More information about Super Mario Bros. 3 for the nes can be found here, Images for the nes version can be found here. If you are after more information about Super Mario All stars then clickhere, and find more images from the game here. The change from the NES version of the game to the Snes version of the game is quite dramatic. In the below images we compare our two heroes from both game versions. Notice how Luigi is no longer a re-coloured Mario clone, he is now his usual tall lanky self. Not only did the characters get a make over, the worlds are now different too. Instead of the plain backgrounds of the NES world, the levels now are in 3D. In SMAS the blooks now only cast a shadow on fellow blocks, this gives them a more realistic feel. Pipes have been given a nice new coat of paint, giving them a shine. Question blocks are no longer suspended by nails, and even the grass has been given a good sprucing up. Underground levels were given a more realistic feel in the SMAS remake, nolonger are the backgrounds littered with stars, but now a more cave-like feel is present. The sky has changed forever in the Mushroom Kingdom, realistic clouds have taken the place of the random item outlines. The night sky now is filled with clouds and lightning effects when on skyships. World 8 levels are given different effects. Fireballs now remain the same colour when in different areas. Players are forced to fend for themselves when it comes to finding hidden blocks, with brighter stars removed secrets are left...well...more secret. Graphic glitches have now been fixed, with the sides of the screen being drawn properly in certain levels. Rotodiscs and Boos have now been given motion tails, perhaps to increase their scary-ness. The title screen has been changed significantly. Not only has music been added, it can be downloaded here, the page itself has been all-stars-erized, with softer shadows on the lettering, the curtains actually look like curtains, the back ground is more detailed, and several other small changes. New to Super Mario All Stars is the option of a Battle Game which has a similar play style to that of the battle mode, however there are several new features: Map icons are now animated in SMAS. The Map Screen itself has become much more detailed. Note the several different changes bewteen NES and SNES versions of the game. Each Hammer Bro. Has its own individual Sprite in SMAS, giving the player an indication of what kind of battle lays a ahead A save option is now available in SMAS, which allows you to save your progress at any time. However, when you start playing a saved game again you will be transported back to the first level of the current map. SMAS allows you to have up to 4 seperate saved games for each game. Once you load a saved game, you cannot change the player mode. SMAS seems to start you with one more extra life, however, the NES version considers "Mario × 0" to be your last life, whereas the SMAS version considers "Mario × 1" to be the last. Since the lives total maxes out at 99 in both versions, and the NES version lets you play on with zero lives showing in the status bar, you have a maximum of 100 lives in the NES version and 99 in SMAS. The status bar has changed a lot, the M and L for the player have now been coloured in, as well as the Item cards. The dollar sign has also been replaced by a coin. The item inventory has changed colours, along with several of the items. Battle mode now issues a warning before the battle begins. Several changes have been made to the battle iteself: The cards have a different color scheme; the POW Block changed from blue to green; the score boxes at the top are colored appropriately; the victorious character gives the Peace sign. Starting a Level has also been changed, no longer is there a rectangle framing Mario/Luigi, a circle now frames the character after selecting a level. Once the screen goes black, the characters are then informed they are about to start. The level is then revealed. The level endings have been SMAS-erized, with the white outlines being replaces by 3D colours. Bonus Rooms have been given a face lift. Message box text and colours were changed also. Toad, and his Mushroom houses, have been given a grand makeover Doors have been remade to look more like...doors. The King's room has been Jazzed up significantly also. All of the kings in SMAS have been transformed to characters from previous Mario games. World 1: Dog to Cobrat (SMB2) World 2: Spider to Hoopstar (SMB2) World 3: Spike (SMB3) to Dino-Rhino (SMW) World 4: Dinosaur to Donkey Kong Jr. World 5: Bird to Albatoss (SMB2) World 6: Seal to Monty Mole (SMW) World 7: Venus Fire Trap (SMB3) to Yoshi Letters from the Princess have also changed, capitalisation of "Toadstool" has changed on all of the letters. In the nes version, the Princess is constantly moving, where as in the SNES version the princess only winks once. Click the image to see the wink. Micro Goombas are now Harder to spot, as the bricks the hide in are given the same shine in SMAS. World 2-2 has added 3 coins to the level in SMAS, this means you can earn the White Mushroom House without collecting any from the group of four located farthest from the P-Switch. No longer are you restricted by the 300 second time limit when in pipe travel In SMAS, an outline of the Tanooki/Frog/Hammer suit flies off with a "bloop" sound effect if you're wearing one when hit. Water is now transparent, this now allows us to see the full sprite of enemies like Boss Bass. The SMAS version doesn't let you use the warp whistle while in the canoe. In world 3-9 Ice Blocks were removed and moved because of a pipe bug. The water surface in the original 4-4 started out high in the beginning of the stage, then dropped lower after the big wood wall. In the SMAS version, the water surface stays consistent throughout the stage. Compared to the NES version, the water is lower in the beginning, but higher after the wood wall. In world 5-7 The white block was changed to a blue block. This "fixes" a bug caused by the white block; if you used the white block to fall behind the scenery, then quickly went up and into a nearby pipe, the enemies on the other side could not hurt you. The world 6 Mushroom house now gives you a Hammer suit, on the nes version of the game it was a random mushroom/fire flower/leaf. The albino 1-up in 6-3 has been replaced by a standard 1-up . In world 7-5 the Ice blocks were moved once more in order to prevent the old pipe bug. Some obvious changes took place in the letter from Bowser. The world 8 battle ships have regained their missing corner piece. World 8-1 has been given a very nice make over, with its white outlines given colour, and the black background is replaced with a rather lush green forrest. 8-2 is no longer grey scale, it is now decked out in a brand new 3D colour fest. The world 8 fortress is now all the one colour. The original NES version was half grey half blue. This all new all Blue fortress actually made it harder for the players in some ways. Not only has the Princess dyed her hair blonde, she is also now in a brand new stylish pad. It seems the new one doesn't need doors to get into though! All of the ending scenes changes too. After "The End" screen, the NES version starts you in a new game with a full inventory of P-Wings. There is no such bonus in the SMAS version, which saves your current inventory. Instead, you push Start to bring up a "Quit / Save&Quit" menu box. After choosing either option, it'll take you back to the SMAS title screen. All images taken from TMK.
Super Mario Bros. X's NPC window lets you select various enemies and objects to place in your Mario levels from across a wide variety of old Mario games. But there is one special tab that can't be accessed normally. This guide tells you how to find it and describes some uses of the NPCs it contains.
To start with, open the NPC window and select an NPC. It doesn't matter what you choose. Set the Lakitu box in the bottom left corner to 'Yes'.
So far, so good.
Next, change to another tab. Again, it doesn't matter which. Just change it. Then place the Lakitu in the level and test it.
Oh, the humanity!
The Lakitu you placed should throw more Lakitus, which also throw Lakitus. Escape out of it before your machine lags to oblivion.
Hello, what's this?
The next time you pull up the NPC window, you'll see this special group of objects that aren't normally available! What a shock!
Unfortunately, most of them are kinda useless. Almost all of them are NPCs that are created by other NPCs. I'll discuss briefly what they do when placed in the game.
The first six are the various projectiles Mario and co. chuck at their enemies, typically received from powerups. If these are placed in the level as is, they will drop to the ground and disappear, clobbering any enemies they encounter along the way. None of these work when thrown by Lakitu. The fireball, sword beam, hammer, and boomerang all kill him the moment he throws one. The ice ball collides with him, but he's unaffected by them, so the ball just disappears in a puff. Lakitu can successfully throw heart bombs, but they don't affect Mario. Setting Lakitu to 'Friendly' would let him throw these to perhaps help the player!
The ice block and the static-looking screen next to it are the combined effects of the ice flower. When placed in the level, the ice block does nothing and cannot be interacted with. If you place the static screen, you'll see it sparkle, but it won't have a graphic of its own. It can be picked up and thrown, though. If Lakitu throws the ice block, it will kill him. He can throw the sparkle screen, but the worst it can do is bump Mario's head mid-jump.
The fireball beneath the ice block is the one Yoshi spits when he eats a red shell. It flies straight forward when placed in the level and kills any foes in its path. It kills Lakitu when he throws it. The blue piranha plant is the one that springs out of the rainbow pipe pickup. When placed alone, it disappears instantly. Lakitu can't throw it at all.
Next, we have the bubble. This is the bubble NPCs can be set to appear in on the left. Placed alone, it drifts slowly and pops on contact with Mario. Thrown by Lakitu, they pop on contact with their creator. Similar to the bubble, the plant top behaves like a buried item would. When you pick it, though, nothing comes out because it has no registered NPC. Lakitu can plant them in the sky, where they'll hover and accomplish nothing.
All the fireballs beyond here are those spat by Bowser and his minions. The first four hang in the air, perfectly still, wherever they're placed. The Metroid fire O pauses a moment and then rushes at Mario like normal. The lava lotus fireball drifts down off-screen. The Koopa Kid spell bubble starts small, grows to normal size, and remains hanging in place. Touching any of them causes damage to Mario. Thrown by Lakitu, all these NPCs fly off the top of the screen, never to be seen again.
Taking a small step back, we have quicksand. It behaves exactly the same as the SMB2 sand that you can dig through. It is no different. They hang in the sky if Lakitu throws them.
The next four NPCs are Wart's bubbles, the Hammer Bros.' hammers, the Snifits' bullets, and Birdo's eggs. The Snifit bullet hangs in the air when placed, while the other three drop off the screen. Like the fireballs, touching any of them will damage Mario. The bubbles and hammers can be thrown down by Lakitu, but the egg will move straight horizontally at a slow pace, and the bullet flies off the top of the screen.
Next is the Koopa that appears when you stomp it out of its shell. There is no difference between it and its shell-less SMW counterpart. Likewise, the Lakitu pictured here is the same Lakitu-throwing Lakitu that made this tab appear in the first place, and the next two NPCs are the boss Koopa Kids in their shells. They'll behave like Larry and Ludwig would when they enter their shells, and eventually pop out and return to being normal bosses.
The last NPC on this tab is very strange. It appears to be part of a tank, and may have been an experimental way to let Mario control a tank in the level. As it is, it's like a mini Koopa Clown Car. Mario can walk through it, but if he jumps in the top, he can control where it moves. It can go any direction and doesn't collide with solids like it should. So, if Mario tries to fly up through something or down through the floor, the tank keeps going and leaves Mario behind. Mario isn't crushed; he simply falls out of it and it drifts through whatever object was bumped into. It can, however, pass through solid objects horizontally.
Some of these NPCs have very limited uses due to the nature of their behavior, but there are still some potentially cool things that can be done with them. You could have Lakitu throw the hammer to make an Amazing Flying Hammer Bro. You can load the various fireballs into projectile generators so they move forward rather than hanging still. You could also load the friendly NPCs into generators to give the player a cannon on their side! It all depends. But now you know where they are, what they are, and how they work. Now you can spice up your Mario levels in new ways!
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