Nintendo 2019 : Remember no one likes a troll. Nintendo 1986 : Hey let's add poison mushrooms and put them in the first question block. Maybe that's why Japanese creators make so much garbage in Mario Maker they've been bitter for years.
Definitely. The first enemy spam, the first dev star, the first dev skip - remember, this game has warps that take you backwards and poison mushrooms, so it doesn't just reward exploration.
On the other hand, we had a cool meta-point when Bowser left his castle to try and kill you instead of standing on an easily-broken bridge over lava. Then he failed, because he didn't actually block every path to the flag. That's - pretty realistic, although we'd have to wait until SMM to see Bowser chasing Mario.
@Eric Lee Look up "Koopa 1-up trick" for any SMB game on google. You know that jumping on enemies eventually rewards 1-ups if you hit enough of them before landing, right? So if you manipulate a koopa shell near a wall and then bounce off it you can create an infinite loop where you bounce off the shell, it rebounds off the wall, and then you bounce off it again as its' coming back, letting you farm 1-ups. It's a lot easier in the mario games where you can pick up the shell since then you can set it up basically anywhere. SMB:LL has a spot in 1-1 almost as soon as you start where you can set this up very easily. Easier to look up the video than try to explain how to do it.
@@Warkupo The people who can do it easily, usually don't need it and want to get through the game quickly. The people who need that kind of extra life spam usually get killed by the shell instead.
@@Merennulli probably have a point there. I first learned about it during the 4 player Mario's where I was playing with my much younger siblings; I needed a way to make lives basically meaningless so they could die repeatedly while I progressed the level.
17:07 for those who don't know what happened; original super mario bros doesn't check if mario is top of the enemy, it only checks if mario's momentum is going down or not. So at the time that mario touched the koopa when he was falling, the game just didn't realised that and it thought mario jumped on it.
You're my favorite streamer because you play like a normal person, rather than following the trend of screaming, yelling, making dumb faces, and cringe jokes.
I have the weirdest nostalgia watching this, I forgot this even existed. I lived in Japan until I was 6 and I remember watching my neighbour play this all the time!
@@valentds Ryu once complained for the fact that Mario Maker allows you to place hidden blocks and place important stuff in it. But Nintendo did those very same things in SMB2.
@@ademisc to be fair, in the famicom version, you don't get the A-D worlds unless you beat the game... 8 times was it? In one sitting, because despite being the no. 1 feature of the Disk System, Mario 2 doesn't save progress.
The reason the thumbnail image jump did what it did from my understanding is that in this game, the way the hit detection works is that if Mario is falling, then no matter where the hitboxes intersect it counts as a stomp. This made it to where they didn’t need to have separate hitboxes for the top of enemies and the side where you get hit, which is understandable if you actually know how NES programming works.
that was sort of the intent of the creators. it was supposed to be a new game for people who had beaten the original Super Mario. it flopped because it was not friendly to new gamers.
Kathleen Connor I think that’s the hidden World 9, and you have to beat it 8 times (on the original FC version) _without warps, _*_even the backwards warps that send you BACK to past worlds_* At least the 16-bit All-Stars version doesn’t make you repeat it 8 times, but the no-warp rule still applies
Ryu (11:48): (3-3) "I didn't know you could go back here (behind the flagpole)" Me: Fortunately, you didn't do that at 3-1, lol. Ryu (13:53): (3-1) "WHAT? I FOUND A PIPE THAT TAKES YOU TO..." Me: Spoke too soon, lol.
Currently trying to beat this game. Have my SNES hooked up to the tv in the master bedroom. When the baby falls asleep, I try to smash through some levels. I honestly think if it wasn’t for guys like Pooh, Ryu, Penga...I’d stand no chance. But watching them has given me some good lessons!
Nah, the basic physics are fine. The limitations just appear when they do stupid shit like this game's entire level design. Thankfully they realized this themselves and stuck to the proper SMB level design formula for everything else.
you have never heard of the completionist, rubber ross and alpha jared haven't you? their levels are good but dear god do you need to understand controlls or it is game over.
I’ve beaten everyone MARIO game countless times except this one. This one I only beat twice, and it was a struggle both times. You HAVE to complete the game. I’d even go so far as encourage you to beat every MARIO game as part of the35th anniversary
I have some Extraordinarily Hard Games recommendations. The Adventures of Bayou Billy - NES Street Fighter 2010: The Final Fight - NES Sinistar - Arcade (can be played on SNES or Genesis via Williams Arcade's Greatest Hits) Fire Emblem: Thracia 776 - Super Famicom Gradius II - NES Gradius III - SNES Ghouls 'n Ghosts - Genesis Transformers: Mystery of Optimus Prime - Famicom I also thought Batman on NES was insanely hard but you did your own video on it.
I beat The Lost Levels on the All Stars version when I was a little kid, but that version has infinite continues. In fact, if I’m remembering right, it lets you continue from the very level you got the Game Over screen on instead of making you restart the world.
17:00 Fun fact: in the original mario games, collisions worked a little bit differently. If mario hits any jump-able enemy while his vertical velocity is negative (i.e. falling), then he will bounce on them, regardless of whether he landed on top of them. It was a design oversight by the developers.
Japan: Super Mario Bros. is too easy Miyamoto: Okay the sequel is harder Japan: Thanks! Gonna release this in the US? Miyamoto: Nah it's too hard for them, we're just reskinning Doki Doki Panic for those babies.
I had super mario brothers deluxe on the gbc growing up, these were called the lost levels and I didn’t know until years later that it was actually SMB2, I always assumed it was a bonus hard as hell game mode for the gameboy
I just realized I had never actually seen the original NES version of this game. I played All-Stars a thousand times but I've never seen it look like this before.
You should play the arcade version of Super Mario Brothers. It's basically SMB 1 for the NES, but they changed stuff like you can't rack up tons of lives and the levels are SIGNIFICANTLY harder at the end of the game. I can't get past the huge spring jump in 6-3, but I've beaten regular SMB1 and lost levels a bunch of times. I'm talking about the arcade version of SMB 1, not the first game thats like the battle version in SMB3. There's an actual arcade cabinet of SMB1 and it's brutal lol
Ryu is so competitive! A multi-player Mario game is coming out based on SMB1, so he spends time speed running SMB1 and playing Lost Levels to get prepared/gain an advantage (as if he doesn't already have one being Ryu). No wonder he was dominating the M35 matches on release day.
I dunno, but after seeing so many good levels in mm2 this level design is more on the "garbage spamming enemys" side, than an actual Nintendo level it feels like
The dev stars are actually sneaky bad for you. In this game they usually give you a star just before and area that's very easy to make a mistake if you don't take your time, or the put it in front of a field of koops that you could use to get a one up, but can't because now you have a star.
Correction at the start: No, this guy is NOT playing the original, he’s playing a bootleg NES conversion with a removed title logo and a broken Luigi, the ACTUAL original game was for the Famicom Disk System.
I just realiced that this game is likely the source for many troll levels in mario maker. The troll blocks, the pick a path sections, most powerups are hidden or only reachable when risking your live. It is all there.
There's a way to gain an extra life at the flagpole in this game. Before you touch the flag at the end of a level, your coin total needs to be two equal digits. (00,11,22,33,44,55,66,77,88 or 99). Touch the flag when the last digit of your remaining time is the same digit as your coin total and you'll receive a 1-Up. (For example, 55 coins and 275 time left, or 11 coins and 081 time left). Also, if you beat the World 8 without using any warp, World 9 should show up :)
17:03 To explain this, in original SMB, if mario hits an enemy while moving down, it will treat him like he has landed on it. This is useful for goombas and koopas, allowing you to hit them from the side and still bounce off of it.
I remember watching you play this game in Luigi mode and suffering through all the levels and bonus world... It is very tricky but I think there are more difficult mario games than lost levels. But playing the original FC version is still brutal!
That isn't the only time that Lost Levels puts an invisible block directly over a fire pit, either, and I'm pretty sure that if you put together Mario 3 and Lost Levels, you can find all of the hallmarks of Mario Maker levels. It's really wild to think that Nintendo did it first.
I have heard of Lost Levels for the first time a few years ago (guess like 8?) watched my favorite Nintendo UA-camr playing them and he freaked out like hell on those. He is a really good Mario player but the difference between you and him is that he plays it slow and you keep a cold head even though you have to do it all over again. Has been funny to watch his play through and today it's funny but also kinda shocking to watch you getting through this so damn easy.
17:00 That was stellar. I saw a YT video on it a long while back. Its an SMB1 only thing. It doesn't matter if you're above the enemy or on level, if you're falling it will treat as a bounce. Think like critical hits in Minecraft. You have to be falling. Pipe pirahnas have a weird hit box too. You can skim the top of his mouth with your butt and not take damage. Making speed running jump overs easier.
You collided with that flying Koopa and ended up jump off it. Makes you relieved that that type of jank exist. Play through the whole game my boi, you got this.
The reason those weird blocks are between the doors on the other side of the flag pole has to do with Mario animation. Mario doesn't "go into the door" nor does he disappear. Instead, Mario is stopped from moving forward by the blocks and the the layer containing Mario is moved behind the layer containing the door, making it look as if he went through.
Fun Fact: If you go for lives in a Normal gameplay of SMB2: The Lost levels, you can add lives if both coin numbers and the last number on the seconds can be added as a 1-Up
I played the All-Stars version of this for my channel not too long ago and I agree with a lot of your sentiments. I feel like various levels in this game are a great example of contrast between games that are hard because of fair, intended challenge (one block jumps, timed running jumps, stuff that you see in well designed Mario Maker levels) and games that are hard because of unfair level design and bad mechanical engines (blind jumps, hidden blocks, those stupid springs, weird power up placements). I enjoyed sections of it a lot more than most Mario games, because it actually felt challenging and experimental in a fun way. Other sections... not so much.
The jump at 2:40 is a Lost Levels thing, if you move upwards while stomping a flying koopa just right, you get a big jump boost. You can use that to reach some platforms you shouldn't be able to reach in some levels. You're also not halfway, after World 8, you get A to D.
Most people make it to World 4 but fail on the RNG Bowser at the end. Best bet is to just run under him as fast as possible since he high jumps constantly.
Watched this literally right after seeing the stream of it from four years earlier. Good to see how far you've come, Ryu. You mentioned you were playing this on an NES--I thought it was only on Famicom and on their disk drive system?
the 17:01 thing was because the programing capacities at that time were very limited, so they made that if the hitboxes of mario touches antother hitbox it's considered atacked :X, in fact there is some weird hitboxes (as the plant hitboxes are smaller than their sprite, so, there is zones where you actually con touch them without get damage :x
Oh man. I've played The Lost Levels through once. The first three worlds are quite fun, but at world 4 it starts to get ridiculous. And I at least had the luxury of playing the All Stars -version with unlimited continues. The last two worlds still kicked my butt, hard.
Fun Fact: It makes more sense to play 2LL right after 1 so the difficulty stays direct rather than giving some time to get smacked in the face with world 8 difficulty
Result: Western SMB2 sells 10 millions and introduces new elements to the series, while Japanese SMB2 barely reaches 2 million copies and only the Poison Mushrooms and Luigi's higher jumps reappear in the future. =P
"Am I supposed to go down here?"
*jumps into a fire pit*
Every hole is a chance for glory.
-DGR
@@BrendonKing it worked out as well for Ryu as it ever has for DGR too.
@@alexbruce9499 "I held right. I held right!"
Uh huh. Sure Ryu. We all believe you.
@@BrendonKing if I like it ruins the beauty of 69 likes.
"The problem with invisible blocks is that they aren't visible."
_- Ryukahr, 2020_
Lol
can't argue with that tho
facts
Looks like Lost Levels is a big influence on some troll creators. Would be awesome to see you finish it, Ryu!
Please like the above comment so Ryu does finish this game
I support this motion
Tydhi
Nintendo 2019 : Remember no one likes a troll.
Nintendo 1986 : Hey let's add poison mushrooms and put them in the first question block.
Maybe that's why Japanese creators make so much garbage in Mario Maker they've been bitter for years.
What about adding poison Mushrooms in Invisible blocks, like on 8-3
@@haronka Haha yeah :) that's even more a jerk move. Not cool Nintendo!
I've always thought the concepts of this game is a big influence on Japanese level design
@@mutt-the-barbarian Agreed there are many similarities.
Roflmao=D
Honestly this game feels more like Mario maker levels, than official Nintendo levels
And pretty bad ones too, I'd say!
Maybe the game was made by the fanbase of Super Mario Maker 🤔
Definitely. The first enemy spam, the first dev star, the first dev skip - remember, this game has warps that take you backwards and poison mushrooms, so it doesn't just reward exploration.
On the other hand, we had a cool meta-point when Bowser left his castle to try and kill you instead of standing on an easily-broken bridge over lava. Then he failed, because he didn't actually block every path to the flag. That's - pretty realistic, although we'd have to wait until SMM to see Bowser chasing Mario.
You're probably right
Fun fact: The early stars in this game are set up right before a koopa-shell you could kick to gain 1-Ups, so taking the star usually costs you a 1-up
I never see anyone use the 1-up trick. I wonder if it's just not well known or if its' like... an honor thing.
@Eric Lee Look up "Koopa 1-up trick" for any SMB game on google.
You know that jumping on enemies eventually rewards 1-ups if you hit enough of them before landing, right? So if you manipulate a koopa shell near a wall and then bounce off it you can create an infinite loop where you bounce off the shell, it rebounds off the wall, and then you bounce off it again as its' coming back, letting you farm 1-ups.
It's a lot easier in the mario games where you can pick up the shell since then you can set it up basically anywhere. SMB:LL has a spot in 1-1 almost as soon as you start where you can set this up very easily. Easier to look up the video than try to explain how to do it.
@@Warkupo The people who can do it easily, usually don't need it and want to get through the game quickly. The people who need that kind of extra life spam usually get killed by the shell instead.
@@Merennulli probably have a point there. I first learned about it during the 4 player Mario's where I was playing with my much younger siblings; I needed a way to make lives basically meaningless so they could die repeatedly while I progressed the level.
17:07 for those who don't know what happened; original super mario bros doesn't check if mario is top of the enemy, it only checks if mario's momentum is going down or not. So at the time that mario touched the koopa when he was falling, the game just didn't realised that and it thought mario jumped on it.
You're my favorite streamer because you play like a normal person, rather than following the trend of screaming, yelling, making dumb faces, and cringe jokes.
Dev: How bouncy shall we make the springs?
Shigeru: Yes.
Dev : ... Okay... and what about the blocks. How much visible you want them to be?
Shigeru : No.
I have the weirdest nostalgia watching this, I forgot this even existed. I lived in Japan until I was 6 and I remember watching my neighbour play this all the time!
Mario Maker troll creators: here I recycle you to CP1
Nintendo: I was here first
from world 4 to world 1. in a game with actual limited lives
@@valentds Ryu once complained for the fact that Mario Maker allows you to place hidden blocks and place important stuff in it.
But Nintendo did those very same things in SMB2.
more like CP0 lmao
I didnt hear it was too hard, I heard it was just to similar.
"4-4, here we go, the official halfway mark"
Heeheeheehee...
*A-1* Am I a joke to you?
@@ademisc also the levels from 9-1 to 9-4 (which are levels without any sense) XD
@@ademisc to be fair, in the famicom version, you don't get the A-D worlds unless you beat the game... 8 times was it? In one sitting, because despite being the no. 1 feature of the Disk System, Mario 2 doesn't save progress.
he knows. he is just hamming it up so he can act surprised on stream
@@flametitan100 I seem to recall that being the case. This was the era of Takeshi's Challenge so ridiculous requirements are to be expected.
The reason the thumbnail image jump did what it did from my understanding is that in this game, the way the hit detection works is that if Mario is falling, then no matter where the hitboxes intersect it counts as a stomp. This made it to where they didn’t need to have separate hitboxes for the top of enemies and the side where you get hit, which is understandable if you actually know how NES programming works.
TL;DR
one hitbox on enemy, if mario going down hit hitbox kill anyway no matter where
This game seems like the original, but it just starts on level 9-1.
that was sort of the intent of the creators. it was supposed to be a new game for people who had beaten the original Super Mario. it flopped because it was not friendly to new gamers.
0:14
No it starts in hell.
Since its a sequel maybe its really level 10-1 and on.
@@blinkin304 it definitely did not flop lol
Even after beating the numbered levels, then comes the special lettered levels. Which are the absolute worse.
I don't know where i read something about that game, but you have to beat the game all over again 8 times to access the lettered levels.
Kathleen Connor I think that’s the hidden World 9, and you have to beat it 8 times (on the original FC version) _without warps, _*_even the backwards warps that send you BACK to past worlds_*
At least the 16-bit All-Stars version doesn’t make you repeat it 8 times, but the no-warp rule still applies
They're still numbered. It's just in hexadecimal.
@@IanNewYashaTheFinalAct that's interesting.
*World C - 3*
"4-4, here we go, the official halfway mark..."
He doesn't know xD
He's played the Lost Levels version of it. He knows, he just forgot.
@@Merennulli Or he's playing it up so he can act surprised on stream/in the video.
Heck yeah man, we wanna see more.
Ryu (11:48): (3-3) "I didn't know you could go back here (behind the flagpole)"
Me: Fortunately, you didn't do that at 3-1, lol.
Ryu (13:53): (3-1) "WHAT? I FOUND A PIPE THAT TAKES YOU TO..."
Me: Spoke too soon, lol.
Back when "Nintendo Hard" was a statement of malicious intent, rather than a trope.
And the true question is “What even is a hit box?”
wikipedia says a hitbox is an invisible shape commonly used in video games for real-time collision detection
cookie hero 2118 I think you should show that to Nintendo lol
@@kazz3659 I don't think they will listen to me. mostly because I'm a cookie.
This feels more like a romhack instead of an official Nintendo release.
I agree. It flopped in Japan, so it's no wonder we got a reskin of Heartbreak Panic for our Super Mario Bros. 2.
Currently trying to beat this game. Have my SNES hooked up to the tv in the master bedroom. When the baby falls asleep, I try to smash through some levels. I honestly think if it wasn’t for guys like Pooh, Ryu, Penga...I’d stand no chance. But watching them has given me some good lessons!
One of the most entertaining Ryu videos. The 4-4 mushroom at the end that he promptly lost. GOLD pure GOLD!
I just watched the video of you playing lost levels but the snes version yesterday. I give myself credit for the existence of this upload.
Mario drives like a truck in these early games, despite their historical value gameplay has not aged well.
Nah, the basic physics are fine. The limitations just appear when they do stupid shit like this game's entire level design.
Thankfully they realized this themselves and stuck to the proper SMB level design formula for everything else.
Sigils, ETHEC. The physics don’t feel great, they’re a lot better in Mario maker version of the game
The controls can't age, it just feels different from todays standards but once you get used to them there aren't really bad.
I like how they added the pit after the backward warp. At least they were considerate of your time.
In Mario maker you would call this hot garbo xD
you have never heard of the completionist, rubber ross and alpha jared haven't you? their levels are good but dear god do you need to understand controlls or it is game over.
Ryukahr! If you grab the flagpole and the one’s digit of your coin counter is the same as the one’s digit of the timer you will receive a One-Up!
"Too hard for Americans?"
Watch this American absolutely DOMINATE this game!
Edit: nevermind lol 3:38
even worse 12:22
"Too hard for Americans"
Funny considering all the WR Holders are Americans!
What was Nintendo thinking? LOL
it was the american nintendo who said it s too harder for americans, so basically americans not japanese
Maybe he's arab or something, judging by the nickname and beard. lol
@@djfernando16 he lives in California, said so on stream
I played this through one time and said I'd never play it again. Now it's one of my favorites.
I’ve beaten everyone MARIO game countless times except this one. This one I only beat twice, and it was a struggle both times.
You HAVE to complete the game. I’d even go so far as encourage you to beat every MARIO game as part of the35th anniversary
@Viennery if you use Luigi in the Lost Levels for SNES the game actually isn't that hard since he jumps way higher and longer than Mario
Watching you play this, give me MASSIVE ANXIETY
"That seemed unfair."
Prepare to say that a lot.
Not just completing this, but having Ryu learn to speedrun it would be awesome
"That seemed unfair."
All according to plan then lol
I have some Extraordinarily Hard Games recommendations.
The Adventures of Bayou Billy - NES
Street Fighter 2010: The Final Fight - NES
Sinistar - Arcade (can be played on SNES or Genesis via Williams Arcade's Greatest Hits)
Fire Emblem: Thracia 776 - Super Famicom
Gradius II - NES
Gradius III - SNES
Ghouls 'n Ghosts - Genesis
Transformers: Mystery of Optimus Prime - Famicom
I also thought Batman on NES was insanely hard but you did your own video on it.
Can you play earthworm Jim in EHG, on mega drive. Also will you be doing any more nostalgia bomb episodes. I need that sweet nostalgia
@Len Mo
He will never play it cause you spam it...
I beat The Lost Levels on the All Stars version when I was a little kid, but that version has infinite continues. In fact, if I’m remembering right, it lets you continue from the very level you got the Game Over screen on instead of making you restart the world.
It does
"THE LOST LEVELS" not the sequel we got but the one we deserved.
Playing this as a kid on the All-Stars cartridge made me such a pro at Mario 35. I really wish they would bring that game back...🥺
Please finish this Ryu, we'd love to see more of this!
6:48 "see you later"
one second later: pays a visit to the fish below screen
Aaahhhhhhh God
"I want to do absolutely everything"
*skips half of 1-2*
17:00
Fun fact: in the original mario games, collisions worked a little bit differently.
If mario hits any jump-able enemy while his vertical velocity is negative (i.e. falling), then he will bounce on them, regardless of whether he landed on top of them.
It was a design oversight by the developers.
"They're going to have to host the servers..."
And now the limited playability online makes sense....
More! It’s cool to see an official mario game that’s hard! I remember playing this as a kid and we always used warp pipes and never beat the game! Lol
People who have never played this game just don’t understand how truly awful the movement physics are. It’s so hard to move in the air.
I hate the tight platforms and how mario slides right off them, the entire game is very tight, always near certain death.
Isn't it the same as Super Mario Bros. 1?
Extraordinary hard games are back!!!!
Finally, thank you Ryu, love all your videos ♡
Japan: Super Mario Bros. is too easy
Miyamoto: Okay the sequel is harder
Japan: Thanks! Gonna release this in the US?
Miyamoto: Nah it's too hard for them, we're just reskinning Doki Doki Panic for those babies.
lol
I hope you're well-educated in that it was actually a decision from Nintendo of America. Miyamoto had nothing to do with that
2:40 LMAO his reaction to the Koopa bounce.
I'll go ahead and speak for everyone: Yes, we would like to see you finish the game.
I had super mario brothers deluxe on the gbc growing up, these were called the lost levels and I didn’t know until years later that it was actually SMB2, I always assumed it was a bonus hard as hell game mode for the gameboy
3:38
DJ Khalid: Congratulations, you played yourself.
XD
I just realized I had never actually seen the original NES version of this game. I played All-Stars a thousand times but I've never seen it look like this before.
I JUST FINISHED watching your last video and was going to sleep. WHY DO YOU DO ME LIKE THIS RYU, arghhhh
Still love your vids tho 💛🔥
Australia
Memes dot Org probably
I normally watch your on my Smart TV. However, logged onto the computer to say PLEASE show us the rest of the game, Ryu! You're the best!
Please finish this. Thank you for your time ❤️
Finally! I love this series. Keep them coming Ryu. All games from start to finish. Good luck.
The ancestor of the hot garbage levels. The OG.
WHAT IF: You use the infinite 1-up trick to get 99 lives, and treat this as a 100 man? (there is peach at the end of it too!)
The maximum number of 1-ups you can have is 255 due to the fact the if you get more, it will overflow and you will game over instantly.
13:55 first troll in Mario Bros.
no it's this one 0:16
@@fiendfi7119 Teaching a new common hazard early = troll those days I guess.
@@Willowisp927 I mean they didn't have to put poison shrooms in the game
You should play the arcade version of Super Mario Brothers. It's basically SMB 1 for the NES, but they changed stuff like you can't rack up tons of lives and the levels are SIGNIFICANTLY harder at the end of the game. I can't get past the huge spring jump in 6-3, but I've beaten regular SMB1 and lost levels a bunch of times. I'm talking about the arcade version of SMB 1, not the first game thats like the battle version in SMB3. There's an actual arcade cabinet of SMB1 and it's brutal lol
"Deemed too hard for Americans," sounds about right.
Ryu is so competitive! A multi-player Mario game is coming out based on SMB1, so he spends time speed running SMB1 and playing Lost Levels to get prepared/gain an advantage (as if he doesn't already have one being Ryu). No wonder he was dominating the M35 matches on release day.
4-4 isn't half way. The game has a bunch of extra worlds!
I dunno, but after seeing so many good levels in mm2 this level design is more on the "garbage spamming enemys" side, than an actual Nintendo level it feels like
They appear to have removed the 1ups.
Also hidden blocks every where dev stars hot garbage
The dev stars are actually sneaky bad for you. In this game they usually give you a star just before and area that's very easy to make a mistake if you don't take your time, or the put it in front of a field of koops that you could use to get a one up, but can't because now you have a star.
*stars, not dev stars
The people who did those levels don't need dev stars dude. They are ACTUAL devs lol.
I don't think playing such an unforgiving game with your reckless abandonment is wise but that's why I love you
*too hard for Americans*
American Kaizo Mario Players : *hold my beer*
Meanwhile, in Kosmicland...
What is that? Like, one percent of total players in the US?
Correction at the start: No, this guy is NOT playing the original, he’s playing a bootleg NES conversion with a removed title logo and a broken Luigi, the ACTUAL original game was for the Famicom Disk System.
Please play this through on UA-cam.
I just realiced that this game is likely the source for many troll levels in mario maker. The troll blocks, the pick a path sections, most powerups are hidden or only reachable when risking your live. It is all there.
You should have done the infinity 1 up trick. Jumping on the turtle.
There's a way to gain an extra life at the flagpole in this game. Before you touch the flag at the end of a level, your coin total needs to be two equal digits. (00,11,22,33,44,55,66,77,88 or 99). Touch the flag when the last digit of your remaining time is the same digit as your coin total and you'll receive a 1-Up.
(For example, 55 coins and 275 time left, or 11 coins and 081 time left).
Also, if you beat the World 8 without using any warp, World 9 should show up :)
From an old guy: coins mean extra lives too, also check the flag jump, sometimes there are extra lives in there.
17:03 To explain this, in original SMB, if mario hits an enemy while moving down, it will treat him like he has landed on it. This is useful for goombas and koopas, allowing you to hit them from the side and still bounce off of it.
Ryu: "Mario, who taught you how to jump, man?"
My malfunctioning brain: "I learned it from you, dad. I LEARNED IT FROM YOU!"
I remember watching you play this game in Luigi mode and suffering through all the levels and bonus world...
It is very tricky but I think there are more difficult mario games than lost levels.
But playing the original FC version is still brutal!
FDS
Yes! I’ve been waiting for this one!!
The rest has gotta be even crazier!
That isn't the only time that Lost Levels puts an invisible block directly over a fire pit, either, and I'm pretty sure that if you put together Mario 3 and Lost Levels, you can find all of the hallmarks of Mario Maker levels. It's really wild to think that Nintendo did it first.
This game shows me the one thing I miss that Mario maker doesn't have. The ability to put bodies of water in non water themes.
I have heard of Lost Levels for the first time a few years ago (guess like 8?) watched my favorite Nintendo UA-camr playing them and he freaked out like hell on those. He is a really good Mario player but the difference between you and him is that he plays it slow and you keep a cold head even though you have to do it all over again. Has been funny to watch his play through and today it's funny but also kinda shocking to watch you getting through this so damn easy.
17:00 That was stellar. I saw a YT video on it a long while back. Its an SMB1 only thing. It doesn't matter if you're above the enemy or on level, if you're falling it will treat as a bounce. Think like critical hits in Minecraft. You have to be falling.
Pipe pirahnas have a weird hit box too. You can skim the top of his mouth with your butt and not take damage. Making speed running jump overs easier.
You collided with that flying Koopa and ended up jump off it. Makes you relieved that that type of jank exist. Play through the whole game my boi, you got this.
The reason those weird blocks are between the doors on the other side of the flag pole has to do with Mario animation. Mario doesn't "go into the door" nor does he disappear. Instead, Mario is stopped from moving forward by the blocks and the the layer containing Mario is moved behind the layer containing the door, making it look as if he went through.
Fun Fact: If you go for lives in a Normal gameplay of SMB2: The Lost levels, you can add lives if both coin numbers and the last number on the seconds can be added as a 1-Up
I played the All-Stars version of this for my channel not too long ago and I agree with a lot of your sentiments. I feel like various levels in this game are a great example of contrast between games that are hard because of fair, intended challenge (one block jumps, timed running jumps, stuff that you see in well designed Mario Maker levels) and games that are hard because of unfair level design and bad mechanical engines (blind jumps, hidden blocks, those stupid springs, weird power up placements). I enjoyed sections of it a lot more than most Mario games, because it actually felt challenging and experimental in a fun way. Other sections... not so much.
The jump at 2:40 is a Lost Levels thing, if you move upwards while stomping a flying koopa just right, you get a big jump boost. You can use that to reach some platforms you shouldn't be able to reach in some levels. You're also not halfway, after World 8, you get A to D.
No Troll Level has no CP1 but having a pipe that takes you back to 1-1 is just overkill. Imagine this were a troll super world in SMM2.
It's interesting how a good speedrunner approaches such a hard game the first time. Definitely want to see more of the lost levels.
Most people make it to World 4 but fail on the RNG Bowser at the end. Best bet is to just run under him as fast as possible since he high jumps constantly.
Super hyped for mario 35! I also played through lost levels before 3d all stars released. Keep up the awesome content!
Watched this literally right after seeing the stream of it from four years earlier. Good to see how far you've come, Ryu. You mentioned you were playing this on an NES--I thought it was only on Famicom and on their disk drive system?
the 17:01 thing was because the programing capacities at that time were very limited, so they made that if the hitboxes of mario touches antother hitbox it's considered atacked :X, in fact there is some weird hitboxes (as the plant hitboxes are smaller than their sprite, so, there is zones where you actually con touch them without get damage :x
Oh man. I've played The Lost Levels through once. The first three worlds are quite fun, but at world 4 it starts to get ridiculous. And I at least had the luxury of playing the All Stars -version with unlimited continues. The last two worlds still kicked my butt, hard.
"I love water ..."
I seriously LOLed soooooo much!
Thx Ryu
Fun Fact: It makes more sense to play 2LL right after 1 so the difficulty stays direct rather than giving some time to get smacked in the face with world 8 difficulty
In the original NES version you're supposed to beat the game 8x to unlock worlds A-D, but in the All Stars remake they removed that restriction.
Japan: gets the real SMB2.
Rest of the world: I love Peach gliding with her skirt 😍.
*cries in Toad being practically a hard mode
Result: Western SMB2 sells 10 millions and introduces new elements to the series, while Japanese SMB2 barely reaches 2 million copies and only the Poison Mushrooms and Luigi's higher jumps reappear in the future. =P
17:08 the wonderful "as long as you're moving down and hit an enemy, you'll stomp it"