So while playing my NES Classic today I thought it'd be interesting to compare Super Mario Bros. on the Classic vs Super Mario Bros. on the actual NES, since I still have mine hooked up. Turned both of them on, compared the two... And what do you know, the original NES version has faster music. It actually sounds bad to me now.

Now I do live in Europe and so my NES is a PAL version, I guess it might be because of that... But the weird thing is, aside from the music the games seem to run at the same speed. Cuz I was looking at the clocks on the top right, and both seemed to go at about the same speed.


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After playing the game to completion, I can't help but think that the music in SMB. Wonder isn't anywhere near as iconic or memorable as the music in the New Super Mario Bros. games or even most mainline Mario games in general. The only music that truly stands out in this game is the athletic theme, and that' probably only because they use it in like 50% of all levels throughout the game..

Most of the music in this game is very quiet and hard to hear. I didn't even notice that the airship theme was a remix of the Mario Maker airship theme until someone pointed it out, that song just sounded like generic rock music. I don't know does anyone else feel this way or is it just me? I feel like the music in Mario wonder won't really be iconic or memorable 10-15 years down the line outside of one or two tracks.

Maestro automatically generates music levels, but it needs MIDI music to start with. Download a MIDI file from one of the following sites: vgmusic.com, bitmidi.com, khinisder.com/midi, and musescore.com.

In Maestro, each instrument track comes separate. There are a bunch of checkboxes next to instrument tracks on the left. Lots of MIDIs will have a more tracks than Mario Maker can handle. Uncheck the tracks until you have only the one main melody track. This is the one instrument track that if you play it, it sounds roughly like the song. You can click [PLAY] to play the music to hear it.

Right now, your music may sound like trash (for various reasons). The very first number to change is "Blocks per Beat." Music notes play for different lengths of time, and Mario Maker is on a grid system. Maestro gives a good first guess for how many blocks/tiles wide each beat should be, but some files gives problems. If your music sounds bad, adjust the blocks per beat (by 1 at a time) until the music seems to match the grid (in terms of time).

Mario Maker only gets 2 octaves worth of range. Now that we moved, a lot of notes may be outside of Mario Maker's scale. On the highlighted track, click "Shift into View" to automatically shift music into a different octave (so most notes fit in the region. You can also manually shift music using "Octave Shift." This preserves how the song sounds, but just changes the scale.

Maestro gives you a dropdown of different autoscroll/pseudoautoscroll speeds for the music level (such as Fast Autoscroll, or Running). The original BPM of the song is shown right under it. Pick an autoscroll/tempo from the dropdown that makes sense for your level. If possible, fast or medium autoscroll are the best (for techniques we will get to later).

We currently only have a main melody track. Add in other tracks as desired to make music sound better. Note that the notes of some tracks may conflict with your other tracks (these are highlighted in red). Here is some advice for adding these extra tracks:

Now Maestro has the schematic for the (good) music level. Copy-paste it into Mario Maker. Maestro has a ruler tool: if you click on two blocks on the map, it will tell you how many paces to go (up/down/left/right). You can use this to help.

If two music blocks on top of each other are separated by 2 empty spaces, and a moving entity is giving a double hit below, then: Use a gentle slope under the higher note block to move the instrument out of the way to avoid a double hit without costing an entity.

The tag_hash_108_________________ theme, officially known as the "Ground Theme"[a] or "Overworld Theme",[1][2] is a musical theme originally heard in the first stage of the 1985 Nintendo Entertainment System video game Super Mario Bros.. It was one of six themes composed for the game by Nintendo sound designer Koji Kondo, who found it to be the most difficult track to compose for it. The theme is set in the key of C major and features a swung rhythm with prominent use of syncopation. While the original theme is composed within the sound limitations of the NES's 8-bit hardware, in later installments with more powerful sound hardware, it is often scored as a calypso song led by steel drums.

Of the six tracks of the Super Mario Bros. soundtrack, this theme took the most time to develop, according to its composer Koji Kondo. He stated that he would write one piece, and the team would put it in the game. If it did not accentuate the action, did not time up with Mario running and jumping, or did not harmonize with the sound effects well enough, he would scrap it.[3] He composed the music using only a small keyboard.[4]

The composition takes influence from the 1984 song "Sister Marian" by T-Square, a Japanese fusion band. In a 2001 interview by Game Maestro Vol. 3, Kondo affirms that "the overworld theme in Mario might show some influence from the Japanese fusion band T-Square, too. The rhythms in their music were easy for Japanese listeners to follow."[5] The first theme he made for Super Mario Bros. was based on an early prototype of the game, which simply showed Mario running around a big empty area. Kondo described this early theme as a bit lazier, slower tempo, and more laid back. As the game underwent changes, he realized that his theme no longer fit, so he increased the pace and changed it around to fit better.[6] In an interview, Kondo explained that compositional ideas come to him during everyday activities.[7]

Kondo was given complete creative freedom over the soundtrack of Super Mario Bros., and would collaborate with Shigeru Miyamoto, the game's director, through their daily interactions. Miyamoto would share his records and music scores of the type of themes he liked with Kondo, but did not tell him exactly what he wanted.[6] It was composed with a Latin rhythm.[1][8] When the player has less than 100 units of time left to complete the stage, the music's tempo accelerates.[9] At the Game Developers Conference in 2007, Kondo commented that the theme features rhythm, balance, and interactivity. He demonstrated this with a short clip of Super Mario Bros., showing the character's movements and players' button presses syncing with the beat of the music. He also added that the theme reflects the action-oriented gameplay of the series.[9] Kondo stated that he was not sure if he could make any future music of his "catchier" than it.[6]

For decades, Nintendo had not published official sheet music for Kondo's compositions. In 2011, Alfred Music published three officially licensed music folios of the music from Super Mario Bros. for piano and guitar. These were followed in 2013 by three more folios for New Super Mario Bros. Wii, and a folio of jazz styled arrangements of Super Mario Bros. themes.

The music that played seemed to go too fast. I immediately suspected that either this was a mislabeled NTSC ROM, or the EverDrive was somehow messing with it. However, all the other games seemed to run at the correct speed.

But since it's about 30 years since I actually got my NES for my birthday with the game, and both are sadly long gone, I cannot rely on my memory for this. It might very well be that the game does play with faster music on the PAL version, and my memories have just been muddled up over the years from hearing the song played on NTSC NES consoles, or NTSC emulators/ROMs. In fact, this is the most probable explanation IMO.

Nevertheless, Nintendo did go through the trouble to "optimize" the game for PAL after they had made the original NTSC-J and NTSC-USA versions, so why did they (apparently) have the music still play at a noticeably faster pace?

It's important to emphasize that I'm not talking about running an NTSC game on a PAL console or a PAL game on an NTSC console, so that's not the reason it sounds faster. This is a PAL game on a PAL console, yet still has faster music than the NTSC version on an NTSC console.

Another interesting wrinkle is that the Audio Processing Unit [actually logic integrated onto a die with the main CPU] has a configurable "frame counter" that counts once every 4 or 5 pulses of a roughly-240Hz signal. If SMB uses that rather than video frames to control music timing, the music should play at a consistent speed on both NTSC and PAL machines if it is programmed identically. While SMB was written late enough in the Famicom's history that programmers shouldn't have made a mistake like reducing note durations in software because they expected the player to run at 48Hz rather than 60Hz, but then left the APU configured to count 60 times/second, but it's plausible that they might have erred in such a fashion.

Just compared Pal version to Japanese version . All original hardware/carts . Indeed music runs faster on Pal version. Never noticed back in the day , but then not many people played NES where I grew up. It was no where near as dominant as in the States. More of my friends had master systems. Most had home computers rather than consoles until the megadrive and SNES came along. BBC/Electron ,C64, Speccy, Amstrad then Atari ST and Amiga were the main machines people played games on. My cousin had a NES but had lived in the states. I worked in a computer game shop in the 80s and early 90s. We sold a few NES systems but mainly towards the end of its life as a cheaper alternative to 16 machines. Since the internet I was initially surprised how NES-centric America was/is. I played more NeoGeo and PC engine(generally less main stream)than NES back in the day.I love them all now. ;) e24fc04721

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