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Video: Completing Super Mario Bros with the lowest possible score is crazy hard

Professional player explains why it's so much harder than it sounds

At this point, being able to complete the original Super Mario Bros is nothing to get excited about. You jump the enemies, collect the coins, use the warp pipes to skip most of the game and boom, it's done. But it takes some real skill to complete it with the lowest score possible.

Think about that: the lowest score possible. Since you're rewarded for doing the things most fundamental to a Mario gameplay experience, a low-score run means the entire game is turned head, forcing you to completely re-think your approach.

By avoiding every single enemy, not collecting a single coin, and side-stepping every item, a YouTuber going by the name of NotEntirelySure has managed to pull it off, and recorded his run as proof.

Nope! Nope! Nope! Nope! Nope! Nope! Nope! Nope!

"Well, I did it," he says in the video's description, "this is THE lowest possible score you can finish the game with (without continuing). And surprisingly, it didn't take very long at all. Sadly, it's not deathless, as I miss my first attempt at the 8-1 wall jump."

Yes, you can wall jump in the original Mario. I'll be honest, I never had a clue that was possible, of course pulling it off requires nailing a frame-specific jump to do. And as you'll see in the video below, that's so difficult that even the pro had some trouble with it.

"Getting 500 points without dying would have been nice, but that jump is so brutally precise I'd rather not restart every time I missed it (though I would have to restart anyway if I accidentally picked up a coin)," he explained.

"How tough is that jump in 8-1? Well, the timing of the liftoff, the duration of holding the jump button, and the timing of the wall jump are all frame perfect. NES games run at 60 frames per second, which means all the necessary inputs need to be timed within 1/60 of a second. In addition, the starting position before running I used not only has to be on the right pixel, but also the x sub-pixel has to fall within a certain range (technical stuff blah blah blah). In short, it's a pretty annoying jump... There is literally no room for error."

This run did not use any save states or slowdown. In the interest in saving time, the video has been edited to remove the wait for the timer to reach zero.

Check it out:

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