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Developed by Creator/HudsonSoft and originally released for the Japanese [[UsefulNotes/PC88 NEC PC-8801]] and Sharp X1 computers in 1986 (two months after the [[UsefulNotes/NintendoEntertainmentSystem Disk System]] sequel), and the South Korean Samsung SPC-1500 in 1987, ''Special'' attempted to emulate the gameplay and graphical style of the first ''Super Mario Bros.'', but mostly failed at both. Neither computer was capable of displaying the right colors, and the NEC version did not even feature scrolling. The game did introduce interesting elements not present in the original, though, such as minor enemies from ''VideoGame/DonkeyKong'' and ''VideoGame/MarioBros'' and new power-ups such as the Clock, which adds more seconds to the timer, and the Wing, which enables flight for a few seconds.

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Developed by Creator/HudsonSoft and originally released for the Japanese [[UsefulNotes/PC88 NEC PC-8801]] and Sharp X1 computers in 1986 (two months after the [[UsefulNotes/NintendoEntertainmentSystem Disk System]] sequel), and the South Korean Samsung SPC-1500 in 1987, ''Special'' attempted to emulate the gameplay and graphical style of the first ''Super Mario Bros.'', but mostly failed at both. Neither computer at the time was capable of displaying the right colors, and the NEC version did not even feature scrolling. The game did introduce interesting elements not present in the original, though, such as minor enemies from ''VideoGame/DonkeyKong'' and ''VideoGame/MarioBros'' and new power-ups such as the Clock, which adds more seconds to the timer, and the Wing, which enables flight for a few seconds.



** The single Pipe of the supposed WarpZone in 4-2 has no definable exit, leaving the player stuck in it until the timer runs out. [[spoiler:''Super Mario Bros. Crossover'' turned this room into an exclusive bonus room, with a plethora of coins and an item that fully powers up the character who collects it.]]
** World 4-3's Coin Heaven, which is unique amongst any of the Coin Heavens from the original game, as it is a room bound up by blocks using the underground palette. However thanks to a programing oversight, the exit pipe, which normally would lead to under the staircase of mushrooms before the flagpole, is completely defective, leaving the player stuck in and forced to wait out the timer. The above-mentioned fan-remakes fix the exit pipe and give it a proper exit back to the main level, but the NES hack ''leaves the defective pipe intact''.

to:

** The single Pipe of the supposed WarpZone in 4-2 has no definable exit, leaving the player stuck in it until the timer runs out. [[spoiler:''Super Mario Bros. Crossover'' turned this room into an exclusive bonus room, room with a plethora of coins and an item that fully powers up the character who collects it.]]
** World 4-3's Coin Heaven, which is unique amongst any of the Coin Heavens from the original game, as it is a room bound up by blocks using the underground palette. However thanks Thanks to a programing oversight, the exit pipe, which normally would lead to under the staircase of mushrooms before the flagpole, is completely defective, leaving the player stuck in and forced to wait out the timer. The above-mentioned fan-remakes fix the exit pipe and give it a proper exit back to the main level, but the NES hack ''leaves the defective pipe intact''.



* PipeMaze: Two of the castle levels (4-4 and 7-4) involve going down the correct pipe. For the first one, you just have to go down the correct pipe (the others just return you to the beginning), but for the second, you have to take a sequence of pipes, the first of which requires you to find a pair of hidden blocks to reach a pipe high up in the air, then ''re-enter'' the pipe you just came out'' to continue on.
* RatchetScrolling: You cannot go backwards, just like in all the other games released at the time using ''Super Mario Bros.'' as a template (Vs, Lost Levels, and All Night Nippon).

to:

* PipeMaze: Two of the castle levels (4-4 and 7-4) involve going down the correct pipe. For the first one, you just have to go down the correct pipe (the others just return you to the beginning), but for the second, you have to take a sequence of pipes, pipes: the first of which requires you to find a pair of hidden blocks to reach a pipe high up in the air, then ''re-enter'' the pipe you just came out'' to continue on.
* RatchetScrolling: You cannot go backwards, just like in all the other games released at the time using ''Super Mario Bros.'' as a template (Vs, Lost Levels, (''Vs'', ''Lost Levels'', and All ''All Night Nippon).Nippon'').



** World 4-3's Coin Heaven's exit pipe does not work in any version of the game thanks to a developer oversight. There are no enemies or pits, either. You're stuck there until the timer runs out. For those curious, the exit would lead to the lone pipe underneath the staircase of mushroom platforms leading to the flagpole.

to:

** World 4-3's Coin Heaven's exit pipe does not work in any version of the game (barring fanmade ports/remakes) thanks to a developer oversight. There are no enemies or pits, either. You're stuck there until the timer runs out. For those curious, the exit would lead to the lone pipe underneath the staircase of mushroom platforms leading to the flagpole.



* SmartBomb: The Lucky Star item. Unlike the first game, [[AmericanKirbyIsHardcore which uses softer language in the Japanese manual,]] we are also told in the ending that this ''kills'' enemies.

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* SmartBomb: The Lucky Star item.item, which resembles an atom. Unlike the first game, [[AmericanKirbyIsHardcore which uses softer language in the Japanese manual,]] we are also told in the ending that this ''kills'' enemies.



* TimedMission: The timer drains ''[[UpToEleven even faster]]'' than in the original game, especially on faster hardware.

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* TimedMission: The timer drains ''[[UpToEleven [[UpToEleven even faster]]'' faster]] than in the original game, especially on faster hardware.



** The Wing, the first instance of a power-up that allows Mario to fly in the entire series, appears only twice in the game, neither of which are much of a benefit since it only lasts roughly two screens which contain not many hazards that can be avoided.

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** The Wing, the first instance of a power-up that allows Mario to fly in the entire series, appears only twice in the game, game; neither of which are much of a benefit since it only lasts roughly two screens which contain not many hazards that can be avoided.screens.



* WarpZone: There's no {{Warp Zone}}s, oddly enough, with the exception of one nasty subversion; trying to access the one in World 4-2 traps Mario inside until the timer runs out due to a programing oversight.

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* WarpZone: There's no {{Warp Zone}}s, oddly enough, with the exception of one nasty subversion; trying subversion: Trying to access the one in lone pipe beyond the exit of World 4-2 4-2's underground section traps Mario inside until the timer runs out due to a programing oversight.out.
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* FakeDifficulty: Most of the game's difficulty comes from trying to master its imprecise controls.
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** The levels in ''Super Mario Bros. Special'' are playable in ''VideoGame/SuperMarioBrosCrossover'' (alongside ''The Lost Levels'', with slight improvements and no PC-88 skin) and ''{{VideoGame/Mari0}}'' (by downloading a map pack online). The game has also been fan-ported to the NES. The NES port lacks many of the original game's interesting stage designing capabilities thanks to the lack of free tile placement[[note]]such as underwater tiles or Coin Heaven clouds in overworld stages, larger trees and mountains in the background, overworld/underground blocks placed higher than the bottom two rows, and long horizontal pipes[[/note]] since it runs off the limitations of the original ''[=SMB1=]''. None of the bonus items or new enemies were ported over either, being replaced with stationary 1UP Mushrooms or the original game's enemies respectively.

to:

** The levels in ''Super Mario Bros. Special'' are playable in ''VideoGame/SuperMarioBrosCrossover'' (alongside ''The Lost Levels'', with slight improvements and no PC-88 skin) and ''{{VideoGame/Mari0}}'' (by downloading a map pack online). The game has also been fan-ported to the NES. The NES port lacks many of the original game's interesting stage designing capabilities thanks to the lack of free tile placement[[note]]such as underwater tiles or Coin Heaven clouds in overworld stages, larger trees and mountains in the background, overworld/underground blocks placed higher than the bottom two rows, and long horizontal pipes[[/note]] since it runs off the limitations of the original ''[=SMB1=]''. None of the bonus items or new enemies were ported over either, either due to the lack of space in the game's graphics, being replaced with stationary 1UP Mushrooms or the original game's enemies respectively.

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* TransformationTrinket: The Super Mushroom, Fire Flower, and Super Star make their return from ''Super Mario Bros.'' There's also the Wing item, which temporarily allows Mario to "swim" midair. It only appears twice in the game (3-2 and 4-1) and neither of the stages where it's available have a level structure that would benefit the Wing's use. This makes ''Special'' the first game to allow Mario to fly, which would become a common theme for power-ups in later games beginning with ''Super Mario Bros. 3''.

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* TransformationTrinket: The Super Mushroom, Fire Flower, and Super Star make their return from ''Super Mario Bros.'' There's also the Wing item, which temporarily allows Mario to "swim" midair. It only appears twice in the game (3-2 and 4-1) and neither of the stages where it's available have a level structure that would benefit the Wing's Wings' use. This makes ''Special'' the first game to allow Mario to fly, which would become a common theme for power-ups in later games beginning with ''Super Mario Bros. 3''.
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* PipeMaze: One of the castle levels features a maze involving going down the correct pipes. There is no way you would know this other than trial and error. One segment of the maze requires you to go down a pipe, then go right back down the pipe ''you just came out of'' to end up in a different area.
* RatchetScrolling: You cannot go backwards, just like in the preceding game.

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* PipeMaze: One Two of the castle levels features a maze involving (4-4 and 7-4) involve going down the correct pipes. There is no way pipe. For the first one, you would know this other than trial and error. One segment of just have to go down the maze correct pipe (the others just return you to the beginning), but for the second, you have to take a sequence of pipes, the first of which requires you to go down find a pipe, pair of hidden blocks to reach a pipe high up in the air, then go right back down ''re-enter'' the pipe ''you you just came out of'' out'' to end up in a different area.
continue on.
* RatchetScrolling: You cannot go backwards, just like in all the preceding game.other games released at the time using ''Super Mario Bros.'' as a template (Vs, Lost Levels, and All Night Nippon).



** World 4-3's Coin Heaven's exit pipe does not work, thanks to a developer oversight. There are no enemies or pits, either. You're stuck there until the timer runs out.

to:

** World 4-3's Coin Heaven's exit pipe does not work, work in any version of the game thanks to a developer oversight. There are no enemies or pits, either. You're stuck there until the timer runs out. For those curious, the exit would lead to the lone pipe underneath the staircase of mushroom platforms leading to the flagpole.



* ThrowABarrelAtIt: Sort of. The barrels from ''Donkey Kong'' do indeed appear as enemies, but nobody appears to be throwing them--they're just kind of ''there''.
* TimedMission: The timer drains ''[[UpToEleven even faster]]'' than in the original game.

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* ThrowABarrelAtIt: Sort of. The barrels from ''Donkey Kong'' do indeed appear as enemies, but nobody appears to be throwing them--they're just kind of ''there''.
"there".
* TimedMission: The timer drains ''[[UpToEleven even faster]]'' than in the original game.game, especially on faster hardware.
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* ActuallyADoombot: Possibly averted; in the original game, the first seven Bowsers you fight are false Bowsers who reveal their true form when defeated with fireballs. None of the Bowsers in this game reveal a true form when defeated, however, though only the final Bowser drops into the lava if you kill it without the Axe.

to:

* ActuallyADoombot: Possibly averted; in the original game, the first seven Bowsers you fight are false Bowsers who reveal their true form when defeated with fireballs. None of the Bowsers in this game reveal a true form when defeated, however, though only the final Bowser drops into the lava if you kill it without the Axe.



* AttractMode: Thought the original game's attract mode featured the worst Mario player ever? Mario's movements in ''Special'' 's attract mode are entirely random.

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* AttractMode: Thought the original game's attract mode featured the worst Mario player ever? Mario's movements in ''Special'' 's attract mode are entirely random.random, sometimes making a few screens worth of progress if the AI gets lucky enough, but don't expect more than three.


What's the ''true'' sequel to the classic ''VideoGame/{{Super Mario Bros|1}}.''? Some say the American ''VideoGame/SuperMarioBros2'', some say the Japanese ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros. 2]]'', and both of them are absolutely ''wrong''. The true (or at least ''first?'') sequel to ''Super Mario Bros.'' is an obscure, [[NoExportForYou Asia-exclusive]] title called ''Super Mario Bros. Special''.

Developed by Creator/HudsonSoft and originally released for the Japanese [[UsefulNotes/PC88 NEC PC-8801]] and Sharp X1 computers in 1986 (months before the [[UsefulNotes/NintendoEntertainmentSystem Disk System]] sequel), and the South Korean Samsung SPC-1500 in 1987, ''Special'' attempted to emulate the gameplay and graphical style of the first ''Super Mario Bros.'', but mostly failed at both. Neither computer was capable of displaying the right colors, and the NEC version did not even feature scrolling. The game did introduce interesting elements not present in the original, though, such as minor enemies from ''VideoGame/DonkeyKong'' and ''VideoGame/MarioBros'' and new power-ups such as the Clock, which adds more seconds to the timer, and the Wing, which enables flight for a few seconds.

to:

What's What are the ''true'' sequel "Lost Levels" to the classic ''VideoGame/{{Super Mario Bros|1}}.''? Some say It can't be the American ''VideoGame/SuperMarioBros2'', some say ''VideoGame/SuperMarioBros2'' since it's a DolledUpInstallment with different gameplay. Nor is it the Japanese ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros. 2]]'', and both of them are absolutely ''wrong''. The true (or at least ''first?'') sequel to ''Super Mario Bros.'' which was re-released internationally as the so-called "''Lost Levels''" on several occasions. No, the ''true'' "Lost Levels" is an obscure, [[NoExportForYou Asia-exclusive]] title called ''Super Mario Bros. Special''.

Developed by Creator/HudsonSoft and originally released for the Japanese [[UsefulNotes/PC88 NEC PC-8801]] and Sharp X1 computers in 1986 (months before (two months after the [[UsefulNotes/NintendoEntertainmentSystem Disk System]] sequel), and the South Korean Samsung SPC-1500 in 1987, ''Special'' attempted to emulate the gameplay and graphical style of the first ''Super Mario Bros.'', but mostly failed at both. Neither computer was capable of displaying the right colors, and the NEC version did not even feature scrolling. The game did introduce interesting elements not present in the original, though, such as minor enemies from ''VideoGame/DonkeyKong'' and ''VideoGame/MarioBros'' and new power-ups such as the Clock, which adds more seconds to the timer, and the Wing, which enables flight for a few seconds.

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* SaveThePrincess: Again.

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* SaveThePrincess: Again.As with the first game, your ultimate goal is to rescue Princess Peach at the end of the final castle.



* SequelDifficultySpike: And ''how''.

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* SequelDifficultySpike: And ''how''.%%* SequelDifficultySpike:



* UpdatedRerelease: Averted. Basically the only Mario platform game not to see some kind of official re-release (and the only game in the classic ''Super Mario Bros.'' series not to be released as part of ''VideoGame/SuperMarioAllStars'').

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* UpdatedRerelease: Averted. Basically the only Mario platform game It's not to see some kind of official re-release (and just the only game in the classic ''Super Mario Bros.'' series not to be released as part of ''VideoGame/SuperMarioAllStars'').''VideoGame/SuperMarioAllStars'', but basically the only Mario platform game not to see some kind of official re-release at all.
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* DropTheHammer: The hammer power-up from ''Donkey Kong'' appears in 3-4 and 5-1. Appropriately, in it's debut level, it is used to smash barrels.

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* DropTheHammer: The hammer power-up from ''Donkey Kong'' appears in 3-4 and 5-1. Appropriately, in it's its debut level, it is used to smash barrels.
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** One of the single-screen bonus rooms thanks to a developer oversight lacks an exit pipe. There are no enemies or pits, either. You're stuck there until the timer runs out.

to:

** One of the single-screen bonus rooms World 4-3's Coin Heaven's exit pipe does not work, thanks to a developer oversight lacks an exit pipe.oversight. There are no enemies or pits, either. You're stuck there until the timer runs out.
Is there an issue? Send a MessageReason:
None


** The levels in ''Super Mario Bros. Special'' are playable in the ''VideoGame/SuperMarioBrosCrossover'' (alongside ''The Lost Levels'', with slight alterations and no PC-88 skin) and ''{{VideoGame/Mari0}}'' (by downloading a map pack online). The game has also been fan-ported to the NES. The NES port lacks many of the original game's interesting stage designing capabilities thanks to the lack of free tile placement[[note]]such as underwater tiles or Coin Heaven clouds in overworld stages, larger trees and mountains in the background, overworld/underground blocks placed higher than the bottom two rows, and long horizontal pipes[[/note]] since it runs off the limitations of the original ''[=SMB1=]''. None of the bonus items or new enemies were ported over either, being replaced with stationary 1UP Mushrooms or the original game's enemies respectively.

to:

** The levels in ''Super Mario Bros. Special'' are playable in the ''VideoGame/SuperMarioBrosCrossover'' (alongside ''The Lost Levels'', with slight alterations improvements and no PC-88 skin) and ''{{VideoGame/Mari0}}'' (by downloading a map pack online). The game has also been fan-ported to the NES. The NES port lacks many of the original game's interesting stage designing capabilities thanks to the lack of free tile placement[[note]]such as underwater tiles or Coin Heaven clouds in overworld stages, larger trees and mountains in the background, overworld/underground blocks placed higher than the bottom two rows, and long horizontal pipes[[/note]] since it runs off the limitations of the original ''[=SMB1=]''. None of the bonus items or new enemies were ported over either, being replaced with stationary 1UP Mushrooms or the original game's enemies respectively.

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Moved a trope to YMMV tab


** The single Pipe of the supposed WarpZone in 4-2 has no definable exit, leaving the player stuck in it until the timer runs out. [[spoiler:''Super Mario Bros. Crossover'' turned this room into an exclusive bonus room, with a plethora of coins and an item that fully powers up the character that collects it.]]
** 4-3's Coin Heaven, which is unique amongst any of the Coin Heavens from the original game, as it is a room bound up by blocks using the underground palette. However thanks to a programing oversight, the exit pipe, which normally would lead to under the staircase of mushrooms before the flagpole, is completely defective, leaving the player stuck in and forced to wait out the timer. The above-mentioned fan-remakes fix the exit pipe and give it a proper exit back to the main level, but the NES hack ''leaves the defective pipe intact''.

to:

** The single Pipe of the supposed WarpZone in 4-2 has no definable exit, leaving the player stuck in it until the timer runs out. [[spoiler:''Super Mario Bros. Crossover'' turned this room into an exclusive bonus room, with a plethora of coins and an item that fully powers up the character that who collects it.]]
** World 4-3's Coin Heaven, which is unique amongst any of the Coin Heavens from the original game, as it is a room bound up by blocks using the underground palette. However thanks to a programing oversight, the exit pipe, which normally would lead to under the staircase of mushrooms before the flagpole, is completely defective, leaving the player stuck in and forced to wait out the timer. The above-mentioned fan-remakes fix the exit pipe and give it a proper exit back to the main level, but the NES hack ''leaves the defective pipe intact''.



* UnexpectedCharacter: More like Unexpected Minor Enemies. After playing through several levels you release this is basically a MissionPackSequel of the first game and expect to continue seeing only the standard Goombas, Bloopers, and the like. Then the barrels and fireballs from ''VideoGame/DonkeyKong'', and Fighter Flies, Sidesteppers, and Icicles from ''VideoGame/MarioBros'' join the enemy roster.
Is there an issue? Send a MessageReason:
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* ActuallyADoombot: Possibly averted; in the original game, the first seven Bowsers you fight are false Bowsers who reveal their true form when defeated with fireballs. None of the Bowsers in this game reveal a true form when defeated, however.

to:

* ActuallyADoombot: Possibly averted; in the original game, the first seven Bowsers you fight are false Bowsers who reveal their true form when defeated with fireballs. None of the Bowsers in this game reveal a true form when defeated, however.however, though only the final Bowser drops into the lava if you kill it without the Axe.
Is there an issue? Send a MessageReason:
None


** The single Pipe of the supposed WarpZone in 4-2 has no definable exit, leaving the player stuck in it until the timer runs out.

to:

** The single Pipe of the supposed WarpZone in 4-2 has no definable exit, leaving the player stuck in it until the timer runs out. [[spoiler:''Super Mario Bros. Crossover'' turned this room into an exclusive bonus room, with a plethora of coins and an item that fully powers up the character that collects it.]]

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* FanRemake: The levels in ''Super Mario Bros. Special'' are playable in the ''VideoGame/SuperMarioBrosCrossover'' (alongside ''The Lost Levels'', with slight alterations and no PC-88 skin) and ''{{VideoGame/Mari0}}'' (by downloading a map pack online). The game has also been fan-ported to the NES. The NES port lacks many of the original game's interesting stage designing capabilities thanks to the lack of free tile placement[[note]]such as underwater tiles or Coin Heaven clouds in overworld stages, larger trees and mountains in the background, overworld/underground blocks placed higher than the bottom two rows, and long horizontal pipes[[/note]] since it runs off the limitations of the original ''[=SMB1=]''. None of the bonus items or new enemies were ported over either, being replaced with stationary 1UP Mushrooms or the original game's enemies respectively.

to:

* FanRemake: FanRemake:
**
The levels in ''Super Mario Bros. Special'' are playable in the ''VideoGame/SuperMarioBrosCrossover'' (alongside ''The Lost Levels'', with slight alterations and no PC-88 skin) and ''{{VideoGame/Mari0}}'' (by downloading a map pack online). The game has also been fan-ported to the NES. The NES port lacks many of the original game's interesting stage designing capabilities thanks to the lack of free tile placement[[note]]such as underwater tiles or Coin Heaven clouds in overworld stages, larger trees and mountains in the background, overworld/underground blocks placed higher than the bottom two rows, and long horizontal pipes[[/note]] since it runs off the limitations of the original ''[=SMB1=]''. None of the bonus items or new enemies were ported over either, being replaced with stationary 1UP Mushrooms or the original game's enemies respectively.
Is there an issue? Send a MessageReason:
None


What's the ''true'' sequel to the classic ''VideoGame/{{Super Mario Bros|1}}.''? Some say the American ''VideoGame/SuperMarioBros2'', some say the Japanese ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros. 2]]'', and both of them are absolutely ''wrong''. The true (or at least ''first''?) sequel to ''Super Mario Bros.'' is an obscure, [[NoExportForYou Asia-exclusive]] title called ''Super Mario Bros. Special''.

to:

What's the ''true'' sequel to the classic ''VideoGame/{{Super Mario Bros|1}}.''? Some say the American ''VideoGame/SuperMarioBros2'', some say the Japanese ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros. 2]]'', and both of them are absolutely ''wrong''. The true (or at least ''first''?) ''first?'') sequel to ''Super Mario Bros.'' is an obscure, [[NoExportForYou Asia-exclusive]] title called ''Super Mario Bros. Special''.
Is there an issue? Send a MessageReason:
None


* RougeAnglesOfSatin: The ending. Princess Peach's speech appears to be a run-on, and then it cuts to a "[[AWinnerIsYou congraturations!]]" screen. The credits has entries for "Course-Designed", "Enemy Dispoed", and "Sound Effected". The cast contains "Hummer Bros", and finally there is a screen for the "New Charcters!"[sic], where the Hammer is again "Hummer", the Wing's description is "Fly Sky", and we are told to "Search these characters!" This can be excused as the developers probably didn't expect native English speakers to even find out about this game.

to:

* RougeAnglesOfSatin: The ending. Princess Peach's speech appears to be is displayed as a run-on, and then it cuts to a "[[AWinnerIsYou congraturations!]]" screen. The credits has entries for "Course-Designed", "Enemy Dispoed", and "Sound Effected". The cast contains "Hummer Bros", and finally there is a screen for the "New Charcters!"[sic], where the Hammer is again "Hummer", the Wing's description is "Fly Sky", and we are told to "Search these characters!" This can be excused as the developers probably didn't expect native English speakers to even find out about this game.
Is there an issue? Send a MessageReason:
None


* RougeAnglesOfSatin: The ending. There are in Princess Peach's speech, and then it cuts to a "[[AWinnerIsYou congraturations!]]" screen. The credits has entries for "Course-Designed", "Enemy Dispoed", and "Sound Effected". The cast contains "Hummer Bros", and finally there is a screen for the "New Charcters!"[sic], where the Hammer is again "Hummer", the Wing's description is "Fly Sky", and we are told to "Search these characters!" This can be excused as the developers probably didn't expect native English speakers to even find out about this game.

to:

* RougeAnglesOfSatin: The ending. There are in Princess Peach's speech, speech appears to be a run-on, and then it cuts to a "[[AWinnerIsYou congraturations!]]" screen. The credits has entries for "Course-Designed", "Enemy Dispoed", and "Sound Effected". The cast contains "Hummer Bros", and finally there is a screen for the "New Charcters!"[sic], where the Hammer is again "Hummer", the Wing's description is "Fly Sky", and we are told to "Search these characters!" This can be excused as the developers probably didn't expect native English speakers to even find out about this game.
Is there an issue? Send a MessageReason:
None


What's the ''true'' sequel to the classic ''VideoGame/{{Super Mario Bros|1}}.''? Some say the American ''VideoGame/SuperMarioBros2'', some say the Japanese ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros. 2]]'', and both of them are absolutely ''wrong''. The true (or at least first?) sequel to ''Super Mario Bros.'' is an obscure, [[NoExportForYou Asia-exclusive]] title called ''Super Mario Bros. Special''.

to:

What's the ''true'' sequel to the classic ''VideoGame/{{Super Mario Bros|1}}.''? Some say the American ''VideoGame/SuperMarioBros2'', some say the Japanese ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros. 2]]'', and both of them are absolutely ''wrong''. The true (or at least first?) ''first''?) sequel to ''Super Mario Bros.'' is an obscure, [[NoExportForYou Asia-exclusive]] title called ''Super Mario Bros. Special''.
Is there an issue? Send a MessageReason:
None


What's the true sequel to the classic ''VideoGame/{{Super Mario Bros|1}}''? Some say the American ''VideoGame/SuperMarioBros2'', some say the Japanese ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros. 2]]'', and both of them are absolutely ''wrong''. The true (or at least first?) sequel to ''Super Mario Bros.'' is an obscure, [[NoExportForYou Asia-exclusive]] title called ''Super Mario Bros. Special''.

to:

What's the true ''true'' sequel to the classic ''VideoGame/{{Super Mario Bros|1}}''? Bros|1}}.''? Some say the American ''VideoGame/SuperMarioBros2'', some say the Japanese ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros. 2]]'', and both of them are absolutely ''wrong''. The true (or at least first?) sequel to ''Super Mario Bros.'' is an obscure, [[NoExportForYou Asia-exclusive]] title called ''Super Mario Bros. Special''.

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What's the true sequel to the classic ''VideoGame/{{Super Mario Bros|1}}''? Some say the American and European ''VideoGame/SuperMarioBros2'', some say ''VideoGame/SuperMarioBrosTheLostLevels'', and both of them are absolutely ''wrong''. The true (or at least first?) sequel to ''Super Mario Bros.'' is an obscure, [[NoExportForYou Japan-exclusive]] game called ''Super Mario Bros. Special''.

Developed by Creator/HudsonSoft and released months before ''The Lost Levels'' in Japan for the [[PC88 NEC PC-8801]] and Sharp X1 computer systems, ''Special'' attempted to emulate the game play and graphic style of the first ''Super Mario Bros.'', but mostly failed at both. Neither system was capable of displaying the colors the {{Famicom}} could display, and the NEC version did not even feature scrolling. The game did introduce interesting elements not present in the original, though, such as minor enemies from ''VideoGame/DonkeyKong'' and ''VideoGame/MarioBros'' and new power-ups such as the Clock, which adds more seconds to the timer, and the Wing, which enables flight for a few seconds.

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What's the true sequel to the classic ''VideoGame/{{Super Mario Bros|1}}''? Some say the American and European ''VideoGame/SuperMarioBros2'', some say ''VideoGame/SuperMarioBrosTheLostLevels'', the Japanese ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros. 2]]'', and both of them are absolutely ''wrong''. The true (or at least first?) sequel to ''Super Mario Bros.'' is an obscure, [[NoExportForYou Japan-exclusive]] game Asia-exclusive]] title called ''Super Mario Bros. Special''.

Developed by Creator/HudsonSoft and originally released months before ''The Lost Levels'' in Japan for the [[PC88 Japanese [[UsefulNotes/PC88 NEC PC-8801]] and Sharp X1 computer systems, computers in 1986 (months before the [[UsefulNotes/NintendoEntertainmentSystem Disk System]] sequel), and the South Korean Samsung SPC-1500 in 1987, ''Special'' attempted to emulate the game play gameplay and graphic graphical style of the first ''Super Mario Bros.'', but mostly failed at both. Neither system computer was capable of displaying the colors the {{Famicom}} could display, right colors, and the NEC version did not even feature scrolling. The game did introduce interesting elements not present in the original, though, such as minor enemies from ''VideoGame/DonkeyKong'' and ''VideoGame/MarioBros'' and new power-ups such as the Clock, which adds more seconds to the timer, and the Wing, which enables flight for a few seconds.



* BonusStage: The secret underground coin rooms and Coin Heaven return, with each one sporting a unique design (compared to [=SMB1=] and LL, which would re-use the layouts of bonus stages in later levels).

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* BonusStage: The secret underground coin rooms and Coin Heaven return, with each one sporting a unique design (compared to [=SMB1=] and LL, the original game, which would re-use the layouts of bonus stages in later levels).



* FanRemake: The levels in ''Super Mario Bros. Special'' are playable in the ''VideoGame/SuperMarioBrosCrossover'' (alongside ''Lost Levels'', with slight alterations and no PC-88 skin) and ''{{VideoGame/Mari0}}'' (by downloading a map pack online). The game has also been fan-ported to the NES. The NES port lacks many of the original game's interesting stage designing capabilities thanks to the lack of free tile placement[[note]]such as underwater tiles or Coin Heaven clouds in overworld stages, larger trees and mountains in the background, overworld/underground blocks placed higher than the bottom two rows, and long horizontal pipes[[/note]] since it runs off the limitations of the original ''[=SMB1=]''. None of the bonus items or new enemies were ported over either, being replaced with stationary 1UP Mushrooms or the original game's enemies respectively.

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* FanRemake: The levels in ''Super Mario Bros. Special'' are playable in the ''VideoGame/SuperMarioBrosCrossover'' (alongside ''Lost ''The Lost Levels'', with slight alterations and no PC-88 skin) and ''{{VideoGame/Mari0}}'' (by downloading a map pack online). The game has also been fan-ported to the NES. The NES port lacks many of the original game's interesting stage designing capabilities thanks to the lack of free tile placement[[note]]such as underwater tiles or Coin Heaven clouds in overworld stages, larger trees and mountains in the background, overworld/underground blocks placed higher than the bottom two rows, and long horizontal pipes[[/note]] since it runs off the limitations of the original ''[=SMB1=]''. None of the bonus items or new enemies were ported over either, being replaced with stationary 1UP Mushrooms or the original game's enemies respectively.



** 4-3's Coin Heaven, which is unique amongst any of the Coin Heavens from the original game and ''Lost Levels'', as it is a room bound up by blocks using the underground palette. However thanks to a programing oversight, the exit pipe, which normally would lead to under the staircase of mushrooms before the flagpole, is completely defective, leaving the player stuck in and forced to wait out the timer. The above-mentioned fan-remakes fix the exit pipe and give it a proper exit back to the main level, but the NES hack ''leaves the defective pipe intact''.

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** 4-3's Coin Heaven, which is unique amongst any of the Coin Heavens from the original game and ''Lost Levels'', game, as it is a room bound up by blocks using the underground palette. However thanks to a programing oversight, the exit pipe, which normally would lead to under the staircase of mushrooms before the flagpole, is completely defective, leaving the player stuck in and forced to wait out the timer. The above-mentioned fan-remakes fix the exit pipe and give it a proper exit back to the main level, but the NES hack ''leaves the defective pipe intact''.



* HardLevelsEasyBosses: In the later castle levels, Bowser begins throwing hammers instead of breathing fire, but the hammers are actually very easy to avoid in ''Special'' since he only throws one at a time and they travel rather quickly, decreasing the amount of time a single hammer is on-screen. That plus the increasing difficulty of each castle level equals this trope.

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* HardLevelsEasyBosses: In the later castle levels, Bowser King Koopa begins throwing hammers instead of breathing fire, but the hammers are actually very easy to avoid in ''Special'' since he only throws one at a time and they travel rather quickly, decreasing the amount of time a single hammer is on-screen. That plus the increasing difficulty of each castle level equals this trope.



* LawOfOneHundred: As is standard with Mario platformers, collecting one hundred coins will net you a 1UP.
* MissingSecret: There are at least two areas in underground levels where, using the experience gained in ''Super Mario Bros.'', you would expect to find a warp zone.

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* LawOfOneHundred: As is standard with Mario ''Mario'' platformers, collecting one hundred coins will net you a 1UP.
* MissingSecret: There are at least two areas in underground levels where, using the experience gained in ''Super Mario Bros.'', you would expect to find a warp zone.Warp Zone.



* MultiPlatform: Released for both the NEC PC-8801 and Sharp X1.

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* MultiPlatform: Released for both the NEC PC-8801 and PC-8801, Sharp X1.X1, and Samsung SPC-1500.



* RougeAnglesOfSatin: The ending. There are in Princess Peach's speech, and then it cuts to a "[[AWinnerIsYou congraturations!]]" screen. The credits has entries for "Course-Designed", "Enemy Dispoed", and "Sound Effected". The cast contains "Hummer Bros", and finally there is a screen for the "New Charcters!"[sic], where the Hammer is again "Hummer", the Wing's description is "Fly Sky", and we are told to "Search these characters!" This can be excused as the developers probably didn't expect native English speakers to even find out about this game.



* SmartBomb: The Lucky Star item. Unlike the first game, [[AmericanKirbyIsHardcore which uses softer language in the Japanese manual,]] we are also told in the ending that this ''kills'' enemies.



* TransformationTrinket: The Super Mushroom, Fire Flower, and Starman make their return from ''Super Mario Bros.'' There's also the Wing item, which temporarily allows Mario to "swim" in mid air. It only appears twice in the game (3-2 and 4-1) and neither of the levels where it's available have a level structure that would benefit the wing's use. This makes ''Special'' the first game to allow Mario to fly, which would become a common theme for power-ups in later games beginning with ''Super Mario Bros. 3''.

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* TransformationTrinket: The Super Mushroom, Fire Flower, and Starman Super Star make their return from ''Super Mario Bros.'' There's also the Wing item, which temporarily allows Mario to "swim" in mid air. midair. It only appears twice in the game (3-2 and 4-1) and neither of the levels stages where it's available have a level structure that would benefit the wing's Wing's use. This makes ''Special'' the first game to allow Mario to fly, which would become a common theme for power-ups in later games beginning with ''Super Mario Bros. 3''.



* UpdatedRerelease: Averted. Basically the only Mario platform game not to see some kind of official re-release (and the only game in the ''Super Mario Bros.'' series not to be released as part of ''VideoGame/SuperMarioAllStars'').

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* UpdatedRerelease: Averted. Basically the only Mario platform game not to see some kind of official re-release (and the only game in the classic ''Super Mario Bros.'' series not to be released as part of ''VideoGame/SuperMarioAllStars'').
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* GiantEnemyCrab: The Sidesteppers from ''Mario Bros.'' make a reappearance, though they're just re-skinned Spinies.

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* GiantEnemyCrab: The Sidesteppers from ''Mario Bros.'' make a reappearance, though they're just re-skinned Spinies.Spines. The ''SMB Crossover'' remake implements the Sidesteppers' TurnsRed behavior when attacked.
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What's the true sequel to the classic ''VideoGame/{{Super Mario Bros|1}}''? Some say the American and European ''VideoGame/SuperMarioBros2'', some say ''VideoGame/SuperMarioBrosTheLostLevels'', and both of them are absolutely ''wrong''. The true (or at least first?) sequel to ''Super Mario Bros.'' is an obscure, [[NoExportForYou Japan-exclusive]] game called '''''Super Mario Bros. Special'''''.

to:

What's the true sequel to the classic ''VideoGame/{{Super Mario Bros|1}}''? Some say the American and European ''VideoGame/SuperMarioBros2'', some say ''VideoGame/SuperMarioBrosTheLostLevels'', and both of them are absolutely ''wrong''. The true (or at least first?) sequel to ''Super Mario Bros.'' is an obscure, [[NoExportForYou Japan-exclusive]] game called '''''Super ''Super Mario Bros. Special'''''.
Special''.
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** 4-2's Coin Heaven, which is unique amongst any of the Coin Heavens from the original game and ''Lost Levels'', as it is a room bound up by blocks using the underground palette. However thanks to a programing oversight, the exit pipe, which normally would lead to under the staircase of mushrooms before the flagpole, is completely defective, leaving the player stuck in and forced to wait out the timer. The above-mentioned fan-remakes fix the exit pipe and give it a proper exit back to the main level, but the NES hack ''leaves the defective pipe intact''.

to:

** 4-2's 4-3's Coin Heaven, which is unique amongst any of the Coin Heavens from the original game and ''Lost Levels'', as it is a room bound up by blocks using the underground palette. However thanks to a programing oversight, the exit pipe, which normally would lead to under the staircase of mushrooms before the flagpole, is completely defective, leaving the player stuck in and forced to wait out the timer. The above-mentioned fan-remakes fix the exit pipe and give it a proper exit back to the main level, but the NES hack ''leaves the defective pipe intact''.



* JumpPhysics: They're here, but good luck attempting to master them.

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* JumpPhysics: They're here, but good luck attempting to master them.them (Or tweaking your system's hardware to make it slightly more bearable).



** In 1-2, going over the ceiling where the pipe is will simply cause the game to warp you over into the bonus room accessible from a pipe earlier in the level. Going over this bonus room's exit pipe will trap you in another warp-over; this time with half the screen containing the beginning of the overworld exit section of the level, but the screen won't advance, trapping you until the timer runs out.

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** In 1-2, going over the ceiling where the pipe is will simply cause the game to warp you over into the bonus room accessible from a pipe earlier in the level. Going over this bonus room's exit pipe will trap you in another warp-over; this time with half the screen containing the beginning of the overworld exit section of the same level, but the screen won't advance, trapping you until the timer runs out.



* MissionPackSequel

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* MissionPackSequelMissionPackSequel: ''Special'' is largely the same as the game it was built off it, but with more interesting level geometry and a few new enemies and secrets.



** The Hachisuke bee logo (aka the Hu-Bee) appears just once as an item in a single hidden ? Block. It does nothing but award the player with 8,000 points, which is absolutely useless in a game where points do nothing practical.

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** The Hachisuke bee logo (aka the Hu-Bee) appears just once as an item in a single hidden ? Block.Block in the first stage. It does nothing but award the player with 8,000 points, which is absolutely useless in a game where points do nothing practical.
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Added DiffLines:

** [[http://www.nintendolife.com/news/2015/10/random_someone_loved_super_mario_bros_special_enough_to_recreate_it_in_super_mario_maker The entire game was re-made]] in ''VideoGame/SuperMarioMaker''.
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* FlipScreenScrolling: There was no scrolling at all in the NEC PC-8801 version, the screen simply remains in place and then blacks out for a moment when Mario nears the right edge to load the next few blocks in the level. The Sharp X1 version ''does'' have partial scrolling, but still limited to single screen segments.

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* FlipScreenScrolling: There was no scrolling at all in the NEC PC-8801 version, the screen simply remains in place and then blacks out for a moment when Mario nears the right edge to load the next few blocks in the level.level (On original hardware, you can see the next segment being loaded). The Sharp X1 version ''does'' have partial scrolling, but still limited to single screen segments.

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