game
icon
title Mario Bros. (US, Revision F)
set name mario
manufacturer Nintendo of America
year 1983
genre Platform (hof)
category Platform / Run Jump (hof)
driver status good
driver source mario.c
snapshots PS: in game | title | scores | gameover / MW: in game / CT: in game | title | artwork / Mr. Do: artwork / Dany69: artwork / artwork: flyer | cabinet | marquee | PCB
zoom
rating

64.7% after 166 votes
 
clones Mario Bros. (Japan)
Mario Bros. (US, Revision E)
Mario Bros. (US, Unknown Rev)
Masao
Pest Place
display
colour emulation good
palette 512
display type raster
orientation horizontal
resolution 256x224
frequency 59.185606Hz
sound
sound emulation good
channels mono
controls
players 2
nplayers 2P sim
controls 2 way joystick
buttons 1
coin slots 2
hardware
cpu Z80 @ 4MHz
cpu M58715 @ 11MHz
audio Discrete
data
version added .119u1
last change(s) .132u3
roms
name size crc set flags sha1
tma1-c-7f_f.7f  8192  c0c6e014  mario    36a04f9ca1c2a583477cb8a6f2ef94e044e08296 
tma1-c-7e_f.7e  8192  94fb60d6  mario    e74d74aa27f87a164bdd453ab0076efeeb7d4ea3 
tma1-c-7d_f.7d  8192  dcceb6c1  mario    b19804e69ce2c98cf276c6055c3a250316b96b45 
tma1-c-7c_f.7c  4096  4a63d96b  mario    b09060b2c84ab77cc540a27b8f932cb60ec8d442 
tma1-c-6k_e.6k  4096  06b9ff85  mario    111a29bcb9cda0d935675fa26eca6b099a88427f 
tma1-v-3f.3f  4096  28b0c42c  mario    46749568aff88a28c3b6a1ac423abd1b90742a4d 
tma1-v-3j.3j  4096  0c8cc04d  mario    15fae47d701dc1ef15c943cee6aa991776ecffdf 
tma1-v-7m.7m  4096  22b7372e  mario    4a1c1e239cb6d483e76f50d7a3b941025963c6a3 
tma1-v-7n.7n  4096  4f3a1f47  mario    0747d693b9482f6dd28b0bc484fd1d3e29d35654 
tma1-v-7p.7p  4096  56be6ccd  mario    15a6e16c189d45f72761ebcbe9db5001bdecd659 
tma1-v-7s.7s  4096  56f1d613  mario    9af6844dbaa3615433d0595e9e85e72493e31a54 
tma1-v-7t.7t  4096  641f0008  mario    589fe108c7c11278fd897f2ded8f0498bc149cfd 
tma1-v-7u.7u  4096  7baf5309  mario    d9194ff7b89a18273d37b47228fc7fb7e2a0ed1f 
tma1-c-4p_1.4p  512  8187d286  mario    8a6d8e622599f1aacaeb10f7b1a39a23c8a840a0 
tma1-c-5p.5p  32  58d86098  mario    d654995004b9052b12d3b682a2b39530e70030fc 
additional information
info 0.132u3 [Mr Goodwraith, Smitdogg, Dumping Union]

0.119u1 [Corrado Tomaselli, Stephane Humbert]

0.08 [Mirko Buffoni]

Artwork available

TEST MODE:
  • Press F2 for Test-Mode (keep it pressed)
Bugs:
  • mario + clones using discrete audio: Walking/Running sound is incorrectly filtered. Tafoid (ID 03679)
  • Dip switch titles for bonus life don't match gameplay. gstrain (ID 03321)
WIP:
  • 0.134u4: Derrick Renaud converted final mixing stage to DISCRETE_MIXER. This adds the missing filtering on the Mario Bros walking sounds.
  • 0.134u2: Couriersud impromved discrete performance for Mario Bros (pow to exp: 5%, parallel tasks: 45% and minor tweaks). Sped up mario_custom_run() discrete sound. Removed capacitor aging code and assumed range input is gnd for all 74LS624.
  • 0.134u1: Derrick Renaud optimized DISCRETE_74LS624 making Mario Bros faster.
  • 0.133u4: Discrete work [Couriersud]: Change the way custom modules are handled. Updated drivers mario and dkong accordingly. Minor change to stream input handling. No more linear lists for nodes. All node processing switched to linked lists. Module step and reset now only get a node pointer passed. Added discrete_info * pointer to node. Only nodes with a step routine actually get processed. Fixed discrete logs did not work since some time bug. Preliminary parallel task constants; depending on results these may vanish again. Overall slight performance increase. dkong 940% to 960% and galaxian 740% to 790%.
  • 22nd July 2009: Smitdogg - Thanks to MrGoodwraith we have a new version of Mario Bros.! What it appears to be is a US "rev f" set, where the current "mario" set in MAME is a US "rev e" set. That is just a guess according to writing on the program roms, but I'm not 100% sure what it/they will be called in MAME. Also there are a couple of other problems in the rom defs that will get sorted too. I'm also working on extracting some other info to help with the sound emulation but that part is on hold for a few weeks.
  • 0.132u3: Mr Goodwraith, Smitdogg and Dumping Union added Mario Bros. (US, Revision F). Changed description of 'Mario Bros. (US, set 1)' to clone 'Mario Bros. (US, Revision E)' and clone 'Mario Bros. (US, set 2)' to clone 'Mario Bros. (US, Unknown Rev)'. Renamed (mario) to (marioe). Fixed rom names.
  • 22nd June 2009: Smitdogg - Thanks to MrGoodwraith we have a new version of Mario Bros.! What it appears to be is a US "rev f" set, where the current "mario" set in MAME is a US "rev e" set. That is just a guess according to writing on the program roms, but I'm not 100% sure what it/they will be called in MAME. Also there are a couple of other problems in the rom defs that will get sorted too. I'm also working on extracting some other info to help with the sound emulation but that part is on hold for a few weeks.
  • 0.129u4: Mario Bros update [Couriersud, Smitdogg]: Created custom module for run sounds. Running the discrete sound system at 480KHz was not really optimal. Reviewed parts list, schematics and PCB pictures. Brought mario run sound in line with recordings from Smitdogg. VCO voltage needs to be 0V for this to happen. Verification outstanding. Capacitors needed some ageing applied as well. To be removed once the VCO issue is clarified.
  • 0.129u3: Several discrete sound refinements, mainly targeted at Mario Bros [Couriersud]: Use formula derived from figures 2 and 3 in LS624 datasheet. Coefficients were calculated using least square approximation. This approach gives a bit better audible results compared to the prior approach. Fixed energy calculation for LS624. Use energy values as input for XOR. This seems to better reflect the superimposition of the two signals. On the long term, both LS629 and the XOR need to be converted into a custom module to properly model mixing if the two frequencies are close to each other. Adjusted C41 to 60% for skid sound.
  • 0.127u4: CPU-internal regions now have priority again. Fixed Mario Bros. by installing a handler in the SOUND_START function [Aaron Giles].
  • 0.127u3: Aaron Giles fixed memory bank error in clone Masao and access violation in clones (US, set 2) and (Japan).
  • 0.127u2: Couriersud changed MCS-48 core to write p1 and p2 on reset. Use banking to handle EA line. Added MCS48_INTERNAL_ROMBANK define to header. Drivers which need to control the EA line have to initialize banking for internal/external rom. This is not yet optimal but works as expected with existing drivers and modified Mario driver. Changed MCS-48 EA line handling to use an explicit bank for now. Aaron Giles fixed music speed regression in Mario and clones. Fixed audio rom address to $1000. Replaced I8035 CPU2 with MB8884 in clone Pest Place.
  • 9th July 2008: Mr. Do - As nice a job as MAMu_ did on the Mario Bros. bezel, I hadn't noticed that it was based on photos rather than a scan until recently. After looking closer at a real bezel, the colors have been adjusted, and the left fireball replaced.
  • 0.125u7: Cleaned up Z80DMA interface [Couriersud]: Removed compatibility to old Z80DMA driver. Now uses std. callbacks (READ8_HANDLER, WRITE8_HANDLER). Updated Mario Bros. accordingly.
  • 0.123u4: Changed Z80DMA to new device interface, updated Mario and Donkey Kong driver to use new interface. Illustrates how to keep existing memory read/write handlers. This is slower than caching the device interface, but does not have an impact on devices accessed at a low frequency like in this case [Couriersud].
  • 0.123u1: Stephane Humbert fixed 'mario' and 'masao' memory maps to match the dipswitches port name.
  • 0.122u8: Couriersud fixed crash in clone Masao.
  • 0.122u7: Mario driver changes [Couriersud]: Removed all traces to video/generic.h. Fix flipscreen issue with autosave. On a hires PCB picture, verified resistor and capacitor values.
  • 0.122u6: i8039.c/Mario driver updates [Couriersud]: Fixed I8039 movd instructions, added MB8884 and M58715 cpu types, moved timer hack to M58715, added ram_mask for internal ram access, added R.A11 as 'M' to DASM flags, added EA "IO" port, mario now uses M58715 as sound CPU, hooked up EA line for M58715, fixed portA startup value and documented hardware changes to use a I8039 on a mario board. Replaced I8039 CPU2 with M58715 (11MHz).
  • 0.122u5: Mario driver improvements [Couriersud]: Discrete sound. Hooked up Z80DMA. Combined memory maps. Statics in mario_state struct. Fixed save state issues. Combine sh_* writes into one routine. Replaced Samples/DAC sound with Discrete.
  • 0.122u4: Mario driver improvements [Couriersud]: Hooked up flipscreen. Changed monitor orientation to ROT0.
  • 0.122u3: Rewrote Mario driver [Couriersud]: Rewrote driver, separate MACHINE_DRIVER(mario_audio). Palette from schematics. Video timing from schematics. Driver configuration switch Nintendo/Std Monitor. Got rid of COLORTABLE. Fixed mario0110u1gre (no extra space between the platform and objects). Couriersud fixed clone Pest Place which crashes in debug build (pestplce0122red). Changed I8039 CPU2 clock speed to 733333 Hz, palettesize to 512 colors and VSync to 59.185606 Hz.
  • 0.122u2: Changed Z80 CPU1 clock speed to 4MHz in Mario Bros. Replaced DAC/Samples sound with Discrete in clone Pest Place.
  • 0.121u3: Added Donkey Kong Junior samples to clone Pest Place.
  • 0.121: Vas Crabb updated the DIP locations in Mario Bros, marked all as active high (confirmed from manuals).
  • 0.119u1: Stephane Humbert added Mario Bros. (US, set 1). Renamed (mario) to (marioo) and (mariojp) to (marioj) and fixed dipswitches in the driver.
  • 20th August 2007: Corrado Tomaselli dumped Mario Bros. (US, set 1). This dump is coming from an original (and working) PCB.
  • 0.116u4: Couriersud fixed regressions in clone Pest Place due to incorrect memory map and rendering too many sprites.
  • 0.114u1: Justin Szczap added DIP locations to the Mario Bros.
  • 0.110u3: Derrick Renaud reverted Mario Bros graphics offset since it caused issues elsewhere.
  • 0.110u2: Derrick Renaud fixed tilemap y-scrolly in Mario Bros.
  • 30th July 2006: Mr. Do - Changed artwork .lay for Mario Bros (from RF).
  • 0.104u4: Adam Bousley added save state support to Mario Bros.
  • 0.97u5: David Haywood fixed scrolling (POW button hitting) in Mario Bros.
  • 0.97u1: Pierpaolo Prazzoli added redumped roms to clone Pest Place and fixed spritelayout.
  • 0.88: Added save state support to Mario Bros (thanks to Mame32Plus).
  • 0.71u2: Added clone Pest Place (bootleg 1983). Bad colours, some bad gfx etc.
  • 9th July 2003: Pierpaolo Prazzoli added Pest Place, a bootleg of Mario Bros, to the Donkey Kong driver.
  • 19th July 1999: Jim Hernandez fixed some sound issues in Mario Bros.
  • 0.36b1: Nicola Salmoria added clone Mario Bros. (Japan).
  • 2nd March 1999: Nicola fixed Mario Bros. death sound with information from Brian Stern.
  • 0.35b5: Brian Stern emulated the death sound in Mario Bros, the sample is no longer used.
  • 0.34b1: Brad Oliver fixed the screen bounces when you hit POW.
  • 0.33b5: Hugh McLenaghan added clone Masao (bootleg 1983). The game uses a Z80 instead of 8039 for sound. Issues: Masao locks up at level 16 ?
  • 0.31: Howie Cohen and Brad Oliver fixed sound pitch and Mario jump in Donkey Kong.
  • 0.30: Ron Fries, Dan Boris and Mirko Buffoni support a 8039 emulator and emulated sound in Donkey Kong, Donkey Kong Jr. and Mario Bros. Since the boards also use discrete circuits to generate sound, some samples are still needed to get complete sound support. Also partial sound in Radarscope.
  • 0.29: Brad Oliver and Shane Monroe supported partial sound (through samples) in Mario Bros. Accurate colors in Mario Bros.
  • 0.26a: Mirko Buffoni worked with the wrong source, now everything is back to normality in Mario Bros.
  • 0.16: Stefano Mozzi provided a much better palette for Mario Bros.
  • 0.14: Fixed bug in Mario Bros. High Score loading: It was recovering the high score table, but the high score at the top of the screen was not set accordingly.
  • 0.08: Mirko Buffoni added Mario Bros (Nintendo 1983) (wrong colors, no sound).
LEVELS: 255 (endless)

Other Emulators:
  • CottAGE
  • HiVE
  • JAE
  • Retrocade
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Romset: 65 kb / 15 files / 35.1 zip
history Mario Bros. (c) 1983 Nintendo.


Mario Brothers is a superb, single-screen platform game in which the legendary "Mario Brothers", Mario and Luigi, must try to rid each level of a number of pests that have infested the waterworks : Shellcreepers (turtles), Sidesteppers (crabs that need to be hit twice) and Fighterflies (flies, that can only be attacked when they touch a platform).


Players can jump upwards to hit the platform above them, which will 'flip' any enemies on the above platform onto their backs. The prone enemies can then be kicked into the water to remove them. A 'POW' button also appears on a number of screen; this can be 'butted' by a player, causing all on-screen enemies to flip onto their backs; as well as destroying any enemy fireballs that may be around. Each POW can only be used a maximum of three times.


As well as the game's enemies, players are also hampered by the huge amount of inertia that comes into play when controlling Mario or Luigi. This is due to the low degree of traction that exists between the Mario brothers and the platforms. On later levels, ice appears on the platforms reducing the amount of traction even further. As the game progresses, water drops hang below the platforms and freeze into deadly icicles, which will eventually break off and fall.


- TECHNICAL -


Main CPU : Z80 (@ 3.072 Mhz)

Sound CPU : I8039 (@ 730 Khz)

Sound Chips : DAC


Screen orientation : Horizontal

Video resolution : 256 x 224 pixels

Screen refresh : 60.00 Hz

Palette colors : 256


Players : 2

Control : 2-way joystick (LEFT, RIGHT)

Buttons : 1 (JUMP)


- TRIVIA -


Released in March 1983. The US version was released in May 1983.


Shigeru Miyamoto was inspired to make "Mario Bros." a two-player game after seeing Williams' 1982 platform game, "Joust". This would in turn lead to the creation of Mario's brother, Luigi.


Mario Brothers was the first platform game designed entirely around its eponymous hero, Mario, and his brother, Luigi. Although the plumber had, of course, featured in the first and third games in the legendary "Donkey Kong" series. The game's simple-yet-involving gameplay only hinted at the greatness that was to follow for both Mario and Nintendo itself.


The Mario character would soon become Nintendo's mascot; and while the plumber's arcade outing would be few and far between, Mario would prove to be at the cornerstone of the massive critical and commercial success Nintendo would subsequently enjoy. The "Mario Bros." arcade game also saw the introduction of Mario's brother, Luigi; named after a pizzeria that was situated near the then-new Washington headquarters of Nintendo of America, called "Mario and Luigi's".


Despite being released at the time of the infamous videogame industry collapse of 1983; when smaller arcade companies, such as Centuri, (producers of "Pleiades", "Phoenix" and "Time Pilot") simply went out of business; and even industry giants such as Atari, Konami and Taito saw a drastic reduction in arcade revenue; "Mario Bros." was a huge success and would provide a firm foundation for Nintendo to make a move into the home console market for which they are now known.


The musical introduction at the beginning of the game is the first movement of Mozart's Eine Kleine Nachtmusik.


The stage layout for Mario Bros. is used as an unlockable stage in Super Smash Bros. Brawl for the Nintendo Wii.


Default highscore table :

RANK SCORE NAME

1ST 012000 AKI

2ND 009000 CHI

3RD 008000 SEI

4TH 005400 NAO

5TH 003200 IYO


Perry Rodgers holds the official record for this game with 3,481,550 points.


A Mario Bros. units appears in the 1986 movie 'Over the Top'.


The 9 December 2003, the Hollywood Wax Museum announced the first ever video game character to ever be put to wax : Mario.


Original products :

Mario Bros.


Bootleg/Hacks :

Masao

Pest Place


- UPDATES -


The Japanese version features an extra life every 30000 points, compared with only one free life per game in the English version.


The Japanese version features three all-Shellcreeper rounds before the first bonus round, instead of two. In the US version, you have to kick off 3 Shellcreepers in the first round, and 6 in the second. In the Japanese version, you have to take care of 3 Shellcreepers in the first round, 4 in the second, and 6 in the third.


- SCORING -


Scoring in this game is relatively simple. It is based on how many critters you knock off the ledges :

Shellcreeper : 800 points

Sidestepper : 800 points

Fighterfly : 800 points


Knocking over an enemy : 10 points


The above scores are for knocking only one critter off the ledge. If you knock off two in a row, you get 1,600 points. Three nets you 2400 points while knocking four or more off in a row garners you 3200 points.


You also get points for things other than the above :

Slipice : 500 points

Coin : 800 points

Red Fireball : 1000 points

Blue Fireball : 200 points


In addition to getting points for the above, you also can get points during the bonus rounds :

1) You get 800 points x the number of coins you gather.

2) If you get all ten coins, you get 5000 points in the first bonus round and 8000 points for each bonus round thereafter.


- TIPS AND TRICKS -


* When you start the game, Mario and/or Luigi will be in the middle almost under the POW button. Your job is to go after the critters entering from the upper left or right pipe. Learn how to jump not only up, but also sideways. The platforms don't have a lot of room for jumping straight up. You need to learn how to jump sideways so you can quickly make it to the next platform. This is both for running and standing still.


* Know how each of the critters moves and what their behavior is. You can use this knowledge to your advantage. For example, an easy way to take care of Sidesteppers is as follows (assume that critter is moving left. Do the opposite of what is stated below if the critter is moving right) :

1) When they are just to the right of Mario or Luigi, jump up and hit the platform. This will make the Sidestepper mad and it will move left again.

2) Right when it passes over, hit it again. This will launch it up and make it drop to the next platform for easy pickings.


* As often as possible, try to kill animals in groups. Any animal killed is worth 800 points (plus the 800 point bonus coin). If you kill two animals in a short time (approx 1 second), the first is still only worth 800, but the second animal is worth 1600 points, not just 800. For three animals, the points are 800-1600-2400. For four animals, the points are 800-1600-2400-3200. The point for a killed animal is never more than 3200. So if you were to kill 5 at once, the fourth and fifth animal would both be worth 3200.


* Also remember, that unlike the fireballs, the critters can wrap around the screen. So if one disappears off the left edge, be prepared for it to reappear on the right edge.


* Use the POW button conservatively. You only get three uses in the game, so plan those uses wisely. The best time to use the POW is when a lot of critters are on the screen at one time. In addition, make sure they are close to the bottom when you flip them over or you may not have time to knock them off the upper platforms.


* After you flip a critter over, you have about 5 seconds to knock it off the platform. If you fail to do this, it will change color and speed up.


* If the last critter in a round is a Shellcreeper or a Sidestepper, it will automatically go to its fastest pace; if it is a Fighterfly, it will continue at its current pace.


* Learn how the critters move. If they bump into each other or a coin, they will reverse direction. You can work this to your advantage by trapping some critters between two flipped over critters. Again, be quick or they will recover and be faster.


* Coins can be collected by either grabbing them or by hitting them from under the platform they are traveling on.


* Things such as the Fighterfly, Red Fireball, and Green Fireball must be hit when they are in contact with the platform. This can make these things a challenge especially when there are other things harassing you.


* Speaking of the fireballs, some players hunt them for extra points. There are some things to keep in mind :

1)The more times you knock off the Red Fireball, the faster it gets.

2) You can escape off either edge to escape the fireballs. They cannot wrap around the screen.

3) As you get into the higher rounds, the Green Fireballs appear much quicker so you must be ready to get out of their way.

4) Only one Green Fireball will be active at a time, however, when one ends the other can immediately begin.


* If you get killed, you will be placed on a platform above the first gap. You have 10 seconds of invincibility before the platform disappears and puts you in the thick of things. Plan your re-entry carefully.


* The Bonus Rounds appear at round 3, round 8, and every 7 rounds thereafter (for the Japanese version, add 1 to the round number), and are pretty easy once you get a pattern down. In the first Bonus Round, you will have 20 seconds to get the ten bonus coins. However, in later Bonus Rounds, you will only have 15 seconds.


* The later rounds become challenging because not only do you have critters to deal with, after the second Bonus Round, Slipice will appear in search of a location to plant itself and freeze a platform. Until it manages to completely freeze the platform, the brothers may interrupt it and punch it from underneath. The platform will only remain frozen if Slipice has been given enough time to do its work. After the third Bonus stage, Icicles begin to form on the underside of the highest platform, and the pipes that sit above it. They will fall down from the upper platform and pipes to add to the hazards you already have to deal with. Using the POW will knock them down before they do any damage.


* When you are playing as two players, both of your characters are on the screen at the same time. It is up to the players as to whether they wish to cooperate or turn it into a death match.


- SERIES -
  1. Mario Bros. (1983)
  2. Super Mario Bros. (1985, Nintendo Famicom)
  3. Super Mario Bros. 2 (1986, Nintendo Famicom)
  4. Super Mario Bros. 2 (1988, Nintendo NES) : remake of Yumekojo Doki Doki Panic (1987, Nintendo Famicom)
  5. Super Mario Bros. 3 (1988, Nintendo Famicom)
  6. Super Mario World (1991, Nintendo Super Famicom)
  7. Super Mario 64 (1997, Nintendo 64)
  8. Super Mario Sunshine (2002, Nintendo Gamecube)
  9. New Super Mario Bros (2006, Nintendo Dual Screen)
  10. Super Mario Galaxy (2007, Nintendo Wii)
  11. - STAFF -
    • Designed & programmed by : Shigeru Miyamoto
    • Music by : Hirokazu Tanaka
    • Produced by : Gunpei Yokoi
    • - PORTS -
    • * Consoles :
    • Atari 2600 (1983)
    • Atari 5200 (1983)
    • Atari XEGS
    • Nintendo Famicom (1983)
    • Nintendo Famicom Disk (1988, "Kaettekita Mario Bros.")
    • Atari 7800 (1988)
    • Nintendo Famicom ("Super Mario Bros. 3") : appears as the 2-Player Battle Mode.
    • Nintendo GameCube (2001, "Animal Crossing" - NES version : as an unlockable Bonus game)
    • Nintendo Game Boy Advance (2001, "Super Mario Advance")
    • Nintendo Game Boy Advance (2002, "Super Mario Advance 2 - Super Mario World")
    • Nintendo Game Boy Advance (2003, "Super Mario Advance 3")
    • Nintendo Wii (2006, "Virtual Console")
    • * Computers :
    • Atari 800 (1983)
    • NEC PC-8801 (1984, "Mario Bros. Special")
    • NEC PC-8801 (1984, "Punch Ball Mario Bros") : featuring a small balls of colors red or green that Mario and Luigi can kick into the enemies to stun them instead of hitting them from below.
    • Apple II (1984)
    • Commodore C64 (1984)
    • Amstrad CPC (1987)
    • Sinclair ZX Spectrum (1987)
    • - SOURCES -
    • Game's rom.
    • Machine's picture.
    • F.A.Q. by Kevin Butler A.K.A. War Doc
    • Edit this entry at Arcade-History.com: http://www.arcade-history.com/?n=mario-bros.&page=detail&id=1564&o=2
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