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{{Infobox game
 
{{Infobox game
 
|name = Super Boy I
|image = File:SuperBoytitle.png
+
|image = File:SuperBoytitle.png
|caption = Super Boy I's title screen
 
  +
|imagewidth = 250px
|publisher= Zemina
 
 
|caption = Super Boy I's title screen.
|developer= Zemina
 
 
|publisher = [[Zemina]]
|console = MSX, Sega SG-1000
 
 
|developer = Zemina
|date = 1989
 
 
|console = MSX, Sega Master System
|engine = Super Boy Engine
 
 
|date = 1989
|sound = Zemina
 
  +
|engine = ''Super Boy'' Engine
|alt= Super Boy II}}'''''Super Boy I''''' is a pirated clone of Super Mario Bros. made by [[Zemina]], and released in 1989 for the MSX2 computer system and later on that year for the Sega Master System. The game is notable for its poor physics and randomized items.
 
 
|sound = Zemina
 
|alt = ''Super Boy II''
  +
}}
 
'''''Super Boy I''''' is a pirated clone of [[Mario#Super Mario Bros.|''Super Mario Bros.'']], made by [[Zemina]] and released in 1989 for the MSX1 computer system and later on that year for the Sega Master System. (albeit technically being a Sega SG-1000 game in an SMS case) The game is notable for its poor physics and randomized items.
   
=Overview=
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== Overview ==
As noted before, Super Boy is a Super Mario Bros. clone. The gameplay is designed very similarly to the original game. The physics, however, are poorly programmed in comparison, and the items in the '?' blocks are never the same, leaving it to believe that Zemina thought the '?' Blocks are really random at first. Because it runs on the MSX, the scrolling is different to the original game. The fireballs travel differently as compared with the ones from SMB, and the Koopas also die in one hit which means that you can't kick their shells afterwards. Most of the time the area with the HUD can't be accessed, apart from the end of each level when you jump on the flag. Also notable is that this game has only four worlds, half that of Super Mario Bros. The time given for each level also reduces throughout the game, with the first two worlds having 280 seconds for each level, the third having 260 and the final world having 200. The ending omits Princess Peach and instead replaces her with the message "To be continued," indicating that a sequel would be made.
+
''Super Boy'' is a ''Super Mario Bros.'' clone. The gameplay is designed very similarly to the original game. The physics, however, are poorly programmed in comparison, and the items in the ? Blocks are completely random. Due to the older hardware, the scrolling is different to ''Super Mario Bros.''. The scrolling moves in a very choppy fashion (Most, if not all MSX1 games had scrolling like this). The fireballs travel differently as compared with the ones from ''Super Mario Bros.'', and the Koopas also die in one hit which means that you can't kick their shells afterwards. Most of the time the area with the HUD can't be accessed, apart from the end of each level when you jump on the flag. Also notable is that this game has only four worlds, half that of ''Super Mario Bros.''.
   
  +
The time given for each level also reduces throughout the game, with the first two worlds having 280 seconds for each level, the third having 260 and the final world having 200. The ending omits Princess Peach (or an expy thereof) and instead replaces her with the message "To be continued", indicating that a sequel would be made.
The graphics could be considered accurate given the limitations of the MSX, with most of the graphics ripped from Super Mario Bros. and downgraded somewhat. A couple of exceptions being the title screen which is a remake and the Lakitu that has been replaced with a ghost. The music is also interpreted from the original game, although the songs are off key in this game. The sound effects are crude when compared with the original game.
 
   
 
The graphics could be considered accurate given the limitations of the MSX1, with most of the graphics ripped from ''Super Mario Bros.'' and downgraded somewhat, with the exception of the title screen which is redrawn and Lakitu which has been replaced with a ghost. The music is interpreted from the original game, although the soundtrack has been cut down considereably (the game only has the overworld and underworld themes) and the compositions themselves are inaccurate. The sound effects are crude when compared with the original game.
=Super Boy II=
 
[[File:SuperBoyIItitle.png|frame|Super Boy II's Title Screen]]Much like Super Mario Bros. 2, (Japanese version) Super Boy 2 is a rehash of the original game with different (and more difficult) levels. The graphics and sounds are identical to the original game, with the exception of the title screen which has a different logo. It also has a different ending, replacing the "To be continued" message with "End".
 
   
  +
== ''Super Boy II'' ==
=Trivia=
 
  +
[[File:SuperBoyIItitle.png|200px|right|thumb|''Super Boy II''<nowiki/>'s title screen.]]
*The Master System port of Super Boy is actually a Sega SG-1000 game. However, since the Master System is backwards compatible with the Sega SG-1000, it's been believed to be a Master System game. There are also those who dispute whether it's a Master System or SG-1000 title as a result of this.
 
  +
'''''Super Boy II''''' is a sequel with different and "more difficult" levels. The levels are not based on the Japanese version of ''Super Mario Bros. 2'', instead they're mostly new. The graphics and sounds are identical to the original game, with the exception of the title logo. The ending has also been changed slightly, the "To be continued" message is replaced with "End".
*The "Mario" in the HUD of Super Mario Bros. was replaced with "Score" to avoid copyright issues.
 
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  +
{{Br}}
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== Gallery ==
  +
<gallery position="center">
  +
SuperBoyIIbox.jpg|Korean boxart for the Master System version.
  +
SuperBoyI-SMS-03.png|''Super Boy I'' gameplay
  +
</gallery>
  +
  +
== Video ==
  +
<gallery>
  +
Master System Longplay -141- Super Boy I. (Unlicensed)
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</gallery>
  +
 
== Trivia ==
 
*The SG-1000 port is believed to be a Master System game due to the latter console being backwards-compatible with the SG-1000. As a result, there is some dispute whether it's a Master System or SG-1000 title.
 
*The "Mario" in the HUD of ''Super Mario Bros.'' was replaced with "Score" to skirt copyright issues.
  +
*There are only 4 worlds in the game, probably due to the MSX2's limitations. Underwater stages are replaced by platform stages with flying Cheep-Cheeps.
  +
*At the end of the first 3 castles, instead of saving a Toad and uttering the words "''Thank you Mario! But the princess is in another castle!''", instead the room is empty and it says "Sorry nothing". However, In ''[[Super Boy II]]'', the text is changed to "''Go! next stage''".
  +
*The box art is ripped directly from the Japanese ''Super Mario Bros.'' box.
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*Pressing the Start button in the Master System version using a Sega Genesis controller will cause the game to glitch or crash.
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{{Zemina Games}}
 
[[Category:Games]]
 
[[Category:Games]]
[[Category:Zemina]]
 
[[Category:Super Boy]]
 
[[Category:Platform games]]
 
 
[[Category:MSX games]]
 
[[Category:MSX games]]
 
[[Category:SG-1000/Master System games]]
 
[[Category:SG-1000/Master System games]]
 
[[Category:Platform games]]
 
[[Category:Zemina]]
  +
[[Category:Mario games]]
 
[[Category:Super Boy]]
  +
[[Category:1989 video games]]

Revision as of 17:31, 10 September 2019

Super Boy I is a pirated clone of Super Mario Bros., made by Zemina and released in 1989 for the MSX1 computer system and later on that year for the Sega Master System. (albeit technically being a Sega SG-1000 game in an SMS case) The game is notable for its poor physics and randomized items.

Overview

Super Boy is a Super Mario Bros. clone. The gameplay is designed very similarly to the original game. The physics, however, are poorly programmed in comparison, and the items in the ? Blocks are completely random. Due to the older hardware, the scrolling is different to Super Mario Bros.. The scrolling moves in a very choppy fashion (Most, if not all MSX1 games had scrolling like this). The fireballs travel differently as compared with the ones from Super Mario Bros., and the Koopas also die in one hit which means that you can't kick their shells afterwards. Most of the time the area with the HUD can't be accessed, apart from the end of each level when you jump on the flag. Also notable is that this game has only four worlds, half that of Super Mario Bros..

The time given for each level also reduces throughout the game, with the first two worlds having 280 seconds for each level, the third having 260 and the final world having 200. The ending omits Princess Peach (or an expy thereof) and instead replaces her with the message "To be continued", indicating that a sequel would be made.

The graphics could be considered accurate given the limitations of the MSX1, with most of the graphics ripped from Super Mario Bros. and downgraded somewhat, with the exception of the title screen which is redrawn and Lakitu which has been replaced with a ghost. The music is interpreted from the original game, although the soundtrack has been cut down considereably (the game only has the overworld and underworld themes) and the compositions themselves are inaccurate. The sound effects are crude when compared with the original game.

Super Boy II

SuperBoyIItitle

Super Boy II's title screen.

Super Boy II is a sequel with different and "more difficult" levels. The levels are not based on the Japanese version of Super Mario Bros. 2, instead they're mostly new. The graphics and sounds are identical to the original game, with the exception of the title logo. The ending has also been changed slightly, the "To be continued" message is replaced with "End".

Gallery

Video

Trivia

  • The SG-1000 port is believed to be a Master System game due to the latter console being backwards-compatible with the SG-1000. As a result, there is some dispute whether it's a Master System or SG-1000 title.
  • The "Mario" in the HUD of Super Mario Bros. was replaced with "Score" to skirt copyright issues.
  • There are only 4 worlds in the game, probably due to the MSX2's limitations. Underwater stages are replaced by platform stages with flying Cheep-Cheeps.
  • At the end of the first 3 castles, instead of saving a Toad and uttering the words "Thank you Mario! But the princess is in another castle!", instead the room is empty and it says "Sorry nothing". However, In Super Boy II, the text is changed to "Go! next stage".
  • The box art is ripped directly from the Japanese Super Mario Bros. box.
  • Pressing the Start button in the Master System version using a Sega Genesis controller will cause the game to glitch or crash.