M.A.M.E. - Mario Bros. [US] - Points [ Single Player: MEDIUM ] - 219,910 - Benjamin Sweeney

Is this Performance Claim valid?

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  1. M.A.M.E. - Mario Bros. [US] - Points [ Single Player: MEDIUM ] - 219,910 - Benjamin Sweeney

    03-19-2017, 08:28 PM
    Vzaar Video Url:


    Points [ Single Player: MEDIUM ]
    WolfMame version
    106
    Score Track
    https://www.twingalaxies.com/scores.php?scores=122029
    Rules
    ROMSet: Mario
    Lives: 3
    Bonus Life: 20000
    Difficulty: Medium
    Special Rules: This is a Single Player ONLY variation!
    NOTE: In MAME 1.06 the dip switches are backwards for MEDIUM & HARD. MEDIUM is actually HARD and HARD is actually MEDIUM. Please set your dip switches to HARD as this will be the tracking for MEDIUM difficulty.
    Submission Message
    Inspired by a 194k No POW run I made today for Mario Bros League, I present a one-off recording on MEDIUM difficulty (with POW usage). Not a lot of competition on this track at TG. Here's one more score and it happens to be my personal best on this difficulty with POW.

    Video is of INP Playback as a visual aide. INP/WLF files zipped and attached.

    Thanks for adjudicating!


    Name:  2017_03_20_03_23_461.jpg
Views: 572
Size:  62.6 KB
    Attached Files Attached Files
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  2. 03-20-2017, 12:57 PM
    *** DISCLAIMER ***
    The following tests and reports are neither exhaustive nor definitive,
    and should not be assumed as such in order to verify authenticity of a submission.


    Starting check.bat on Mon 03/20/2017 at 15:40:01.93

    Zip test
    Code:
    Zip:
    
    7-Zip [64] 16.04 : Copyright (c) 1999-2016 Igor Pavlov : 2016-10-04
    
    Scanning the drive for archives:
    1 file, 94481 bytes (93 KiB)
    
    Testing archive: C:\MAME_Analysis\batch\inp\MARP\mario20170319bts219910ptsMEDIUM.zip
    --
    Path = C:\MAME_Analysis\batch\inp\MARP\mario20170319bts219910ptsMEDIUM.zip
    Type = zip
    Physical Size = 94481
    
    Everything is Ok
    
    Files: 2
    Size:       7223506
    Compressed: 94481
    RAR:
    
    7-Zip [64] 16.04 : Copyright (c) 1999-2016 Igor Pavlov : 2016-10-04
    
    Scanning the drive for archives:
    Zip list
    Code:
    7-Zip [64] 16.04 : Copyright (c) 1999-2016 Igor Pavlov : 2016-10-04
    
    Scanning the drive for archives:
    1 file, 94481 bytes (93 KiB)
    
    Listing archive: C:\MAME_Analysis\batch\inp\MARP\mario20170319bts219910ptsMEDIUM.zip
    
    --
    Path = C:\MAME_Analysis\batch\inp\MARP\mario20170319bts219910ptsMEDIUM.zip
    Type = zip
    Physical Size = 94481
    
    ----------
    Path = mario20170319bts219910ptsMEDIUM.inp
    Folder = -
    Size = 7222908
    Packed Size = 93964
    Modified = 2017-03-19 22:41:52
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 09DC8241
    Method = Deflate
    Host OS = FAT
    Version = 20
    Volume Index = 0
    
    Path = mario20170319bts219910ptsMEDIUM.wlf
    Folder = -
    Size = 598
    Packed Size = 203
    Modified = 2017-03-19 22:41:52
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 1CE8E182
    Method = Deflate
    Host OS = FAT
    Version = 20
    Volume Index = 0
    
    
    7-Zip [64] 16.04 : Copyright (c) 1999-2016 Igor Pavlov : 2016-10-04
    
    Scanning the drive for archives:
    MAME Major Version 106

    What MAME thinks:
    Code:
    Recorded in WolfMAME 0.106
    Recorded system's speed = ~2491MHz (Intel)
    This recording was made with the C 68k core enabled
    Start date of recording: Sun Mar 19 22:25:38 2017
    
    Checks out OK. [7bcb]
    Playing back previously recorded game mario (Mario Bros. (US)) [press return]
    loading mario.7f    
    loading mario.7e    
    loading mario.7d    
    loading mario.7c    
    loading tma1c-a.6k  
    loading mario.3f    
    loading mario.3j    
    loading mario.7m    
    loading mario.7n    
    loading mario.7p    
    loading mario.7s    
    loading mario.7t    
    loading mario.7u    
    loading mario.4p    
                                  
    Average FPS: 35.728751 (12376 frames)

    What wlfview thinks:
    Code:
    WLFVIEW 0.3 - Apr  5 2006
    
    Info loaded.  WLF rev 9
    
    Recorded for the game 'mario'
    MAME version string: 0.106 (May 16 2006)
    
    -- CPU info --
    Vendor: Intel
    Processor Family: 6  Processor Model: 12
    Approximate clock speed: 2491859852Hz
    
    -- OS info --
    Operating System: Windows NT 6.2 
    
    -- INP info --
    Number of frames: 58249
    Average record speed: 99.996360%
    System time at start of emulation: Sun Mar 19 22:25:38 2017
    Sound: 44100Hz     Samples: Enabled
    GUI: 0    Artwork: 0
    68000 CPU Core: C
    NVRAM Usage: Disabled
    BIOS used (0=default): default
    
    -- Validity --
    Check 1:  INP header:  OK
    Check 2:  INP file:  OK
    Check 3:  WLF file:  OK
    Source driver:
    mario src/drivers/mario.c
    DIP Info from source:
    Code:
    NOTE: In MAME 1.06 the dip switches are backwards for MEDIUM & HARD. MEDIUM is actually HARD and HARD is actually MEDIUM.
    
    INPUT_PORTS_START( mario )
        PORT_START      /* IN0 */
        PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_2WAY
        PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_2WAY
        PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_UNKNOWN )
        PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_UNKNOWN )
        PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 )
        PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_START1 )
        PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_START2 )
        PORT_BIT(0x80, IP_ACTIVE_HIGH, IPT_SERVICE ) PORT_NAME( DEF_STR( Service_Mode )) PORT_CODE(KEYCODE_F2)
    
        PORT_START      /* IN1 */
        PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_2WAY PORT_PLAYER(2)
        PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_2WAY PORT_PLAYER(2)
        PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_UNKNOWN )
        PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_UNKNOWN )
        PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_PLAYER(2)
        PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_COIN2 )
        PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_COIN1 )
        PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN )
    
        PORT_START      /* DSW0 */
        PORT_DIPNAME( 0x03, 0x00, DEF_STR( Lives ) )
        PORT_DIPSETTING(    0x00, "3" )
        PORT_DIPSETTING(    0x01, "4" )
        PORT_DIPSETTING(    0x02, "5" )
        PORT_DIPSETTING(    0x03, "6" )
        PORT_DIPNAME( 0x0c, 0x00, DEF_STR( Coinage ) )
        PORT_DIPSETTING(    0x04, DEF_STR( 2C_1C ) )
        PORT_DIPSETTING(    0x00, DEF_STR( 1C_1C ) )
        PORT_DIPSETTING(    0x08, DEF_STR( 1C_2C ) )
        PORT_DIPSETTING(    0x0c, DEF_STR( 1C_3C ) )
        PORT_DIPNAME( 0x30, 0x00, DEF_STR( Bonus_Life ) )
        PORT_DIPSETTING(    0x00, "20000" )
        PORT_DIPSETTING(    0x10, "30000" )
        PORT_DIPSETTING(    0x20, "40000" )
        PORT_DIPSETTING(    0x30, DEF_STR( None ) )
        PORT_DIPNAME( 0xc0, 0x00, DEF_STR( Difficulty ) )
        PORT_DIPSETTING(    0x00, DEF_STR( Easy ) )
        PORT_DIPSETTING(    0x40, DEF_STR( Medium ) )
        PORT_DIPSETTING(    0x80, DEF_STR( Hard ) )
        PORT_DIPSETTING(    0xc0, DEF_STR( Hardest ) )
    INPUT_PORTS_END
    
    NOTE: In MAME 1.06 the dip switches are backwards for MEDIUM & HARD. MEDIUM is actually HARD and HARD is actually MEDIUM.
    
    Resolution: 256x224 @60Hz
    
    ----
    Rules, Single Player, Medium: https://www.twingalaxies.com/scores.php?scores=122029
    ROMSet: Mario
    Lives: 3
    Bonus Life: 20000
    Difficulty: Medium 
    
    Sample correct TG:
    Offset 0x2A (0x40 value), repeat every 0x7C
    - DSW0: 0x03 (Lives): 0x00 (3)
    - DSW0: 0x0c (Coinage): 0x00 typically but also 0x04/0x08/0x0c valid
    - DSW0: 0x30 (Bonus_Life): 0x00 (20000)
    - DSW0: 0xc0 (Difficulty): 0x80 (Hard) - Hard is actually Medium!!!
    
        20: 00 00 00 00 00 00 00 00  00 00 00 80 00 00 00 00 | ...........@....
        A0: 00 00 00 00 00 00 00 80  00 00 00 00 00 00 00 00 | .......@........
       120: 00 00 00 80 00 00 00 00  00 00 00 00 00 00 00 00 | ...@............
    ----
    
    ----
    Rules, Single Player, Hard: https://www.twingalaxies.com/scores.php?scores=5224
    Rules, Two Player, Hard: https://www.twingalaxies.com/scores.php?scores=19169
    Rules, Single Player NO POW, Hard: https://www.twingalaxies.com/scores.php?scores=90384
    Rules, Two Player, NO POW, Hard: https://www.twingalaxies.com/scores.php?scores=90385
    ROMSet: Mario
    Lives: 3
    Bonus Life: 20000
    Difficulty: Hard 
    
    Sample correct TG:
    Offset 0x2A (0x40 value), repeat every 0x7C
    - DSW0: 0x03 (Lives): 0x00 (3)
    - DSW0: 0x0c (Coinage): 0x00 typically but also 0x04/0x08/0x0c valid
    - DSW0: 0x30 (Bonus_Life): 0x00 (20000)
    - DSW0: 0xc0 (Difficulty): 0x40 (Medium)  - Medium is actually Hard!!!
        20: 00 00 00 00 00 00 00 00  00 00 00 40 00 00 00 00 | ...........@....
        A0: 00 00 00 00 00 00 00 40  00 00 00 00 00 00 00 00 | .......@........
       120: 00 00 00 40 00 00 00 00  00 00 00 00 00 00 00 00 | ...@............
    ----
    Generic Info for game:
    Code:
    Note: three ROM sets represented here with changeovers at 0.119u1 and 0.132u3.
    
    MAME History:
    - 0.119u1: Stephane Humbert added Mario Bros. (US, set 1). Fixed dipswitches. Changed 'Mario Bros. (US)' to clone '(US, set 2)'. Renamed (mario) to (marioo) and (mariojp) to (marioj).
    - 0.132u3: Mr Goodwraith, Smitdogg and Dumping Union added Mario Bros. (US, Revision F). Fixed rom names. Changed (US, set 1) to clone 'Mario Bros. (US, Revision E)' and clone (US, set 2) to clone 'Mario Bros. (US, Unknown Rev)'. Renamed (mario) to (marioe).
    
    
    Mario Bros. (US) / (US, set 2) / (US, Unknown Rev)
    --------------------------------------------------
    ROM set changed: yes
    0.106-0.119: mario - "Mario Bros. (US)"
    0.119u1-0.132: marioo - "Mario Bros. (US, set 2)"
    0.132u3-0.175: marioo - "Mario Bros. (US, Unknown Rev)"
    
    Resolution, 0.106-0.122: 256x224 @ 60.000000Hz
    Resolution, 0.123-0.175: 256x224 @ 59.185606Hz
    
    TG Game Entry: https://www.twingalaxies.com/scores.php?platformid=46&gamename=Mario%20Bros.%20[US]
    Rules, Single Player, Medium: https://www.twingalaxies.com/scores.php?scores=122029
    Rules, Single Player, Hard: https://www.twingalaxies.com/scores.php?scores=5224
    Rules, Two Player, Hard: https://www.twingalaxies.com/scores.php?scores=19169
    Rules, Single Player NO POW, Hard: https://www.twingalaxies.com/scores.php?scores=90384
    Rules, Two Player, NO POW, Hard: https://www.twingalaxies.com/scores.php?scores=90385
    
    
    Mario Bros. (US, set 1) / (US, Revision E)
    ------------------------------------------
    Note: not currently represented on TG.
    ROM set changed: yes.  Added in 0.119u1.
    0.119u1-0.132: mario - "Mario Bros. (US, set 1)"
    0.132u3-0.175: marioe - "Mario Bros. (US, Revision E)"
    
    Resolution, 0.120-0.122: 256x224 @ 60.000000Hz
    Resolution, 0.123-0.175: 256x224 @ 59.185606Hz
    
    Rules: [no current tracks]
    
    
    Mario Bros. (US, Revision F)
    ----------------------------
    Note: not currently represented on TG.
    ROM set changed: no.  Added in 0.132.u2
    0.132u5-0.175: mario - "Mario Bros. (US, Revision F)"
    
    Resolution, 0.133-0.175: 256x224 @ 59.185606Hz
    
    Rules: [no current tracks]
    INP Header:
    Code:
        10: 8C C3 86 94 00 00 00 00  A2 3D CF 58 6E 41 CB 7B | .......=XnA{
        20: 00 00 00 00 00 00 00 00  00 00 00 80 00 00 00 00 | ................
        30: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        40: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        50: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        60: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        70: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        80: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        90: 00 00 00 00 00 00 00 00  3E 82 43 E1 00 00 00 00 | ........>.C....
        A0: 00 00 00 00 00 00 00 80  00 00 00 00 00 00 00 00 | ................
        B0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
       100: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
       110: 00 00 00 00 3E 82 43 E1  00 00 00 00 00 00 00 00 | ....>.C........
       120: 00 00 00 80 00 00 00 00  00 00 00 00 00 00 00 00 | ................
       130: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
       140: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    INP Mid-section:
    Code:
    371AA0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    371AB0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    371AC0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    371AD0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    371AE0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    371AF0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    371B00: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C
    371B10: 00 00 00 00 00 00 00 00  00 00 00 80 00 00 00 00 | ................
    371B20: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    371B30: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    371B40: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    371B50: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    371B60: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    371B70: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    371B80: 00 00 00 00 00 00 00 00  A2 82 43 E1 00 00 00 00 | .........C....
    371B90: 00 00 00 00 00 00 00 80  00 00 00 00 00 00 00 00 | ................
    371BA0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    371BB0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    371BC0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    371BD0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    INP Tail-end:
    Code:
    6E3540: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    6E3550: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    6E3560: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    6E3570: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    6E3580: A2 82 43 E1 00 00 00 00  00 00 00 00 00 00 00 80 | .C............
    6E3590: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    6E35A0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    6E35B0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    6E35C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    6E35D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    6E35E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    6E35F0: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C
    6E3600: 00 00 00 00 00 00 00 00  00 00 00 80 00 00 00 00 | ................
    6E3610: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    6E3620: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    6E3630: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    6E3640: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    6E3650: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    6E3660: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    6E3670: 00 00 00 00 00 00 00 00  A2 82 43 E1             | .........C

    MAME Info
    MAMEInfo.dat entries: mario and mario.c
    Code:
    MAMEInfo.dat entries for:
    mario
    mario.cpp
    ----
    0.132u3 [Mr Goodwraith, Smitdogg, Dumping Union]
    
    0.119u1 [Corrado Tomaselli, Stephane Humbert]
    
    0.08 [Mirko Buffoni]
    
    
    Artwork available
    
    
    TEST MODE:
    
    - Press F2 for Test-Mode (keep it pressed)
    
    
    Bugs:
    
    - mario + clones using discrete audio: Walking/Running sound is incorrectly filtered. Tafoid (ID 03679)
    
    
    WIP:
    
    - 0.182: Hook up Luigi walking sound in netlist mario sound implementation. Mario driver now uses netlist audio implementation instead of discrete implementation. The previous discrete sound emulation has not been removed yet because it still contains a lot of documentation. Fixed compile for I8039 test code in mario sound [Couriersud]. Replaced DISCRETE sound with 'Netlist Sound Device' (48000 Hz).
    
    - 0.175: anikom15 fixed 'Bonus Life' dipswitch descriptions for Mario Bros. (US, Revision F).
    
    - 0.163: Couriersud fixed Mario Bros. sound when netlist sound is enabled.
    
    - 0.158: Partial netlist sound implementation for Mario Bros. Luigi sound is missing. By default, the previous discrete.h based sound is compiled. Those curious can change OLD_SOUND to 0 in mario.h [Couriersud].
    
    - 0.156: Alex Jackson fixed Mario Bros monitor switch so it correctly affects both tiles and sprites.
    
    - 0.155: Tirino73 added clone Mario Bros. (Japan, bootleg). David Haywood added inputs, further improvements + bl scroll to Mario Bros. (Japan, bootleg).
    
    - 21st October 2012: 3D ARCADE - New Nintendo 3D cabinet model for Mario Bros from Jibmums.
    
    - 0.145u8: Phil Bennett fixed missing title/game graphics in Mario Bros.
    
    - 0.141u2: Couriersud fixed a bug in palette_normalize_range which caused color distortion. The luminance normalization now converts r,g,b to y,u,v and normalizes y prior to converting back to r,g,b. This affects e.g. Radar Scope, Donkey Kong and Mario Bros.
    
    - 0.140u1: Discrete Updates [Derrick Renaud]: Removed old DISCRETE_74LS624 code and replaced it with new 74LS629 based code. Updated Mario to use new DISCRETE_74LS624 and DISCRETE_XTIME_logic modules.
    
    - 0.134u4: Derrick Renaud converted final mixing stage to DISCRETE_MIXER. This adds the missing filtering on the Mario Bros walking sounds.
    
    - 0.134u2: Couriersud impromved discrete performance for Mario Bros (pow to exp: 5%, parallel tasks: 45% and minor tweaks). Sped up mario_custom_run() discrete sound. Removed capacitor aging code and assumed range input is gnd for all 74LS624.
    
    - 0.134u1: Derrick Renaud optimized DISCRETE_74LS624 making Mario Bros faster.
    
    - 0.133u4: Discrete work [Couriersud]: Change the way custom modules are handled. Updated drivers mario and dkong accordingly. Minor change to stream input handling. No more linear lists for nodes. All node processing switched to linked lists. Module step and reset now only get a node pointer passed. Added discrete_info * pointer to node. Only nodes with a step routine actually get processed. Fixed discrete logs did not work since some time bug. Preliminary parallel task constants; depending on results these may vanish again. Overall slight performance increase. dkong 940% to 960% and galaxian 740% to 790%.
    
    - 22nd July 2009: Smitdogg - Thanks to MrGoodwraith we have a new version of Mario Bros.! What it appears to be is a US "rev f" set, where the current "mario" set in MAME is a US "rev e" set. That is just a guess according to writing on the program roms, but I'm not 100% sure what it/they will be called in MAME. Also there are a couple of other problems in the rom defs that will get sorted too. I'm also working on extracting some other info to help with the sound emulation but that part is on hold for a few weeks.
    
    - 0.132u3: Mr Goodwraith, Smitdogg and Dumping Union added Mario Bros. (US, Revision F). Fixed rom names. Changed (US, set 1) to clone 'Mario Bros. (US, Revision E)' and clone (US, set 2) to clone 'Mario Bros. (US, Unknown Rev)'. Renamed (mario) to (marioe).
    
    - 22nd June 2009: Smitdogg - Thanks to MrGoodwraith we have a new version of Mario Bros.! What it appears to be is a US "rev f" set, where the current "mario" set in MAME is a US "rev e" set. That is just a guess according to writing on the program roms, but I'm not 100% sure what it/they will be called in MAME. Also there are a couple of other problems in the rom defs that will get sorted too. I'm also working on extracting some other info to help with the sound emulation but that part is on hold for a few weeks.
    
    - 0.129u4: Mario Bros update [Couriersud, Smitdogg]: Created custom module for run sounds. Running the discrete sound system at 480KHz was not really optimal. Reviewed parts list, schematics and PCB pictures. Brought mario run sound in line with recordings from Smitdogg. VCO voltage needs to be 0V for this to happen. Verification outstanding. Capacitors needed some ageing applied as well. To be removed once the VCO issue is clarified.
    
    - 0.129u3: Several discrete sound refinements, mainly targeted at Mario Bros [Couriersud]: Use formula derived from figures 2 and 3 in LS624 datasheet. Coefficients were calculated using least square approximation. This approach gives a bit better audible results compared to the prior approach. Fixed energy calculation for LS624. Use energy values as input for XOR. This seems to better reflect the superimposition of the two signals. On the long term, both LS629 and the XOR need to be converted into a custom module to properly model mixing if the two frequencies are close to each other. Adjusted C41 to 60% for skid sound.
    
    - 0.127u4: CPU-internal regions now have priority again. Fixed Mario Bros. by installing a handler in the SOUND_START function [Aaron Giles].
    
    - 0.127u3: Aaron Giles fixed memory bank error in clone Masao and access violation in clones (US, set 2) and (Japan).
    
    - 0.127u2: Couriersud changed MCS-48 core to write p1 and p2 on reset. Use banking to handle EA line. Added MCS48_INTERNAL_ROMBANK define to header. Drivers which need to control the EA line have to initialize banking for internal/external rom. This is not yet optimal but works as expected with existing drivers and modified Mario driver. Changed MCS-48 EA line handling to use an explicit bank for now. Aaron Giles fixed music speed regression in Mario and clones. Fixed audio rom address to $1000. Replaced I8035 CPU2 with MB8884 in clone Pest Place.
    
    -  9th July 2008: Mr. Do - As nice a job as MAMu_ did on the Mario Bros. bezel, I hadn't noticed that it was based on photos rather than a scan until recently. After looking closer at a real bezel, the colors have been adjusted, and the left fireball replaced.
    
    - 0.125u7: Cleaned up Z80DMA interface [Couriersud]: Removed compatibility to old Z80DMA driver. Now uses std. callbacks (READ8_HANDLER, WRITE8_HANDLER). Updated Mario Bros. accordingly.
    
    - 0.123u4: Changed Z80DMA to new device interface, updated Mario and Donkey Kong driver to use new interface. Illustrates how to keep existing memory read/write handlers. This is slower than caching the device interface, but does not have an impact on devices accessed at a low frequency like in this case [Couriersud].
    
    - 0.123u1: Stephane Humbert fixed 'mario' and 'masao' memory maps to match the dipswitches port name.
    
    - 0.122u8: Couriersud fixed crash in clone Masao.
    
    - 0.122u7: Mario driver changes [Couriersud]: Removed all traces to video\generic.h. Fix flipscreen issue with autosave. On a hires PCB picture, verified resistor and capacitor values.
    
    - 0.122u6: i8039.c/Mario driver updates [Couriersud]: Fixed I8039 movd instructions. Added MB8884 and M58715 cpu types. Moved timer hack to M58715. Added ram_mask for internal ram access. Added R.A11 as 'M' to DASM flags. Added EA "IO" port. mario now uses M58715 as sound CPU. Hooked up EA line for M58715. Fixed portA startup value. Documented hardware changes to use a I8039 on a mario board. Replaced I8039 CPU2 with M58715 (11MHz).
    
    - 0.122u5: Mario driver improvements [Couriersud]: Discrete sound. Hooked up Z80DMA. Combined memory maps. Statics in mario_state struct. Fixed save state issues. Combine sh_* writes into one routine. Replaced Samples/DAC sound with Discrete.
    
    - 0.122u4: Mario driver improvements [Couriersud]: Hooked up flipscreen. Changed monitor orientation to ROT0.
    
    - 0.122u3: Rewrote Mario driver [Couriersud]: Rewrote driver, separate MACHINE_DRIVER(mario_audio). Palette from schematics. Video timing from schematics. Driver configuration switch Nintendo/Std Monitor. Got rid of COLORTABLE. Fixed mario0110u1gre (no extra space between the platform and objects). Couriersud fixed clone Pest Place which crashes in debug build (pestplce0122red). Changed I8039 CPU2 clock speed to 733333 Hz, palettesize to 512 colors and VSync to 59.185606 Hz.
    
    - 0.122u2: Changed Z80 CPU1 clock speed to 4MHz in Mario Bros. Replaced DAC/Samples sound with Discrete in clone Pest Place.
    
    - 0.121u3: Added Donkey Kong Junior samples to clone Pest Place.
    
    - 0.121: Vas Crabb updated the DIP locations in Mario Bros, marked all as active high (confirmed from manuals).
    
    - 0.119u1: Stephane Humbert added Mario Bros. (US, set 1). Fixed dipswitches. Changed (US) to clone 'Mario Bros. (US, set 2)'. Renamed (mario) to (marioo) and (mariojp) to (marioj).
    
    - 20th August 2007: Corrado Tomaselli dumped Mario Bros. (US, set 1). This dump is coming from an original (and working) PCB.
    
    - 0.116u4: Couriersud fixed regressions in clone Pest Place due to incorrect memory map and rendering too many sprites.
    
    - 0.114u1: Justin Szczap added DIP locations to Mario Bros.
    
    - 0.110u3: Derrick Renaud reverted Mario Bros graphics offset since it caused issues elsewhere.
    
    - 0.110u2: Derrick Renaud fixed tilemap y-scrolly in Mario Bros.
    
    - 30th July 2006: Mr. Do - Changed artwork .lay for Mario Bros (from RF).
    
    - 0.104u4: Adam Bousley added save state support to Mario Bros.
    
    - 0.97u5: David Haywood fixed scrolling (POW button hitting) in Mario Bros.
    
    - 0.97u1: Pierpaolo Prazzoli hooked up redumped roms to clone Pest Place and fixed spritelayout.
    
    - 0.88: Added save state support to Mario Bros (thanks to Mame32Plus).
    
    - 12th July 2004: 3D ARCADE - New 3D cabinet model for Mario Bros. from Baraka.
    
    - 0.71u2: Added clone Pest Place (bootleg 1983). Bad colours, some bad gfx etc.
    
    -  9th July 2003: Pierpaolo Prazzoli added Pest Place, a bootleg of Mario Bros, to the Donkey Kong driver.
    
    - 19th July 1999: Jim Hernandez fixed some sound issues in Mario Bros.
    
    - 0.36b1: Nicola Salmoria added clone Mario Bros. (Japan). Changed parent description to 'Mario Bros. (US)'.
    
    -  2nd March 1999: Nicola fixed Mario Bros. death sound with information from Brian Stern.
    
    - 0.35b5: Brian Stern emulated the death sound in Mario Bros, the sample is no longer used.
    
    - 0.34b1: In Mario Bros, the screen bounces when you hit POW [Brad Oliver]. Added color prom mario.4p.
    
    - 0.33b6: Known issues: Masao locks up at level 16?
    
    - 0.33b5: Hugh McLenaghan added clone Masao (bootleg 1983). The game uses a Z80 instead of 8039 for sound. Known issues: Masao locks up at level 16 ?
    
    - 0.30: Ron Fries, Dan Boris and Mirko Buffoni support a 8039 emulator and emulated sound in Donkey Kong, Donkey Kong Jr. and Mario Bros. Since the boards also use discrete circuits to generate sound, some samples are still needed to get complete sound support. Also partial sound in Radarscope.
    
    - 0.29: Brad Oliver and Shane Monroe supported partial sound (through samples) in Mario Bros. Accurate colors in Mario Bros [Tim Lindquist, Nicola Salmoria].
    
    - 0.26a: Mirko Buffoni worked with the wrong source, now everything is back to normality in Mario Bros.
    
    - 0.16: Stefano Mozzi provided a much better palette for Mario Bros.
    
    - 0.14: Nicola Salmoria fixed bug in Mario Bros. high score loading: It was recovering the high score table, but the high score at the top of the screen was not set accordingly. Mario Bros. now also preserve the score distributions (use F1 to see them).
    
    - 0.13: Nicola Salmoria added high score saving to Mario Bros.
    
    - 0.08: Mirko Buffoni added 'Mario Bros.' (Nintendo 1983). Game is playable with wrong colors and no sound. Control: Arrows = Move around player 1, CTRL = Jump player 1, Z,X = Move around player 2, SPACE = Jump player 2 and F1 = Test (keep it pressed - very nice, try it!). Colors for Mario Bros. derived from Kong emulator by Gary Shepherdson.
    
    
    LEVELS: 255 (endless)
    
    
    Other Emulators:
    
    * CottAGE
    
    * FB Alpha
    
    * HiVE
    
    * JAE
    
    * Retrocade
    
    
    Recommended Games:
    
    Mario Bros.
    
    Mario Bros. (PlayChoice-10)
    
    Vs. Super Mario Bros
    
    Super Mario Bros. (PlayChoice-10)
    
    Super Mario Bros. 2 (PlayChoice-10)
    
    Super Mario Bros. 3 (PlayChoice-10)
    
    Super Mario World (Nintendo Super System)
    
    Vs. Dr. Mario
    
    Dr. Mario (PlayChoice-10)
    
    Mario's Open Golf (PlayChoice-10)
    
    Super Mario Kart (Super Famicom Box)
    
    Super Mario Collection (Super Famicom Box)
    
    Mario Kart Arcade GP
    
    Mario Kart Arcade GP 2
    
    
    Recommended Games (Pipes):
    
    Frisky Tom
    
    Moguchan
    
    Mario Bros.
    
    Mario Bros. (PlayChoice-10)
    
    Wily Tower
    
    Pipe Dream
    
    Pipeline
    
    
    Recommended Games (Men at Work):
    
    Inferno (Meadows)
    
    Steel Worker
    
    Frisky Tom
    
    Blue Print
    
    Dock Man
    
    Bristles (Max-A-Flex)
    
    Mario Bros.
    
    Kamikaze Cabbie
    
    Paperboy
    
    Taxi Driver
    
    Timber
    
    Vs. Wrecking Crew
    
    Fire Trap
    
    Hammerin' Harry
    
    Brave Fire Fighters
    
    Crazy Taxi
    
    Crazy Taxi High Roller
    
    Power Shovel ni Norou!! - Power Shovel Simulator
    
    Tokyo Bus Guide
    
    18 Wheeler (deluxe)
    
    Smashing Drive
    
    
    Recommended Games (Platform 2):
    
    Space Panic
    
    Joust
    
    Williams Multigame (Joust)
    
    Joust 2 - Survival of the Fittest
    
    Monster Bash
    
    Chack'n Pop
    
    Mario Bros.
    
    Mario Bros. (PlayChoice-10)
    
    Bomb Jack
    
    Vs. Mighty Bomb Jack
    
    Bombjack Twin
    
    Eeekk!
    
    Zwackery
    
    Bogey Manor
    
    The FairyLand Story
    
    TeddyBoy Blues
    
    Bubble Bobble
    
    Bubble Bobble II
    
    Bubble Memories: The Story Of Bubble Bobble III
    
    Rainbow Islands
    
    Parasol Stars - The Story of Bubble Bobble III (Tourvision PCE bootleg)
    
    Don Doko Don
    
    Rod-Land
    
    Snow Bros. - Nick & Tom
    
    Puzzle King (PacMan 2, Tetris, HyperMan 2, Snow Bros.)
    
    Snow Bros. 2 - With New Elves / Otenki Paradise
    
    Snow Brothers 3 - Magical Adventure
    
    The Berlin Wall
    
    Tumble Pop
    
    Dark Tower
    
    Diet Go Go
    
    Funky Jet
    
    Pang Pom's
    
    Saboten Bombers
    
    Jump Kids
    
    Little Robin
    
    Gun Master
    
    Joe & Mac Returns
    
    Metal Saver
    
    Pack'n Bang Bang
    
    Pang Pang
    
    Come Back Toto
    
    Fancy World - Earth of Crisis
    
    Miss Bubble II
    
    Toppy & Rappy
    
    Ultra Balloon
    
    Bomb Kick
    
    Raccoon World
    
    Bang Bang Busters
    
    Dream World
    
    Dynamite Bomber
    
    Head Panic
    
    Nightmare in the Dark
    
    Penguin Brothers
    
    Tang Tang
    
    Jumping Pop
    
    Toy Land Adventure
    
    Zupapa!
    
    Super Bubble 2003
    
    Tower & Shaft
    
    
    Romset: 65 kb / 15 files / 35.1 zip
    
    ----
    0.08 [Mirko Buffoni]
    
    
    TODO:
    
    - Start up sound (Sound #2 should play but does not).
    
    
    WIP:
    
    - 0.182: Added audio\nl_mario.cpp/h.
    
    - 0.147u1: Fixed regressions (includes\mario.h) [Miodrag Milanovic].
    
    - 0.122u3: Added includes\mario.h.
    
    - 0.29: Added sndhrdw\mario.c.
    
    - 0.12: Added vidhrdw\generic.c/h.
    
    - 0.08: Added mario.c driver and vidhrdw\mario.c.
    
    ----
    Name:  mario1.png
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    DIP Settings:
    DSW0 is the relevant DIP and was set as follows throughout the performance:

    DSW0 (Value: 0x80)
    • Lives: 3
    • Bonus Life: 20000
    • Difficulty: Hard (This is correct. Per track rules above, Hard and Medium DIP settings are reversed)

    Jamey Pittman
    Perfect Pac-Man - 3,333,360 (Twin Galaxies, MARP)
    The Pac-Man Dossier
  3. 03-21-2017, 08:47 AM

    Accepted
    Mario Bros. [US] Game Starts at :23 of the video

    Lives: 3 Is at the Start of the Game at :23 of the video 2 in Reserve at the Top Left of the Video Game Screen and 1 Benjamin is Playing

    Mario Bros. [US] Game Settings & MAME Analyst by jpittman All Good A Ok

    M.A.M.E. - Mario Bros. [US] - Points [ Single Player: MEDIUM ] - 219,910 Final Score is from 16:08 to to 16:20 of the video Game Initials is BTS

    Bonus Life: 20000 is at 2:20-24 of the video

    1st Death is at 5:28 of the video Score is 84,770
    2nd Death is at 12:43 of the video Score is 182,710
    3rd Death is at 15:20 of the video Score is 219,080
    4th & Last Death is at 16:07 of the video Score is 219,910

    Rules
    ROMSet: Mario
    Lives: 3
    Bonus Life: 20000
    Difficulty: Medium
    Special Rules: This is a Single Player ONLY variation!
    NOTE: In MAME 1.06 the dip switches are backwards for MEDIUM & HARD. MEDIUM is actually HARD and HARD is actually MEDIUM. Please set your dip switches to HARD as this will be the tracking for MEDIUM difficulty.

  4. 03-21-2017, 08:51 AM


    Mario Bros.
    (マリオブラザーズ Mario Burazāzu?) is a platform game published and developed for arcades by Nintendo in 1983. It was created by Shigeru Miyamoto. It has been featured as a minigame in the Super Mario Advance series and numerous other games. Mario Bros. has been re-released for the Wii's, Nintendo 3DS's, and Wii U's Virtual Console services in Japan, North America, Europe and Australia.

    In the game, Mario is portrayed as an Italian-American plumber who, along with his younger brother Luigi, has to defeat creatures that have been coming from the sewers below New York City. The gameplay focuses on Mario's extermination of them by flipping them on their backs and kicking them away. The original versions of Mario Bros.the arcade version and the Family Computer/Nintendo Entertainment System (FC/NES) versionwere received positively by critics.

    Gameplay[edit]


    Screenshot of the original 1983 arcade version of Mario Bros., showing Mario about to defeat a Shellcreeper.

    Mario Bros. features two plumbers,[3] Mario and Luigi, having to investigate the sewers of New York after strange creatures have been appearing down there.[4] The objective of the game is to defeat all of the enemies in each phase. The mechanics of Mario Bros. involve only running and jumping. Unlike future Mario games, players cannot jump on enemies and squash them, unless they were already turned on their back. Each phase is a series of platforms with pipes at each corner of the screen, along with an object called a "POW" block in the center. Phases use wraparound, meaning that enemies and players that go off to one side will reappear on the opposite side.
    The player gains points by defeating multiple enemies consecutively and can participate in a bonus round to gain more points. Enemies are defeated by kicking them over once they have been flipped on their back. This is accomplished by hitting the platform the enemy is on directly beneath them. If the player allows too much time to pass after doing this, the enemy will flip itself back over, changing in color and increasing speed. Each phase has a certain number of enemies, with the final enemy immediately changing color and increasing to maximum speed. Hitting a flipped enemy from underneath causes it to right itself and start moving again, but it does not change speed or color.
    There are four enemies: the Shellcreeper, which simply walks around; the Sidestepper, which requires two hits to flip over; the Fighter Fly, which moves by jumping and can only be flipped when it is touching a platform; and the Slipice, which turns platforms into slippery ice. When bumped from below, the Slipice dies immediately instead of flipping over; these enemies do not count toward the total number that must be defeated to complete a phase. All iced platforms return to normal at the start of each new phase.
    The "POW" block flips all enemies touching a platform or the floor when a player hits it from below. It can be used three times before it disappears. In the Super Mario Bros. 3 in-game Player-Versus-Player version of this minigame, each of the three uses causes the opponent to lose a card and all the enemies to be flipped over. Another feature in this small remake is that the pipes are straight, occasionally spitting out large fireballs at the two plumbers. When any enemy type except a Slipice is defeated, a coin appears and can be picked up for bonus points; however, the phase ends as soon as the last enemy is defeated.
    As the game progresses, elements are added to increase the difficulty. Fireballs either bounce around the screen or travel directly from one side to the other, and icicles form under the platforms and fall loose. Bonus rounds give the players a chance to score extra points and lives by collecting coins without having to deal with enemies; the "POW" block regenerates itself on each of these screens.

    Development[edit]


    Shigeru Miyamoto (pictured) and Gunpei Yokoi collaborated on the design of Mario Bros.

    Mario Bros. was created by Shigeru Miyamoto and Gunpei Yokoi, two of the lead developers for the video game Donkey Kong. In Donkey Kong, Mario dies if he falls too far. Yokoi suggested to Miyamoto that he should be able to fall from any height, which Miyamoto was not sure of, thinking that it would make it "not much of a game." He eventually agreed, thinking it would be okay for him to have some superhuman abilities. He designed a prototype that had Mario "jumping and bouncing around", which he was satisfied with. The element of combating enemies from below was introduced after Yokoi suggested it, observing that it would work since there were multiple floors. However, it proved to be too easy to eliminate enemies this way, which the developers fixed by requiring players to touch the enemies after they've been flipped to defeat them. This was also how they introduced the turtle as an enemy, which they conceived as an enemy that could only be hit from below.[5] Because of Mario's appearance in Donkey Kong with overalls, a hat, and a thick moustache, Shigeru Miyamoto thought that he should be a plumber as opposed to a carpenter, and designed this game to reflect that.[6] Another contributing factor was the game's setting: it was a large network of giant pipes, so they felt a change in occupation was necessary for him.[4]
    A popular story of how Mario went from Jumpman to Mario is that an Italian-American landlord, Mario Segale, had barged in on Nintendo of America's staff to demand rent, and they decided to name Jumpman after him.[7] Miyamoto also felt that the best setting for this game was New York because of its "labyrinthine subterranean network of sewage pipes."[4] The pipes were inspired by several manga, which Miyamoto states feature waste grounds with pipes lying around. In this game, they were used in a way to allow the enemies to enter and exit the stage through them to avoid getting enemies piled up on the bottom of the stage. The green coloring of the pipes, which Nintendo late president Satoru Iwata called an uncommon color, came from Miyamoto having a limited color palette and wanting to keep things colorful. He added that green was the best because it worked well when two shades of it were combined.[5]
    Mario Bros. is one of the first platform games ever created, along with Donkey Kong.[6] It also introduced Mario's brother, Luigi, who was created for the multiplayer mode by doing a palette swap of Mario.[6] The two-player mode and several aspects of gameplay were inspired by an earlier video game called Joust.[8] To date, Mario Bros. has been released for more than a dozen platforms.[9] The first movement from Mozart's Eine kleine Nachtmusik is used at the start of the game.[10] This song has been used in later video games, including Dance Dance Revolution Mario Mix[10] and Super Smash Bros. Brawl.[11]

    Ports and follow-ups[edit]

    Despite its innovations, Mario Bros. was not a major success in North America due to the video game crash in 1983. It did however receive a number of home versions on the Apple II, Atari 2600, Atari 5200, Atari 8-bit computers, Atari 7800,[12] Amstrad CPC, and ZX Spectrum. The Commodore 64 had two versions: an Atarisoft port which was not commercially released [13] and a 1986 version by Ocean Software. The Atari 8-bit computer version by Sculptured Software, as well as the Apple II port programmed by Jimmy Huey of Designer Software, were the only home versions of the game to feature the falling icicles (the NES version omitted them due to space constraints on early NES cartridges). The latter conversion was not sold either.[14] The game was also rereleased on the Virtual Console service in North America, Australia, Europe and Japan for the Wii,[15] Nintendo 3DS and Wii U. It was also remade on copies of games in the Game Boy Advance's Super Mario Advance series[16] as well as Mario & Luigi: Superstar Saga,[17] and it was included as a mini-game in Super Mario Bros. 3.[18] The Game Boy Advance version was included in the 10 free games given out by Nintendo in the 3DS ambassador program due to its inclusion on the cart for the GBA port of Yoshi's Island which was one of the games on the list. Mario Bros. is also potentially slated for a second release, this time a 3D Classics remake, on the Nintendo 3DS, and may feature camera support, 3D support, or analog support. This release was featured among other games from the NES and SNES to be released for the 3DS on a tech demo called Classic Games at E3 2010.[19]

    Screenshot from Mario Clash (1995) for the Virtual Boy.

    The NES version was included as a piece of furniture in Animal Crossing for the GameCube, along with many other NES games, though this one required the use of a Nintendo e-Reader, a Game Boy Advance accessory, and a North America-exclusive Animal Crossing e-Card.[20] This version was later re-released in the second series of NES e-Cards,[21] and was even re-released through the Famicom Mini series in Japan.[22] An improved port called Kaette Kita Mario Bros. (かえってきたマリオブラザーズ?) was released in Japan for the Family Computer Disk System, with added features and revisions to gameplay. It also featured cutscenes and even advertisements, being sponsored by the food company Nagatanien. Kaette Kita is very rare since it was only available as a Disk Writer promotion.[23] A later NES port was released exclusively in Europe in 1993, called Mario Bros. Classic; this version had a more refined control and stage intermissions closer to the original arcade version.
    In 1984, Hudson Soft made two different games based on Mario Bros. The first was Mario Bros. Special (マリオブラザーズスペシャル Mario Burazāzu Supesharu?), which was a re-imagining of the original Mario Bros. with new phases, mechanics and gameplay. The second was Punch Ball Mario Bros. (パンチボールマリオブラザーズ Panchi Bōru Mario Burazāzu?), which featured a new gameplay mechanic involving punching small balls to stun enemies.[24] Both games were released for the PC-8801, FM-7, and X1 and have been described as average for the most part, neither the best or worst games in the series.[24] Mario Clash, a game released in 1995 for the Virtual Boy,[25] was developed as a straight remake of Mario Bros., with the working title Mario Bros. VB.[26] It was the first stereoscopic 3D Mario game. The objective of the game is to knock all the enemies in a particular phase off ledges. Instead of hitting them from below, like in Mario Bros., the player must hit enemies using Koopa shells.[27]
    The Wii U game Super Mario 3D World contains Luigi Bros, a version of Mario Bros. starring Luigi. This game will be unlocked if the Wii U console contains save data from New Super Luigi U or the player completes World 8.[28][29]

    Reception[edit]

    Reception
    Review scores
    Publication
    Score
    AllGame
    (Arcade)[30]
    (Atari 5200)[31]
    (Virtual Console)[32]
    GameSpot
    4.9/10 (Virtual Console)
    IGN
    4.5/10 (Virtual Console)[33]
    6/10 (e-Reader)[34]


    Mario Bros. was only modestly successful in Japanese arcades.[35] The arcade cabinets have since become mildly rare.[36] To date in Japan, the NES version of Mario Bros. has sold more than 1.63 million copies, and the Famicom Mini re-release of the NES version has sold more than 90,000 copies.[37][38] Despite being released during the North American video game crash of 1983, the arcade game (as well as the industry) was not affected. Video game author Dave Ellis considers it one of the more memorable classic games.[39]
    Opinions on the Nintendo Entertainment System (NES) version of Mario Bros. have been mostly mixed, but does receive positive reviews from gamers.[33] However, in a review of the Virtual Console game, GameSpot criticized the NES version for being a poor port of the arcade version.[40] The Virtual Console version in particular was heavily criticized. GameSpot criticized it, saying that not only is it a port of an inferior version, but it retains all of the technical flaws found in this version. It also criticizes the Mario Bros. ports in general, saying that this is just one of many ports that have been made of it throughout Nintendo's history.[citation needed] IGN complimented the Virtual Console version's gameplay, even though it was critical of Nintendo's decision to release an "inferior" NES port on the Virtual Console.[33] IGN also agreed on the issue of the number of ports. They said that since most people have Mario Bros. on one of the Super Mario Advance games, this version is not worth 500 Wii Points.[33] The Nintendo e-Reader version of Mario Bros. was slightly more well received by IGN, who praised the gameplay, but criticized it for lack of multiplayer and for not being worth the purchase because of the Super Mario Advance versions.[34]
    The Super Mario Advance releases and Mario & Luigi: Superstar Saga all featured the same version of Mario Bros. (titled Mario Bros. Classic). The mode was first included in Super Mario Advance, and was praised for its simplicity and entertainment value.[41] IGN called this mode fun in its review of Super Mario World: Super Mario Advance 2, but complained that it would have been nice if the developers had come up with a new game to replace it.[42] Their review of Yoshi's Island: Super Mario Advance 3 criticizes it more so than in the review of Super Mario Advance 2 because Nintendo chose not to add multiplayer to any of the mini-games found in that game, sticking instead with an identical version of the Mario Bros. game found in previous versions.[43]GameSpot's review of Super Mario Advance 4: Super Mario Bros. 3 calls it a throwaway feature that could have simply been gutted.[16] Other reviewers were not as negative on the feature's use in later Super Mario Advance games. Despite its use being criticized in most Super Mario Advance games, a GameSpy review called the version found in Super Mario Advance 2 a blast to play in multi-player because it only requires at least two Game Boy Advances, one copy of the game, and a link cable.[44]

    Mario Bros.
    American arcade flyer
    Developer(s)
    Nintendo Research & Development 1
    Publisher(s)





    Designer(s)
    Shigeru Miyamoto
    Gunpei Yokoi
    Composer(s)
    Yukio Kaneoka[1]
    Series
    Mario franchise
    Platform(s)
    Arcade[show]

    Release
    July 14, 1983[show]

    Genre(s)
    Platforming
    Mode(s)
    Single-player, multiplayer
    Cabinet
    Upright
    CPU
    Zilog Z80 @ 3.072 MHz
    I8039 @ 0.73 MHz
    Sound
    DAC, samples
    Display
    Horizontal orientation, raster, 256 224 resolution
  5. 03-29-2017, 03:36 PM
    It's good to see more MB's scores! Verified it is Medium Difficulty and score is correct. Accepted but get that score up to 300K!
    Stephen K. Boyer
    Former Twin Galaxies Sr. Referee
    ~~~~~~~~~~~~~~~~~~~~~~~~
    Mario Bros. 2-Player Team: 1,517,380 ( Arcade Medium World Record )
    Mario Bros. 2-Player Team: 788,970 ( Arcade Medium NO POW World Record )
    Mario Bros. Single Player MEDIUM 4,260,210 ( MAME World Record )
    Thanks bensweeneyonbass thanked this post
  6. 03-29-2017, 04:52 PM
    Quote Originally Posted by Ripper View Post
    It's good to see more MB's scores! Verified it is Medium Difficulty and score is correct. Accepted but get that score up to 300K!
    Thank you sir! I'm on a fast climb at this point. Finally getting into the groove with this. Like, a year after playing it for the first time. Slow groove-getting but I'm getting...
  7. 03-31-2017, 05:24 PM
    I just introduced Ultimate No Pow as well so imagine not only not being able to use the POW but now you have to totally eliminate it all together as soon as each new stage begins.
    Stephen K. Boyer
    Former Twin Galaxies Sr. Referee
    ~~~~~~~~~~~~~~~~~~~~~~~~
    Mario Bros. 2-Player Team: 1,517,380 ( Arcade Medium World Record )
    Mario Bros. 2-Player Team: 788,970 ( Arcade Medium NO POW World Record )
    Mario Bros. Single Player MEDIUM 4,260,210 ( MAME World Record )
  8. 03-31-2017, 05:35 PM
    Good grouping. accepted.
  9. 03-31-2017, 05:44 PM
    Oh yea, keep in mind that you can group the crabs and turtles on phase 5 like the 2nd phase of the game. Adds a lot more points.
    Stephen K. Boyer
    Former Twin Galaxies Sr. Referee
    ~~~~~~~~~~~~~~~~~~~~~~~~
    Mario Bros. 2-Player Team: 1,517,380 ( Arcade Medium World Record )
    Mario Bros. 2-Player Team: 788,970 ( Arcade Medium NO POW World Record )
    Mario Bros. Single Player MEDIUM 4,260,210 ( MAME World Record )
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