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Utente:Casmiki/Sandbox - Wikipedia

Utente:Casmiki/Sandbox

Da Wikipedia, l'enciclopedia libera.

Indice

[modifica] Nemici

Immagine:Mariocard.JPG
Mario Bros. e-Reader card, features the three main enemies and the Marios

Ci sono vari tiri di nemici.

  • Shellcreepers look like turtles. They move slowly, and it only takes one hit to flip them over.
  • Sidesteppers look like crabs. They move the fastest of all the pests, and it takes two hits to flip them over. After taking one hit, sidesteppers move faster.
  • Fighterflies. They move by taking short hops, and can only be hit when touching the ground.

There are other enemies that do not need to be killed to clear the phase.

  • Slipice (later renamed Freezies). They move slowly. A hit instantly kills them. A new one is respawned in a few seconds if the previous one is killed. They can freeze a platform, turning it into ice, making it harder to maneuver Mario. If a platform is iced, it is returned to normal at the start of the next phase. If all three ice-eligible platforms are iced, no more slipices spawn for that phase.
  • Icicles. They start appearing on Phase 16, after the third coin phase.
  • Red Fireballs. They bounce diagonally. Mario can kill a fireball by hitting the ground as the fireball bounces; killing a fireball is unwise, as one soon respawns and moves faster. If the red fireball makes a complete circuit of the screen, it disappears and then respawns moving faster, effectively limiting the amount of time Mario can safely take to complete a phase. Normally, only one fireball is present; after the fifth coin phase, Phase 29, two fireballs are present simultaneously.
  • White Fireballs. (sometimes called hurricanes) They move horizontally, spawning on one end of the screen and travelling to the other. They bounce at regular intervals, making it risky to jump over one.

[modifica] Phases

  • Phase 1-2. Shellcreepers
  • Phase 3. First coin phase; POW not replenished
  • Phase 4. Sidesteppers
  • Phase 5. Sidesteppers and shellcreepers; this is the only phase in the game that has both sidesteppers and shellcreepers.
  • Phase 6. Fighterflies
  • Phase 7. Fighterflies and sidesteppers
  • Phase 8. Second coin phase; POW replenished
  • Phase 9. Slipice are now present on every phase; fighterflies and shellcreepers.
  • Phase 10, 11. Fighterflies and sidesteppers
  • Phase 12-14. Same as 9-11, but the fireballs are more frequent
  • Phase 15. Third coin phase; floors turn invisible; POW replenished
  • Phase 16-21. Icicles are now present on every phase; otherwise same as 9-14. Fireball frequency is decreased on phases 16-18.
  • Phase 22. Fourth coin phase; POW replenished
  • Phase 23-28. Same as 16-21, but fireball frequency is maximum and icicles are more common.
  • Phase 25. Phase counter replaced with a red "KO".
  • Phase 29. Fifth coin phase; POW replenished
  • Phase 30-35. Same as 23-28, but now two red fireballs appear on each phase.
  • The same pattern of 7 phases repeats for the remainder of the game.

[modifica] Scoring

  • Kicking off a pest: 800 points. If you can kick off multiple pests at one time, the value increases to 1600, 2400.
  • Each coin is worth 800 points.
  • Killing a slipice is worth 500 points.
  • Killing a white fireball (hurricane) is worth 200 points. It is possible to kill it by hitting the floor just after it bounces.
  • Killing a red fireball is worth 1000 points. This is usually a bad idea, as it immediately respawns and then moves faster.
  • You can kill an icicle as it is forming, but this is not worth any points. If you touch an icicle after it has formed, but not dropped, Mario dies.
  • Getting all 10 coins on the coin phase is worth 5000 the first time and 8000 later times.
  • Flipping over a pest is worth 10 points.

[modifica] Strategy

Usually, you should try to clear the phase as quickly as possible. Risking a life for 800 extra points is not usually worth it. The danger level increases as the phase progresses, because the red fireball gets faster.

You should try to kick off as many pests as possible at the start of each phase. If you do not kill some of the pests quickly, you can get stuck in a situation where many lives are lost on one phase.

Use the POW only if you expect to lose a life, especially if you may lose control and lose multiple lives, due to too many pests onscreen. Try to save at least one charge left in the POW, because standing on the POW is a useful escape strategy. Remember when a coin phase is approaching, so you can freely use up the POW when you know it is about to recharge.

The enemies behave deterministically. You can anticipate where they will be. The white fireballs spawn at regular intervals based on where Mario is standing. Anticipate where you will need to hit a pest, and stand elsewhere to draw the white fireballs. Only icicles spawn randomly, and the time interval between icicles spawning and dropping is constant.

You can jump over a pest, or walk under a fighterfly. Jumping over a white fireball is possible, but only at certain parts of the screen. Jumping over a fireball should be a last resort.

If a sidestepper is about to wake up, hit it again to wake it up. This way, it won't change color and increase speed. It usually pays to let fighterflies speed up, because their slow speed makes it more likely that a fireball or icicle will kill you before the fighterfly is in position. Notice that the last enemy onscreen speeds up to maximum if it is a sidestepper or shellcreeper. It sometimes pays to flip over a fighterfly, knowing you won't be able to kick it off in time, just to speed it up.

[modifica] Comparison of versions

  • The Japanese arcade version of Mario Bros. features an extra life every 30000 points, compared with only one free life per game in the English version.
  • The NES has all game features except icicles, but the animation of the original has been simplified; for instance, the turtles can not be seen 'naked'. It is more stingy with time on the coin phase. The NES does not have the invisible coin phase.
  • The Atari 7800 version is similar to the NES version, but with worse graphics.
  • The Atari 5200 version has far fewer colors than the Atari 7800, but the animation is almost as detailed as the arcade version
  • The Atari 2600 version is the least faithful of all versions. Due to 2600 limitations, there is only one pest per floor at a time. You can kick off the slipice as it is icing a floor. Iced floors only heal at the coin phase.
  • The Apple II version included the invisible coin phase and icicles. However, the game is slow due to system limitations.
  • The Commodore 64 version, published and ported by Atari in 1984, is extremely playable but includes the following bugs in two player mode: player two cannot jump player one; a player occasionally sticks on the top level when trying to bounce the other player; player two cannot knock player one from the wraparound side platform from beneath. In addition, the fireball animation has a graphical glitch, and there are several problems with the sound.


[modifica] Trivia

The musical introduction at the beginning of the game is the beginning of first movement of Mozart's Eine kleine Nachtmusik.

[modifica] External links


The point where Mario continues depends on how far he ran through the level before dying; either from the very beginning, or a set location approximately halfway through the level.

Immagine:Goomba Group Strategy.png
Grey Goombas in world 8-4.
The title screen of Super Mario Bros. from Super Mario All-Stars on the SNES
The title screen of Super Mario Bros. from Super Mario All-Stars on the SNES

In early 2004, Nintendo rereleased the game on the Game Boy Advance in Japan as part of their Famicom Minis collection and in the U.S. as part of the Classic NES Series. Unlike previous re-releases, these versions contain no graphical updates. Differences between this and the original are that the screen images appear a bit squashed, due to the smaller GBA screen, and the high score is saved to the cartridge. In 2005, Nintendo released this game again for the GBA as part of its 20th Anniversary with a special edition, selling approximately 876,000 units [1].

The reason for this is because the pipe at the end of the level leads to the very beginning, instead of dry land, and therefore, the level loops, or repeats itself. The name was created by a glitch, and since it is not a normal level, the name is literally (nothing)-1, creating the effect of -1.

warp pipes without an onscreen value quickly. More "glitch" levels are available, but only through special memory-modifying tools such as the Game Genie.

World 36 in the Japanese Famicom Disk System version of the game is considerably different and has three levels, after which the player is returned to the title screen as though he or she completed the game. This glitch has been fixed in the Super Mario All-Stars remake.

[modifica] Jumping the flag

Dating from the time of the original Super Mario Bros. release, urban legend claimed that in levels 3-3 and 7-2 it is possible to jump over the flag at the end of the level by exploiting pulleys. The claim was for the most part unsubstantiated until 1999 when a NESticle movie demonstrating the capability was publicly released. [2] When the engine was redone for the SNES game Super Mario All-Stars, this ability was retained while found less difficult to perform (and, interestingly, the -1 bug was removed). Creators of tool-assisted console videos have also demonstrated (in the original NES game) that the flagpole can be surmounted on several other levels including 1-1. This is done by exploiting a glitch to induce a Koopa Troopa to walk across the bottom edge of the screen and then using it for an extra bounce over the pole. However, jumping the flag is not very useful as the level goes on forever and is completely empty after this. There is nothing to do but to keep running forward until Mario dies from Time Over. There are also many levels in Super Mario Bros.: The Lost Levels in which jumping over the flag is possible.

[modifica] Little Fiery Mario

Internal to the game, Mario's powerup state is recorded in two independent variables; one describes size (0=regular; 1=super) and the other tracks the 'upgrade state' (0=need mushroom; 1=need flower; 2=has flower). The 'size' decides the sprite (small on 0; big on 1) used for Mario; the 'upgrade state' decides what powerup will come out of a block (mushroom on 0; flower on 1 or 2) and what will happen when Mario is hit (die on 0; switch 'size' and clear 'upgrade state' on 1).

These states can be knocked out of synchronization. The game checks for all sprite collisions, knocks the 'upgrade state' to 0 if it hits, and switches size only when all checks are done. If Mario's sprite strikes the King Koopa sprite and the bridge release sprite in one frame, the game will register the collision between Mario and Koopa, knock the 'upgrade state' to 0, register the collision between Mario and the bridge release, and jump into the level complete loop that causes Mario to walk to the right -- and never switches the 'size' variable.

If Mario was naturally large (state 1 or 2, size 1) when he hit the switch he will stay large (state 0, size 1). If he strikes an enemy he will die (because his 'upgrade state' is 0), but he can break blocks. If he gets a mushroom, he will shrink and be unable to hit blocks; if he is hit now, he will grow again. If he gets a fire flower, his pallette will be changed and he will be able to shoot (but the game will use the large image for shooting; it will, however, keep Mario's small feet if Mario is moving.) Mario will now be Little Fiery Mario.

If Mario was naturally small (state 0, size 0) when he hit the switch he will appear to die but the level will still be beat and he will not lose a life. If Mario was unnaturally small (state 1 or 2, size 0) when he hit the switch (that is, if he does this trick twice), he will revert to his normal form. When Mario dies his size is set small and his state is set unupgraded, no matter how he died or what his state was before.

Using the third part only of a 3-code Game Genie code for "Always Stay Big" will produce similar results (the code is SZLIVO). As long as Mario has gained a power-up, he will become small when hit, then grow when hit a second time. This is a much simpler way to view the "Little Fiery Mario" quirk.

This glitch, originally discovered by gamers Grady Haynes and Tom Shoemake, appears to have been fixed in the Super Mario All-Stars version, though you can still see it with a cheating device.

[modifica] Trivia

Immagine:NESClassicGBA SuperMarioBros1boxart 160h.jpg
The NES version of Super Mario Bros. was re-released in 2004 on the Game Boy Advance as part of the Classic NES Series.

[modifica] Super Mario and the Game Genie

It is a well-known phenomenon among those who possessed a real Game Genie that by some quirk in how the original Super Mario Bros. was programmed, the game has proven to be extremely receptive to Game Genie codes, responding with far more effects than any other known NES game. Hundreds (possibly thousands) of codes have been generated, and although large lists of them exist, none of them has proven truly comprehensive.



[modifica] Altri progetti

[modifica] Collegamenti esterni

Wikibooks

Wikibooks ha un modulo che tratta [[b:{{{1}}}|di {{{PAGENAME}}}]].

[modifica] Rosa australia

L'ultima convocazione, valida per i mondiali di calcio Germania 2006, prevede questa rosa:


Australia per i Mondiali 2006
Commissario tecnico: Marcello Lippi
Nome
Provenienza
Nome
Provenienza
Portieri
01. M. Schwarzer Middlesborough 12. A. Covich Hammarby
14. Z. Kalac Milan
Difensori
02. L. Neill Blackburn Rovers 03. C. Moore
Newcastle
16. Michael Beauchamp (C)  Central Coast Mariners 06. T. Popovich Crystal Palace
14. S. Chipperfield FC Basel 22. M. Milligan  Sidney FC
11. S. Lazaridis
Birmingham City
{{{ND9}}} {{{Dif 9}}} {{{logod9}}} {{{Appartenenza D9}}} {{{ND10}}} {{{Dif 10}}} {{{logod10}}} {{{Appartenenza D10}}}
Centrocampisti
11. J. Skoko
Middlesbrough
03. T. Cahill
Everton
04. J. Culina
PSV Eindhoven
07. B. Emerton   Blackburn Rovers
13. V. Grella Parma 20. L. Wilkshire Bristol City
21. M. Sterjovski Basel 23. M. Bresciano Parma
{{{NC9}}} {{{Cen 9}}} {{{logoc9}}} {{{Appartenenza C9}}} {{{NC10}}} {{{Cen 10}}} {{{logoc10}}} {{{Appartenenza C10}}}
Attaccanti
09. M. Viduka  Middlesbrough FC 10. H. Kewell
Liverpool
15. J. Aloisi Deportivo alavés 17. A. Thompson
PSV Eindhoven
18. J. Kennedy Dynamo Dresden



[modifica] Carriera estesa

Squadra Stagione Campionato Coppa Nazionale Coppe Europee Supercoppa Italiana Supercoppa Europea Coppa Intercontinentale Totale
Pres. Gol Pres. Gol Pres. Gol Pres. Gol Pres. Gol Pres. Gol Pres. Gol
Vicenza Calcio 1982/83 1 0 0 0 0 0 0 0 0 0
1983/84 6 1 0 0 0 0 0 0 0 0
1984/85 29 12 0 0 0 0 0 0 0 0
Tutte 36 13 0 0 0 0 0 0 0 0
Fiorentina 1997/98 23 19 8 8 10 6 0 0 0 0 0 0 41 33
1998/99 26 18 4 5 14 10 0 0 0 0 0 0 44 33
Tutte 117 60 21 15 28 19 0 0 0 0 0 0 166 94
Milan 1999/00 32 24 4 4 6 1 1 0 0 0 0 0 43 29
2000/01 34 24 3 1 14 9 0 0 0 0 0 0 51 34
2001/02 29 14 3 0 6 3 0 0 0 0 0 0 38 17
2002/03 24 5 4 1 11 4 0 0 0 0 0 0 39 10
2003/04 32 24 1 0 9 4 1 0 1 1 1 0 45 29
2004/05 29 17 0 0 10 6 1 3 0 0 0 0 40 26
2005/06 28 19 0 0 12 9 0 0 0 0 0 0 40 28
Tutte 208 127 15 6 68 36 3 3 1 1 1 0 296 173
Chelsea 2006/07 18 3 2 1 5 1 1 1 0 0 0 0 26 6
Tutte 18 3 2 1 5 1 1 1 0 0 0 0 26 6
Totali Carriera 343 190 38 22 101 56 4 4 1 1 1 0 488 273

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