So that's what this is. SMB1 with all the features of SMB2J. The levels are the same, I've just incorporated SMB2J stuff in various places to add and show off its features. I've done all the work on this myself so that people can now rip their SMB1 levels and paste them to this without having to worry about the ASM work (assuming they don't know it). There are no Worlds A-D in this hack as I NOP'd the code that does a check to see how many stars are on the title screen. But it can easily be added back if anybody wanted to make an extended hack of this. World 9 is still intact. I'm planning to add levels from SMB Special to make up a World 9. The way warp data was called to see which warp would be next was hard-coded, so I did a quick ASM fix to it. It's pretty sloppy but gets the job done.

This work took about 3 days. I already got all 8 Worlds working properly. I just need to finish up 9 and do one final test. The release date is scheduled to be in about a week.
Since this is a hack of my SMB2J SRAM patch, all the beta scenery is used, as well as all the other glitch fixes I made. See you soon.

I've left the title screen logo wide to allow all 24 stars to be recorded (note that I just temporarily changed 0xCC3C here to $18 to show all 24 stars. It's been reverted to $00 for final release.)

Poison Mushrooms, green springs etc. can all be found in this game.

Like I've said, beta scenery and cactus have been used from SMB2J

Saving still occurs upon beating 8-4; high score is also saved to SRAM upon receiving a Game Over and choosing "Quit"

Wind and flying Bloopers have been added to some stages.

Certain levels like 1-3 and 5-3 no longer share data, so you are free to create new levels or scenery. On 5-3 I made it a windy snowy level.


Upside-down Piranhas have been added to various areas in appropriate places to give it an authentic "Nintendo" feel.

In fact, I've made this so easy that all you'd have to do to create SMB1 hacks with SRAM and SMB2J features is merely rip your levels after editing with SMB utility and paste them. All loop data, demo data, etc have already been taken care of. (I took care of assembling the files and leaving over 400 free bytes for you to use, too. I've also gathered unused bytes that can be used so you never run out! Since SMB2J levels took so much more space.)