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This article is about Super Mario Bros. 2 (Mega Drive). For games with a similar title, see Super Mario Bros. (disambiguation).

Super Mario Bros. 2 is a hack of Sonic Jam 6 for the Mega Drive/Genesis, made by Gamtec in 1998.

Overview[]

Super Mario 2 1998001

Super Mario Bros. 2's gameplay.

This game is a graphical hack of Sonic Jam 6, and it replaces Sonic with Mario. Mario's small sprite is an edit of his big sprite.

When Bowser is defeated for the last time, Peach can finally be saved although her sprites seem to be glitching indescribably. As you save the Princess, the text "THANK YOU SONIC THE KINGDOM IS SAVED NOW TRY AGAIN" is displayed.

Gallery[]

Boxes and cartridges[]

Screenshots[]

Sonic Jam 6[]

Sonic Jam 6 is a port of Super Mario Bros. featuring Sonic instead of Mario. This version replaces the title screen with ported version of Sonic Jam's and includes a screenshot of the Sega Mega Drive version of Sonic 3D Blast's intro to overlap Mario's face on the level intro/status screen. However, his face wasn't removed in the bonus areas.

Overview[]

As with Super Mario Bros. 2, the game is a direct port of the Super Mario All-Stars version of Super Mario Bros on the SNES, with the only changes being the title screen, the two-player mode was disabled (but not entirely removed), level intro/status screen, and Mario's sprites replaced with Sonic's from Sonic The Hedgehog 3 and the sprites of the mushrooms, fire flowers and coins are badly colored. The gameplay is identical to the original version, with all the levels, enemies and powerups. The engine is remade, and as a result, the game is much more difficult to control. The bosses at the end of each world can now be jumped on like a standard enemy. Unlike bosses from Super Mario Bros. 3, the bosses die after only one stomp, which makes the battles fairly easy. It's also more glitchy than the original game, a prime example being the enemies glitching in certain situations. The graphics and music are taken from the original game, but the level intro/status screen is completely different and the music is slightly different here. As you start the game, instead of being a shorter version, Sonic is red. He will regain his normal color whenever a Mushroom is picked up. He'll turn red again when making physical contact with an enemy. His palette does not change when a Fire Flower is picked up, though he can still shoot fireballs.

Little was changed as Bowser is still the boss at the end of every level and Mario's face can still be seen in the special warp pipes. Coins and enemies such as Goombas and Koopas are still intact.

Many assume this version was released later on, but it's difficult to tell because in the ending of Super Mario Bros. 2, Peach says "Thank you Sonic" instead of "Thank you Mario", as well as the presence of some graphical glitches at the bottom of the screen and the existence of the otherwise-disabled two-player mode.

Gallery[]

Screenshots[]

Box arts and Cartridges[]

Origins[]

Super Mario Bros. 2's cartridge has an ID number of ES48002, while Sonic Jam 6 has an ID of ES48001. This implies that Sonic Jam 6 possibly was the first to be released, however, both were released in 1998. The ES in the ID also might imply a link to Waixing as they used the ES letters in the logo of their former company alias, ESC Co. Ltd.

Trivia[]

  • Sonic Jam 6 has been compared in concept to Somari, which is a Famicom port of Sonic the Hedgehog that features Mario instead of Sonic.
  • On older emulators, the game may sometimes crash during any level with a Lakitu. Whenever the Lakitu throws a Spiny, it may leave a trail of them behind causing the emulator to lock up. This does not happen in emulators like Kega Fusion and more modern accuracy-oriented emulators such as BlastEm, as well on real hardware.
    • However, some dumps of the game may not be playable on BlastEm as it reportedly sets off the game's copy protection/checksum check.
  • If one enters the Game Genie code "AEAA-AAFG" into Super Mario 2 1998, it will reactivate the unused 2 player mode seen in Sonic Jam 6. The second player will have Luigi as a palette swap. However, the palette will glitch when getting a power-up or restarting the stage.
  • There exists a glitch that causes Red Sonic to lose a life when jumping on a Koopa shell repeatedly.
  • In a similar manner to another gamtec game Super King Kong 99, there exists a stage skip code which can be done by pressing start, then Left/Right/Up/Down, Down then C, or Down, Left/Right/Up/Down C (This can be done in both versions) If this is done after the final segment of 8-4, the game crashes no matter the version. Note, the source contains information before the other directions method were found.[1]
  • Several unused samples exist in the game's sound driver data that seem to have been ripped from Super Mario World. This includes a sample of Yoshi's tongue attack, Mario spin jumping, etc.

External link[]

  1. https://x.com/koopa_gaming/status/1792649378798162088
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