@@pflynn12 True they used to do for many platforms, Sega did the same but with Sega, they also released some of their games for other platforms even thought they had their own consoles but in any case, all games come to the PC by emulation as we are already seeing with the Nintendo Switch emulator with how that coming along.
As said from a wise, lazy game reviewer, "If it has a CPU, someone is playing Doom on it. Not because it's the most optimal or the best way, but because he can" While it is not an accurate quote, this port still is the best example of it either way.
Best video I've seen for this new one. Everyone else just feels like they're grabbing what they see is new and think will get them some attention... There's just no real love for the game from most of what I've seen. Here? There be love!
As I've heard it, ZeroPaige took a verbatim copy of the NES-cartridge ROM and tweaked it to work on the C64. Since the NES is also based on the 6502 CPU, the game logic wouldn't need that much tweaking and all of the glitches would be preserved. The main differences would be between the graphics chips and the fact that the C64 runs at 1.02 MHz instead of the NES's 1.79 MHz.
@@The_Boctor Which somebody had already done. See Doppelganger's comprehensive Super Mario Bros. disassembly, which I believe ZeroPaige used as a base for SMB. 64.
Now that makes sense. I figured the only way all these original glitches would work on C64 would be if this person reverse-engineered the game or something and used the original programming.
both cpu's were two different derivations from a 6502, but they werent absolutely the same (a 2a07 and a 6510) nor clones. the language was the same but that doesnt mean nothing, cause the features (audio generator, graphics and different memory access) and the most of addresses were different. so you can compare both of them equally to another 8 bit cpu as well, and in a extremely way, you can compare them to a 16 bit cpu like 68000 just because of the same programming language. the entire job to do it and make it working is quite the same and it's called conversion or porting.
first the cpu were not the same, second: the neogeo, megadrive, amiga series, sharp x68000 and lot of arcades had the very same cpu but they cant absolutely run the same code because the completely different architecture.
I get the impression, the original code base was used ... NES also had a 6502 derivate ... This makes absolutely sense and would explain the level of accuracy!
Nope, I love retro games but more SNES ganes than NES games. Yes, The NES and Mario Bros were revolutionary at the time but now they really arent that interresting to me
I'm so glad that you showed 6-3; I didn't know about the glitch, but it's my favorite stage in Super Mario Bros.! I always liked how it had that weird palette that you didn't see anywhere else, even though this version doesn't have the red in the clouds.
This is amazing! The physics look like they feel exactly like the nes original And even the music's the same! I also like that the minus world is different
already knew about this but had to click because of your game genie videos I watched when I was 7 edit: dang I never knew they made pigpog for the commodore 64
That the glitches works on the C64 version gives credits to the programmer behind the game; he is a really skilled dude. He has implemented a 1:1 clone of the Nintendo original.
How did I miss this video? The best video on this port by far. I downloaded the Easyflash cart image and have been playing on real hardware. I have a Sega pad modified for the 7800 that turns the C button into Up. So I'm basically able to use a 2 button controller on real hardware. I'd like to give it a go on my Commodore 128 to see if the slowdown is fixed completely.
Damn it. I can't believe it's been a year since this was released. I still have yet to play, but eventually I will break out my C64, and give it a crack.
I made up a story for coin world. 1. Level Mario Fell Asleep On World 1 And Is Dreaming This Whole Level. 2. Level He Woke Up, But Mario Now Has A Weird Obsession With Coins, And Decides To Find More Coins, But Pirrhana Plants Need To Warn Him From Going Forward. 3. Level The Dead End For Mario. He Fullfilled His Dreams, And Now Can Restart A Room To Get Infinite Coins, But He Can't Escape Them. That Sounded Strangely Sad
Long time no see Killgruz heh. SMB on C64 talk about a legit looking port wow. The Minus World looked somewhat similar (in terms of enemies layout) like JAPANESE version of minus world.
Have any of the people who say "he just tweaked a few things", actually compared listings of the original and port to see just how much is common? I'm guessing not much! Yes, he surely used a disassembly as a reference, but I'm betting it is mostly rewritten from scratch!
Actually doesn't have much to do with it, except the programmer only had to be familiar with one cpu. Sure, they might have been able to reuse a few tidbits of code here and there, but the hardware is so vastly different it basically has to be rewritten from scratch.
both cpu's were two different derivations from a 6502, but they werent absolutely the same (a 2a07 and a 6510) nor clones. the language was the same but that doesnt mean nothing, cause the features (audio generator, graphics and different memory access) and the most of addresses were different. so you can compare both of them equally to another 8 bit cpu as well, and in a extremely way, you can compare them to a 16 bit cpu like 68000 just because of the same programming language. the entire job to do it and make it working is quite the same and it's called conversion or porting... and it's definitely a mess!
you're completely wrong. system as amiga series, sharp x68000 series, megadrive, neogeo and other arcade machines had the motorola 68000 as main cpu. conversion using the same coding between these systems, just because they share the same cpu, are impossible.
Killgruz, just wondering if you got the Super Mario Bros Remix cart for the NES. It has 45 variations of Super Mario Bros 1, 2, and 3. I got this in the red cart from a Chinese seller. If you do have it, maybe you can do a review of each game variation on it. If you don't, then what are you waiting for? This cart is an absolute MUST-BUY!
No mention of he animated waves? Other glitches I’d try: Run in one foot and alternate music at the end of the first level (grab Starman late and run to the end).
I wonder if the glitches are intentionally put in or if the programming is just so spot on that it's practically the same game all around. I mean the physics looks so similar to the original that I can actually feel the button presses through the screen.
basically the person took a smb disassembly and rewrote a few things to make it work on the c64, so all glitches stayed intact. they didnt have to touch most things in the game since the NES and the c64 use the same cpu
Am I the only one who remembers typing in several pages of assembly from a magazine (Byte maybe?) back in the 80s to get a very cut down version of Mario on the C64? Please tell me I didn't imagine that.
I wonder, are those glitches added back in manually as easter eggs or has the physics been ported so faithfully that they emerge from the mechanics naturally?
I had a Commodore 128 as a kid but I was too young and the 8-bit consoles to alluring. So my knowledge on these micros is very limited but I'm learning. Now, from what I have gleamed from my research, the Commodore 64 and 128 are essentially the same with the 128 having more RAM. Would this run better on a C-128? I would think it would be enough especially as it's far more than a stock Nes has. Actually, a Commodore 64 has more RAM than an Nes and I believe the processors are very close. I want to say the the Commodore 64/128 has a 6502C running at the same clock speed as the Nes (1.79MHz). That's why I don't understand why it doesn't run this game full out. Is this an optimization thing or am I missing something here? I have another question concerning the controllers. Doesn't the Commodore 64/128 utilize a standard 9-pin joystick connector? If so, why not use a Sega Genesis or Master System pad? Your millage would be far better with a pad I would think.
I wonder if it's possible to make an Atari 8-bit version of it, I know it has smooth scrolling capability, and the fully-loaded A8 has a hell of a lot more RAM than the NES (64 vs 2x2), but no PPU.
I have this already, got it almost a week ago. I have a stock C64 (PAL) and SD2IEC to load it up. Not tried it yet. I like that you tried out the glitches and they worked. The guy that programmed this shore knew the game well by adding all the same code as the NES game. I would like to see if other NES games will get ported to the Commodore 64/128 because NES game codes are meant to be easy to transfer code from systems as they have the same chip, but the NES runs faster and has a different sound chip.. I have been meaning to play this Mario64.
Reading other comments as a layman, it seems he probably used decompiled code from the NES game as a base, then worked on adapting that to the C64. The C64 and NES use the same kind of processor, which is what makes this possible to do. He didn't have to write everything from scratch, but it's still cool, and still telling of how capable the C64 really is.
This fan port was what got me interested in the c64 and c128 homebrew community. I've set up vice on my computer just so I could run homebrew games and this is also my first time playing on commodore. I've been really impressed with what this system can do so far, but I was wondering if anyone could recommend me some games to check out. (Edit: it definitely took me a bit to get used to the up being jump thing and not having 2 button support in Vice, but I'm quickly getting the hang of this.)
The 1-up trick isn’t a glitch, it was put in intentionally as a secret. That’s why in the arcade version the turtles on the staircase in world 3-1 are replaced with goombas, as are any other shelled enemies that were placed on or near brick staircases, in order to rake in those hard-earned quarters.
That’s why I said “let’s check out some of the tricks and glitches” and “I am almost certain the 1-up trick will work”. Don’t believe I called it a glitch dude
Doom on everything? How about Mario on everything!
Nintendo used to produce some games for PC's years ago but not anymore especially when they have their console
@@pflynn12 True they used to do for many platforms, Sega did the same but with Sega, they also released some of their games for other platforms even thought they had their own consoles but in any case, all games come to the PC by emulation as we are already seeing with the Nintendo Switch emulator with how that coming along.
Lets make that happen!
#Mito2022
Trouxas
Cristina Enfia o "mito" no cu, eles estavam falando de jogos, não dessa porcaria de política
the -1 world feels like a modern Super Mario Maker level
For me it looks like world 9
As said from a wise, lazy game reviewer, "If it has a CPU, someone is playing Doom on it. Not because it's the most optimal or the best way, but because he can"
While it is not an accurate quote, this port still is the best example of it either way.
Can confirm; have played Doom on an iPod.
@@jasonblalock4429 I've seen a person run Doom on a calculator along with Mario and Tetris.
Awesome. I gotta try this. Fun video!
!
I'm surprised how smoothly this runs! It looks like a great port too!
When we invent time travel let's bring this back to the 80's and amaze everyone
It’s already been invented.
Danimal you know what he meant 😂
But you don’t know what I meant.
@@silver47official shut up
@@Naltrex Who asked you, Netflix?!
Best video I've seen for this new one. Everyone else just feels like they're grabbing what they see is new and think will get them some attention... There's just no real love for the game from most of what I've seen. Here? There be love!
As I've heard it, ZeroPaige took a verbatim copy of the NES-cartridge ROM and tweaked it to work on the C64. Since the NES is also based on the 6502 CPU, the game logic wouldn't need that much tweaking and all of the glitches would be preserved. The main differences would be between the graphics chips and the fact that the C64 runs at 1.02 MHz instead of the NES's 1.79 MHz.
@@The_Boctor Which somebody had already done. See Doppelganger's comprehensive Super Mario Bros. disassembly, which I believe ZeroPaige used as a base for SMB. 64.
Now that makes sense. I figured the only way all these original glitches would work on C64 would be if this person reverse-engineered the game or something and used the original programming.
both cpu's were two different derivations from a 6502, but they werent absolutely the same (a 2a07 and a 6510) nor clones. the language was the same but that doesnt mean nothing, cause the features (audio generator, graphics and different memory access) and the most of addresses were different. so you can compare both of them equally to another 8 bit cpu as well, and in a extremely way, you can compare them to a 16 bit cpu like 68000 just because of the same programming language. the entire job to do it and make it working is quite the same and it's called conversion or porting.
first the cpu were not the same, second: the neogeo, megadrive, amiga series, sharp x68000 and lot of arcades had the very same cpu but they cant absolutely run the same code because the completely different architecture.
soo code the game to run at 170% speed? like enemies move 70% faster, mario moves 70% faster, and projectiles too? or am i missing something?
Thing is, this is the original SMB1 engine made to work on the C64 hardware, thats why all the glitches still work.
the C64 uses the same assembly language as the NES
Thanks for the review of this port homemade, looks fantastic and perfect
I get the impression, the original code base was used ... NES also had a 6502 derivate ... This makes absolutely sense and would explain the level of accuracy!
Since SMB1 ported into C64,every single retro nerd like you went crazy lol
Just imagine if someone releases Sonic. LOL
Nope, I love retro games but more SNES ganes than NES games.
Yes, The NES and Mario Bros were revolutionary at the time but now they really arent that interresting to me
I'm so glad that you showed 6-3; I didn't know about the glitch, but it's my favorite stage in Super Mario Bros.! I always liked how it had that weird palette that you didn't see anywhere else, even though this version doesn't have the red in the clouds.
Wow this is a very beautiful port. Alot of care went into this, it shows.
This is amazing!
The physics look like they feel exactly like the nes original
And even the music's the same!
I also like that the minus world is different
The fact that the glitches work just does at how well done of a port this is. It's impressive that it's basically the same code.
This is actually really impressive, holy shit
already knew about this but had to click because of your game genie videos I watched when I was 7
edit: dang I never knew they made pigpog for the commodore 64
Holy crap. To reimplement the known glitches of the original game is going beyond. Great effort.
What a technical triumph of programming. This man should win an award.
There really is something super satisfying about the graphics of this port.
That the glitches works on the C64 version gives credits to the programmer behind the game; he is a really skilled dude. He has implemented a 1:1 clone of the Nintendo original.
I just love how the disk sleeve just says “data” a million times. XD
I followed this project from the beginning too. I'm glad that they made it! :)
How did I miss this video? The best video on this port by far. I downloaded the Easyflash cart image and have been playing on real hardware. I have a Sega pad modified for the 7800 that turns the C button into Up. So I'm basically able to use a 2 button controller on real hardware. I'd like to give it a go on my Commodore 128 to see if the slowdown is fixed completely.
Thanks for sharing not just a review but the bugs and cheats.
Top vid from a top dude. Excellent work my guy.
Good work as always KG!
I like this video's narrative. Yeah it's another game review but you didn't bored me in one bit
I didn't even know these glitches existed in the first place, nice bonus here!
Also, did you try to slide as Super Mario in W1-2 for instance?
MegaManNeo did u watch this?
@@richardgibson8403 Yup and I wasn't notcing it first.
Silly me.
@killgruz
Hope you are doing well and had a great Easter. I love your videos!
1
My boy KillGruz releases a video, I watch. It's that simple.
Writing the correct game title in the video title that simple!
I also heard the game can take advantage of the Commodore 128 2MHz mode during the vertical blanking interval...
Yes, it runs perfectly on a 128 with no slowdown due to it's faster processor
1:54 *That makes the music more of a bop.*
Damn it. I can't believe it's been a year since this was released. I still have yet to play, but eventually I will break out my C64, and give it a crack.
I made up a story for coin world.
1. Level
Mario Fell Asleep On World 1 And Is Dreaming This Whole Level.
2. Level
He Woke Up, But Mario Now Has A Weird Obsession With Coins, And Decides To Find More Coins, But Pirrhana Plants Need To Warn Him From Going Forward.
3. Level
The Dead End For Mario. He Fullfilled His Dreams, And Now Can Restart A Room To Get Infinite Coins, But He Can't Escape Them.
That Sounded Strangely Sad
Already taken down by nintendo. Kinda sad
We the community will find our ways.
By the way, the uploadfiles link still functions at the moment.
Archive.org has it too lol
@@subtledemisefox yeah
Grabbed it while it is still available. Far too interesting of a creation to let disappear in to copyright overkill limbo.
Fuck Nintendo
Long time no see Killgruz heh.
SMB on C64 talk about a legit looking port wow.
The Minus World looked somewhat similar (in terms of enemies layout) like JAPANESE version of minus world.
An astonishingly faithful recreation of the original
This port looks amazing and cool! :D
Your video are to great :D thanks!
You are a master at this game!
The port looks amazing
I love how it looks
Thank you Killgruz, very cool!
Thank you Killgruz!!
I kept thinking Nintendo 64 when “Super Mario Bros 64” was said
SMB using the C64 color palette looks lovely.
Great video, mate.
damn seeing that joystick took me back a million years...I had one with one button I think
Wow, this actually looks better then i was expecting it to.
You've got a really good radio voice!
Have any of the people who say "he just tweaked a few things", actually compared listings of the original and port to see just how much is common? I'm guessing not much! Yes, he surely used a disassembly as a reference, but I'm betting it is mostly rewritten from scratch!
how come i remember this in a 1990'ish tape? i perfectly remember to have played a port of it already on the c64
"it might be just hit or miss"
I GUESS THEY NEVER MISS HUH ?
YOU GOT A BOY-
I'm gonna stop before it gets out of hand
Both systems run on the same cpu which is why ports like this are possible.
Actually doesn't have much to do with it, except the programmer only had to be familiar with one cpu. Sure, they might have been able to reuse a few tidbits of code here and there, but the hardware is so vastly different it basically has to be rewritten from scratch.
both cpu's were two different derivations from a 6502, but they werent absolutely the same (a 2a07 and a 6510) nor clones. the language was the same but that doesnt mean nothing, cause the features (audio generator, graphics and different memory access) and the most of addresses were different. so you can compare both of them equally to another 8 bit cpu as well, and in a extremely way, you can compare them to a 16 bit cpu like 68000 just because of the same programming language. the entire job to do it and make it working is quite the same and it's called conversion or porting... and it's definitely a mess!
you're completely wrong. system as amiga series, sharp x68000 series, megadrive, neogeo and other arcade machines had the motorola 68000 as main cpu. conversion using the same coding between these systems, just because they share the same cpu, are impossible.
Nice video man
Beat me to it! Got that disk label posted somewhere?
Jeff Ledger yea that disk label was clean AF
Killgruz, just wondering if you got the Super Mario Bros Remix cart for the NES. It has 45 variations of Super Mario Bros 1, 2, and 3. I got this in the red cart from a Chinese seller. If you do have it, maybe you can do a review of each game variation on it. If you don't, then what are you waiting for? This cart is an absolute MUST-BUY!
This is not just a good port of an excellent game, it's an excellent port, IMVHO, and I really hope Zeropaige follows up by porting The Lost Levels!
Giana Sisters 30th Anniversary will blow the water out of every C64 platformer including this very soon.
Great review: thank you!!
How about the flagpole glitch that speedrunners use?
That is so awesome how accurate they got it.
Someone needs to create an updated version of Castlevania for the C64. I bet there would be a lot of interest in it.
"If you die all your lives" ... Oddly adorable
Wow! The Commodore finally got a good game, snd not a moment too late.;)
No mention of he animated waves? Other glitches I’d try: Run in one foot and alternate music at the end of the first level (grab Starman late and run to the end).
Sooooo world "coin - 1" is the average person's Mario Maker level?
It would be if underwater branches weren't in the level, which is impossible in SMM
I was not prepared for how accurate this would be 😂
I wonder if the glitches are intentionally put in or if the programming is just so spot on that it's practically the same game all around.
I mean the physics looks so similar to the original that I can actually feel the button presses through the screen.
basically the person took a smb disassembly and rewrote a few things to make it work on the c64, so all glitches stayed intact. they didnt have to touch most things in the game since the NES and the c64 use the same cpu
You should do a review of Super Mario Bros. Special for the Sharp X-1.
Am I the only one who remembers typing in several pages of assembly from a magazine (Byte maybe?) back in the 80s to get a very cut down version of Mario on the C64? Please tell me I didn't imagine that.
I wonder, are those glitches added back in manually as easter eggs or has the physics been ported so faithfully that they emerge from the mechanics naturally?
that the glitches work is very impressive. It must not just be a recreation but use a lot of original code
Love your videos
Great video!
I had a Commodore 128 as a kid but I was too young and the 8-bit consoles to alluring. So my knowledge on these micros is very limited but I'm learning. Now, from what I have gleamed from my research, the Commodore 64 and 128 are essentially the same with the 128 having more RAM. Would this run better on a C-128? I would think it would be enough especially as it's far more than a stock Nes has. Actually, a Commodore 64 has more RAM than an Nes and I believe the processors are very close. I want to say the the Commodore 64/128 has a 6502C running at the same clock speed as the Nes (1.79MHz). That's why I don't understand why it doesn't run this game full out. Is this an optimization thing or am I missing something here?
I have another question concerning the controllers. Doesn't the Commodore 64/128 utilize a standard 9-pin joystick connector? If so, why not use a Sega Genesis or Master System pad? Your millage would be far better with a pad I would think.
I hope to find it somewhere to download
with the limitations imposed on it by the 64 this is amazing
When did they release a floppy with a label of the game? All I ever saw was a site to download it from, which I did with luck.
Have you seen the nuke version of the commodore 64 advertisment?
This is amazing!
I wonder if it's possible to make an Atari 8-bit version of it, I know it has smooth scrolling capability, and the fully-loaded A8 has a hell of a lot more RAM than the NES (64 vs 2x2), but no PPU.
I have this already, got it almost a week ago. I have a stock C64 (PAL) and SD2IEC to load it up. Not tried it yet. I like that you tried out the glitches and they worked. The guy that programmed this shore knew the game well by adding all the same code as the NES game. I would like to see if other NES games will get ported to the Commodore 64/128 because NES game codes are meant to be easy to transfer code from systems as they have the same chip, but the NES runs faster and has a different sound chip.. I have been meaning to play this Mario64.
what an amazing port.
Super Mario Bros 64 and it isn't even on the N64 but the COMMODORE 64! fantastic!
THE KING IS BACK.
It makes sense to port Super Mario Bros. to the Commodore 64 as the NES & C64 have almost the same CPU
On NES the Bullet Bill glitch in 6-3 there was a white line that was created while jumping but that line wasn’t there
I think you will find this is more a quirk of the original NES video hardware and hence it won't show up in this port.
Where can i get this game at
7:22 how to play
He posted!!!!!
Bro that’s sick!!
All those glitches are amazing! Do you think the guy ported the code?
Reading other comments as a layman, it seems he probably used decompiled code from the NES game as a base, then worked on adapting that to the C64. The C64 and NES use the same kind of processor, which is what makes this possible to do.
He didn't have to write everything from scratch, but it's still cool, and still telling of how capable the C64 really is.
Is the minus world glitch there? What about the super Mario bros 64 on the N64 is the minus world there?
At last this hidden masterpiece will be released on a platform where it can be appreciated by the masses
5:30 - Interesting! I wish that were available in the original game too.
This fan port was what got me interested in the c64 and c128 homebrew community. I've set up vice on my computer just so I could run homebrew games and this is also my first time playing on commodore. I've been really impressed with what this system can do so far, but I was wondering if anyone could recommend me some games to check out. (Edit: it definitely took me a bit to get used to the up being jump thing and not having 2 button support in Vice, but I'm quickly getting the hang of this.)
Knight n' Grail from 2009 is pretty cool
Also Canabalt.
OMFG THIS IS QUITE POSSIBLY THE BEST C64 VERSION OF SMB EVER! IT'S LITERALLY A NEAR PERFECT NES PORT! Shame *NINTENDO* took it down.
The 1-up trick isn’t a glitch, it was put in intentionally as a secret. That’s why in the arcade version the turtles on the staircase in world 3-1 are replaced with goombas, as are any other shelled enemies that were placed on or near brick staircases, in order to rake in those hard-earned quarters.
That’s why I said “let’s check out some of the tricks and glitches” and “I am almost certain the 1-up trick will work”.
Don’t believe I called it a glitch dude
Sorry dude, my bad :/