

The SID-chip has 3 voices, so this is handled by sharing 1 SID-voice for the triangle and noise channel. This port emulates 4 channels of the NES APU (audio processing unit): 2 pulse channels, 1 triangle channel and 1 noise channel. You can disable the detected turbo functionality if you experience problems with it enabled (or wish to see how the game performs without it). Schnedler Systems Turbo Master CPU (untested) This port will try to detect and use any kind of turbo functionality, such as: A pixel indicates this on the time-watch graphics in the status bar. Since the NES-processor is clocked (roughly 70%) faster than a stock C64 there can be slowdowns during gameplay. PAL, NTSC (new and old) and Drean (PAL-N) are all supported. VSP issues aside, this port should be able to run on all regional C64 models. You can override the suggested version, if you wish. This means: Japanese/US-release on any NTSC C64, European-release on PAL and Drean C64. If turbo functionality is detected, the version aimed for your video-system will give you the smoothest scrolling. If you play on a stock C64 (PAL, Drean or any NTSC) without any turbo functionality, the European-release will give you the least slowdowns, since the original game-engine is tuned for a 50 Hz refresh-rate which uses less CPU-cycles per second than the original Japanese/US-release. The reasoning behind the suggested version is as follows: Based on this, it will suggest the best version for you. The program will automatically detect your hardware (including any turbo functionality). Likewise, the European-release will not play 20% faster on an NTSC-system. It also means that the Japanese/US-release will not play 20% slower on a PAL-system. This port will try to run the game at the intended speed (as well as having the sound in the correct pitch) this means you can play either version on any type of C64. European-release - adjusted for PAL, 50 Hz video systems. Japanese/US-release - the original for NTSC, 60 Hz video systems. The original game was released in two versions: The details of these options will now be described. The option menu is (just like this manual) controlled using a joystick (or gamepad) in either control port. see the background (based on Shigeru Miyamotos artwork that was used for the Japanese and European release).

This port will also benefit from its turbo functionality.īefore the game starts, an option menu will let you: Use a Turbo Chameleon - because of how it works, VSP glitches will not alter the Chameleons memory, thus preventing the game from crashing. Use a C64 Reloaded motherboard - they are designed to be VSP-safe. If this is the case, there are a number of things to try (some options cheaper than others): You may find out if your computer is prone to crashing by running VSP Lab. If you experience crashes while playing the game, this is most likely the issue. This port relies on the VSP-technique for scrolling. It only contains the game and can be used with a C64GS. BROS.64 - the game (everything in one file)Ī cartridge-file is also provided. It also detects and supports a handful of turbo functionalities, and has 2 SID support. It contains the original version that was released in Japan and United States, as well as the European version. for the Famicom and Nintendo Entertainment System. This is a Commodore 64 port of the 1985 game SUPER MARIO BROS. How exactly was this port made? Was it built from the ground up or based on the original source code? I'm guessing the latter, as the world minus 1 glitch works on it, but then again, you could have added the feature yourself. I know this has been mentioned before, but on a C128 it slows down quite a bit whenever there are a lot of moving parts on the screen like fireballs, breaking blocks, hammers, piranha plants, etc. I've breadboarded myself a custom 2 button controller just to play this(and Giana Sisters, of course).
