The full track also plays in the 3.0.0 update of Super Mario Maker 2, upon collecting the SMB2 Mushroom and hitting a P Switch.
To hear the full song at the title screen, use Game Genie code KEOOXXSE. The easiest way to hear it in-game is to pick up a Starman, enter Subspace, and then exit just before the invincibility wears off if done correctly, the Subspace music will continue to play until the next track change. Under normal circumstances, the game yeets you out of Subspace after about seven seconds, which prevents you from hearing the full 14-second loop.
The music track used in Subspace is actually a bit longer than what you can normally hear. 2, these were shrunk to one screen and the book theme was (mostly) removed however, the extra tiles can still be found in the CHR data.
The between-level and pause screens in Doki Doki Panic are two screens wide and resemble an open book, keeping in line with the game's story. The Albatoss and POW Block have noticeably smoother animations with the missing frames added. Note that the graphics for the top of the waterfall, the POW block, the slower quicksand, and Albatoss are unique to this missing frame. To fix this and cycle through all eight frames, set $FAF5 ( $1FB05 in the ROM) to $28, or use Game Genie code AXNYSZTX. However, due to a bug, only the first seven frames are actually displayed. The animated tiles, such as the POW Blocks and Cherries, actually have eight frames of animation. Hidden in the tileset for the desert stages is a little smiley face that isn't used anywhere in the prototype, final, or Doki Doki Panic. This was used in the ending of the prototype where, instead of a display showing how many times each character was used, you received "prize money" based on the number of times you died. The first half of the first sprite is duplicated 8 times in the graphical data for the playable characters. The original Albatoss sprite, no longer used as SMB2 uses a new and more elaborate set of sprites for it. These were used in the ending of Doki Doki Panic (it's where Wart kept the two children he kidnapped in the prologue), and don't have any equivalent in Super Mario Bros.
Interestingly, the instruction manual mentions that Subspace has hearts in certain places, despite the Mushroom having been mentioned on the previous page.Ī lock and a metal platform. This heart was the equivalent to the Mushrooms found in Subspace. This became the Potion, and has the same effect (creates a door to Subspace). Unused Graphics Doki Doki Panic Leftoversįound among the graphics used in the ending scenes.Ī magic lamp. 3 when it came time to localize it).įortunately, Mario 2 was a smash hit, and many characters introduced in this game (Birdo, Shy Guys, Ninjis) were gradually incorporated into the Mario universe. (being essentially a new set of levels for the first game) and much more difficult than its predecessor, so they took another game they made and modified it to serve as the Mario sequel for the west (saving themselves the trouble of having to renumber Super Mario Bros. Apparently, Nintendo thought the Japanese Mario 2 was too similar to the original Super Mario Bros. 2 outside of Japan was not the same Super Mario Bros.
As most Nintendo fans already know by this point, the game released as Super Mario Bros.