Super Mario Bros. © 1987 Nintendo.
European release. Game developed in Japan. For more information on the game itself, please see the original Japanese version release entry; "Super Mario Bros. [Model HVC-SM]"
Description from the back cover:
Do you have what it takes to save the Mushroom Princess?
You'll have to think fast and move even faster to complete this quest! The Mushroom Princess is being held captive by the evill Koopa tribe of turtles. It's up to you to rescue her from the clutches of the Koopa King before time runs out. But it won't be easy. To get to the Princess, you'll have to climb mountains, cross seas, avoid bottomless pits, fight off turtle soldiers and a host of black magic traps that only a Koopa King can devise. It's another non-stop adventure from the Super Mario Bros.!
Cartridge ID: NES-SM-EEC
Barcode: 045496630140
Super Mario Bros. for NES was released on May 15, 1987 in Europe.
Differences between the European version and the Japanese/US releases of the game:
* In World 8-2, the starting positions of the Green Paratroopas were changed.
* The Japanese and US versions had a bug where if a lot of enemies were on-screen, the Springboard sprite could load into a piece of memory normally used to load powerups or the flag at the end of the level, allowing these to overwrite each other. The European version added a check to prevent this from happening.
* In the European version, the lowest position a Blooper could reach onscreen was lowered by 4 pixels, allowing them to, unlike other versions, hit Super/Fire Mario if he's standing on the ground.
* Originally, in the Japanese and US versions, the branch of an enemy object would add 12 pixels to the player's vertical position. In the European version, it decides whether Mario stomped or got hit depending on the branch of the enemy object.
* Mario's initial downward acceleration at the start of the level is higher.
* Mario's vertical acceleration on springs is now defined.
* In the European version, the vertical difference deciding whether Mario stomped or got hit depends on the enemy.
* Rather than doing an ASL (Arithmetic Shift Left) on the injury timer, the value is set explicitly.
* On water stages, Mario's vertical speed is set to 0 after nullifying.
* Some enemies (more specifically: Piranhas, Bullet Bills, Goombas, Spinies, Bloopers and Cheep Cheeps) have a larger hitbox.
* The second tone of the coin grab sound effect is different.
CONSOLES:
Nintendo SNES (dec.16, 1993) "Super Mario All-Stars [Model SNSP-4M]"
Nintendo Wii [Virtual Console] (jan.5, 2007) [Model FAGP]
Nintendo Wii (dec.3, 2010) "Super Mario All-Stars [Model RVL-SVMP-EUR]"
Nintendo Wii U [Virtual Console] (sept.12, 2013) [Model FAAP]
HANDHELDS:
Nintendo Game Boy Color (jul.1, 1999) "Super Mario Bros. Deluxe [Model CGB-AHYP-EUR-1]"
Nintendo Game Boy Advance (jul.9, 2004) "Classic NES Series: Super Mario Bros. [Model AGB-FSMP-EUR]"
Nintendo 3DS [Virtual Console] (sept.1, 2011) 3D Ambassador Program
Nintendo 3DS [Virtual Console] (mar.1, 2012) [Model TAAP]