it, though. But I knew about it, somehow or other.
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>>12807168
Hmm I'm not saying I didn't use the hidden continue feature though, by the way. I probably did? I don't clearly remember.
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I have to disagree. mario bros is hard but only in the sense of a no warp playthrough. if you played it with a conventional gameover system sending you back to world start or hell even the standard 3 continues, it would be a fine platformer, but not a particularly difficult game at all. the only fuck off section in the game is the final hammer head-castle gauntlet.
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>>12806941
This continue system became standard on Famicom for a while, for instance every Hudson game does it. In fact I wouldn't be surprised if SMB wasn't the first.
It became a widely known thing quickly.

I think the idea was to simulate inserting a coin into an arcade machine
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>>12806980
played straight up with no warps or the infinite 1up trick it is kind of long. difficulty is too gradual through most of it, with the only really challenging spike coming in the second to last level.
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>>12806691
>Also you can tell it's Japanese because hesitation is defeat
this is extremely true, Super Mario Bros is a gaming about boldly pressing forward
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>>12806925
>farming lives
Can always tell people who weren't actually there.
Extra life exploits weren't relevant for SMB. They were very hard to pull off and were only valid for that one session anyway. If you spent your time trying to farm 1ups that was time you weren't practicing the hard jumps in world 8. And when it was time for dinner and you had to turn off the Nintendo, all those farmed extea lives would vanish.
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>>12806980
Never felt too long to me. Especially with the warp zone options. Sometimes you could blow through fasr. If you wanted to play longer you didn't warp. Simple. Game still felt pretty short once you knew it all.
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>>12807175
Lives don't really make any difference for most of the game, once you have gotten gud. In fact playing through the long way (even without using the 1up farm exploit) is how you reach level 8 with fire flower and a bunch of extra lives to carry you through 8-2 and 8-3.
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>>12808352
I'm talking about the staircase exploit obviously.
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>>12806615
Not crazy, just a retarded low skill child
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>>12808627
So am I.
It's not easy to do.
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If you play loop 2 (hard mode) then YOU DIDN'T FINISH THE GAME
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>>12808807
if you *didn't
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>>12808808
it's too late Sandeep
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>>12808352
>And when it was time for dinner and you had to turn off the Nintendo
You just turn off the TV, dude.
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>>12808795
Easier to do than learning every stage to beat it without continue code
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>>12808379
>Lives don't really make any difference for most of the game
>once you have gotten gud
so you've completely negated your argument, ok.
>In fact playing through the long way (even without using the 1up farm exploit) is how you reach level 8 with fire flower and a bunch of extra lives to carry you through 8-2 and 8-3.
I would bet you 5$ that a new player who could restart at 8-1 would beat the game before a player restarting at 1-1
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>>12808907
No, not really.
More importantly, learning the stages is fun and you get good incrementally by playing them. Almost any stage is easy to get to with warps if you want to practice one in particular. So extra lives aren't even a huge deal most of the time.
Meanwhile, practicing the one-up trick is obnoxious. You have to set up the exploit perfectly and most of the time if you screw it up, the turtle goes flying away and you missed your chance. So you have to repeat the same level multiple times until you get it right.
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>>12809063
This. I've gotten gud enough to beat the whole game in one sitting without warps, and even I struggle getting this fucking trick right. I've tried practicing it with save states, but I still can't get it consistently because I'd just rather play the game rather than perfect a setup for a trick I hardly need now.
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>>12809058
>>Lives don't really make any difference for most of the game
>>once you have gotten gud
>so you've completely negated your argument, ok.
No, I haven't. Not sure how you came to that retarded conclusion. Sounds like you haven't ever actually played videogames and just post shit about them online. SMB difficulty curve is gradual. When you play the game in sequence, you'll gradually get better and better. When you play naturally for fun, like a real console-owner in the 80s rather than a modern basement-dwelling poseur, you will improve your abilities each play session. Lives never become a real problem. If you play to world 5 and get a Game Over, it probably took you 20-30 minutes. You can then choose to try again, using A-start or warp zones to get back to where you were, or you might play a different game, or shut the console off and go touch grass.

>I would bet you 5$ that a new player who could restart at 8-1 would beat the game before a player restarting at 1-1
$5? In 2026? You don't seem very confident.
What I'd bet, is that by the time you beat world 8 by grinding it repeatedly (assuming no save state abuse), a 1cc on whole game much harder. If you have mastered World 8, there aren't many of the earlier levels that will take more than a little practice.
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>>12808887
Not always.
And yes I'm even familiar with the RF switch when dad wanted to watch baseball so I could leave the system running.
Reality is that most of the time, people just shut it off when they were done. It was only if you were like, right at the end of a game, farther than you'd never gotten before, and were feeling particularly excited about it, that you'd pause and save it for later.
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>>12809136
>it repeatedly (assuming no save state abuse), a 1cc on whole game much harder.
NOT much harder, obviously
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>>12806615
The trick is to not go so fast if you're learning the game. You don't have to hold the run button.
Also the physics is weird as shit on the first game.
Just keep at it. Once you git gud you'll love the second game. It was made as an official difficulty fan mod.
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>>12806980
It takes about 40 minutes to complete VS. Super Mario Bros., which is my favorite non-fighting arcade game. And it does take a toll on you, you gotta pace yourself.
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>>12807168
The actual true secret is that Super Mario Bros. is popular because of the warp zones letting people explore the game world at their leisure. In a way, SMB1 is the first "open world" game letting you play how you want.



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