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Re:Super Mario Bros warp zones were intended to work slightl... by rightbyte on Monday June 27, 2022 @09:13AM (#31894115)
> But there's a bunch of evidence that warp zones were added very late in the game's development, perhaps as a last-minute change.

I assumed they were for testers to quickly go to some level on a release build?

Re:Super Mario Bros warp zones were intended to work slightl... by Wowfunhappy on Monday June 27, 2022 @12:00PM (#31896451)
Surely if that was the only goal, it would be easier to have a debug menu come up when you enter a certain sequence of inputs? Among other things, getting to the warp zone still requires playing 1-1 and 1-2, and you can’t warp just anywhere.

It could even only work for the P2 controller, or use inputs not normally possible like left + right simultaneously.

Re:Super Mario Bros warp zones were intended to work slightl... by gowld on Monday June 27, 2022 @12:05PM (#31896529)
> use inputs not normally possible like left + right simultaneously.

Are there NES games (or mods) that have different (useful) behavior when an emulator permits such inputs?

Re:Super Mario Bros warp zones were intended to work slightl... by rdlw on Monday June 27, 2022 @12:19PM (#31896750)
In SMB, you can brake more quickly by holding L+R, which is impossible with an original NES controller, and as such that input is not allowed in official speed runs.

https://tasvideos.org/GameResources/NES/SuperMarioBros#Turni...

Re:Super Mario Bros warp zones were intended to work slightl... by milesvp on Monday June 27, 2022 @02:26PM (#31898600)
There’s controversy around this in the mario kart speed run community too. Apparently with snes controllers you can press L+R on the dpad if your dpad has been used enough to wear down the dpad’s plastic center pivot. What’s interesting is this created a schism bifurcating the community, and the one that allows L+R I hear is the more vibrant conmunity.
Re:Super Mario Bros warp zones were intended to work slightl... by euoia on Monday June 27, 2022 @02:00PM (#31898234)
Not NES but I seem to recall playing Wonder Boy on a master system that had a missing D-pad and pressing up and down simultaneously made Wonder Boy drop through the earth and fall from the sky.
Re:Super Mario Bros warp zones were intended to work slightl... by NobodyNada on Monday June 27, 2022 @02:13PM (#31898419)
It's quite common for games to have bugs or unintentional behavior when pressing left+right simultaneously. Super Mario Bros. is one example (as another commenter points out); another example is Super Metroid (for the SNES), which allows you to repeatedly wall jump in-place if you hold left+right: https://wiki.supermetroid.run/L+R_Walljumping

This sparked a mild controversy recently in the speedrunning community: L+R walljumping makes it possible to climb walls underwater without Gravity Suit or Hi-Jump Boots. Through the use of very esoteric and difficult speedrun tech, this enabled a runner to complete the game while collecting only 13% of available items, which would beat the previous low% record of 14% if left+right runs were allowed on the leaderboard: https://wiki.supermetroid.run/13%25_xCharge

Re:Super Mario Bros warp zones were intended to work slightl... by gernb on Monday June 27, 2022 @02:07PM (#31898331)
You just compile a dev version of the game during development.