Editing Super Mario Bros. 35

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==Changes from ''Super Mario Bros.''==
==Changes from ''Super Mario Bros.''==
[[File:SMB35 2-4 Bowser.jpg|thumb|Mario defeating the real Bowser in World 2-4, rather than a fake one]]
[[File:SMB35 2-4 Bowser.jpg|thumb|Mario defeating the real Bowser in World 2-4, rather than a fake one]]
''Super Mario Bros. 35'' was based on the NTSC version of ''Super Mario Bros.'' Generally, many physics and other mechanics had been altered to fall more in line with newer ''Super Mario'' games, similarly to ''[[Super Mario Maker]]''. Some examples included:
''Super Mario Bros. 35'' was based on the NTSC version of ''[[Super Mario Bros.]]'' Generally, many physics and other mechanics had been altered to fall more in line with newer ''Super Mario'' games, similarly to ''[[Super Mario Maker]]''; some examples as follows:
*If [[Fire Mario]] took damage, he reverted to [[Super Mario (form)|Super Mario]] instead of [[Small Mario]], as in the international NES and ''[[Super Mario All-Stars]]'' versions of ''[[Super Mario Bros. 3]]'', as well as ''[[Super Mario World: Super Mario Advance 2]]'' onward.
*If Fire Mario took damage, he reverted to Super Mario instead of Small Mario, as in the international NES and ''[[Super Mario All-Stars]]'' versions of ''[[Super Mario Bros. 3]]'', as well as ''[[Super Mario World: Super Mario Advance 2]]'' onward.
**Similarly, if a [[Fire Flower]] was grabbed as Small Mario, he would go straight to Fire Mario, as in ''[[Super Mario World]]'' and later games, instead of growing only to Super Mario like in the original. If the power-up had no effect due to Mario already being in the resulting state or higher, it awarded 15 seconds on the [[Time Limit|timer]] instead.
**Similarly, if a Fire Flower was grabbed as Small Mario, he would go straight to Fire Mario, as in ''[[Super Mario World]]'' and later games, instead of only growing to Super Mario like in the original. If the power-up had no effect due to Mario already being in the resulting state or higher, it awarded 15 seconds on the timer instead.
*Since lives were no longer present, [[1-Up Mushroom]]s instead awarded 20 coins. The coin counter extended to at least four digits.
*Since lives were no longer present, [[1-Up Mushroom]]s instead awarded 20 coins. The coin counter extended to at least four digits.
**1-Up Mushrooms that need conditions to appear were instead always available.
**1-Up Mushrooms that need conditions to appear were instead always available.
*Bouncing off an enemy while holding the [[jump]] button would cause Mario to bounce very high, like in ''[[Super Mario Bros.: The Lost Levels]]'' and later games.
*Bouncing off an enemy while holding the jump button would cause Mario to bounce very high, like in ''[[Super Mario Bros.: The Lost Levels]]'' and later games.
**Similarly, the "Super Jump" introduced in ''Super Mario Bros.: The Lost Levels'' had been added. [[Stomp]]ing the top of an enemy while moving upwards at the right trajectory would cause Mario to soar very high.
**Similarly, the "Super Jump" introduced in ''Super Mario Bros.: The Lost Levels'' had been added. Stomping the top of an enemy while moving upwards at the right trajectory would cause Mario to soar very high.
***Sometimes when the player super-jumped off a Koopa Troopa or Koopa Paratroopa, it would instantly enter its [[shell]] and get kicked sideways.
***Sometimes when super jumping off of a Koopa Troopa or Koopa Paratroopa, they would instantly enter their shell and get kicked sideways.
*Enemies interacted with [[trampoline]]s, similarly to ''Super Mario Maker''. This was most visible at the end of [[World 2-1 (Super Mario Bros.)|World 2-1]], where enemies might have dropped from the tall wall of solid blocks and fallen on the trampoline. Mario's general physics while he interacted with a trampoline were much smoother, akin to other recent platformers.
*Enemies interacted with trampolines, similarly to ''Super Mario Maker''. This was most visible at the end of [[World 2-1 (Super Mario Bros.)|World 2-1]], where enemies might have dropped from the tall wall of solid blocks and fallen on the trampoline. Mario's general physics while interacting with a trampoline were much smoother, akin to other recent platformers.
*Stomp-able enemies that were transferred to underwater levels were stomp-able underwater, like in ''[[Super Mario Advance 4: Super Mario Bros. 3]]''.
*Stompable enemies that were transferred to underwater levels were stompable underwater, like in ''[[Super Mario Advance 4: Super Mario Bros. 3]]''.
*The mechanic that pushes Mario out of a solid block had been removed; instead, they acted like in ''Super Mario Bros. 3'' onward: If Super/Fire Mario stopped in a one-tall space (or powered up from Small Mario while in one), he would continue to [[crouch]]. If the blocks above were Brick Blocks, he could jump and break them, but even if they were solid blocks, he could make small hops to eventually escape.
*The mechanic that pushes Mario out of a solid block had been removed; instead, they acted like in ''Super Mario Bros. 3'' onward: If Super/Fire Mario stopped in a 1-tall space (or powers up from Small Mario while in one), he would continue to crouch. If the blocks above were Brick Blocks, he could jump and break them, but even if they were solid blocks, he could make small hops to eventually escape.
*The level-ending transitions were shortened. The player moved to the next course after Mario reached the flagpole or after the bridge collapsed from picking up the [[axe]]. The cutscenes with [[Toad (species)|Toads]] and [[Princess Peach]] no longer appeared, although they made cameos in the game's icons.
*The level-ending transitions were shortened. The player moved to the next course after Mario reached the flagpole or after the bridge collapsed from picking up the axe. The cutscenes with [[Toad (species)|Toads]] and [[Princess Peach]] no longer appeared, although they made cameos in the game's icons.
**Bridges also collapsed in castles when Bowser was defeated before Mario touched the axe.
**Bridges also collapsed in castles when Bowser was defeated before touching the axe.
*The block portion of [[Fire Bar]]s no longer damaged Mario but instead acted as if he hit a solid block.<ref>https://www.youtube.com/watch?v=OvSa8hoOrSg</ref>
*The block portion of Fire Bars no longer damaged Mario, but instead acted as if he hit a solid block.<ref>https://www.youtube.com/watch?v=OvSa8hoOrSg</ref>
*Mario had a proper animation for entering the pipe at the end of an underwater level, instead of simply vanishing as he did in the original game.
*Mario had a proper animation for entering the pipe at the end of an underwater level, instead of simply vanishing as he did in the original game.
*When going down a pipe, Mario always crouched; it was no longer possible to "walk" or "slide" down into a pipe.
*When going down a pipe, Mario always crouched, it was no longer possible to "walk" or "slide" down into a pipe.
*If Mario passed a Hammer Bro without defeating it, it would begin to chase after him. Hammer Bros. jumped more often.
*If Mario passed a Hammer Bro. without defeating it, it would begin to chase after him. Hammer Bros. jumped more often.
*Almost every glitch from ''Super Mario Bros.'' had been fixed. This included [[List of Super Mario Bros. glitches#Minus World|Minus World]], [[List of Super Mario Bros. glitches#Over the Flagpole|Over the Flagpole]] (there was an invisible wall above the flagpole), [[List of Super Mario Bros. glitches#Die and Complete Simultaneously|Die and Complete Simultaneously]], [[List of Super Mario Bros. glitches#Disappearing Power-Ups|Disappearing Power-Ups]] (multiple power-ups appeared onscreen), [[List of Super Mario Bros. glitches#Harmless Enemy|Harmless Enemy]] (Mario would take damage while inside enemies after post-damage invincibility), [[List of Super Mario Bros. glitches#Hit the Axe and Keep It There|Hit the Axe and Keep It There]], [[List of Super Mario Bros. glitches#Invisible Piranha Plant|Invisible Piranha Plant]] (the Piranha Plant had been removed entirely), [[List of Super Mario Bros. glitches#Stuck Underwater|Stuck Underwater]] (Mario's hitbox no longer shrank after he crouched underwater, and even if he powered up via the Item Roulette in the one-block-high space, he could escape by hopping), [[List of Super Mario Bros. glitches#Walking Through Walls|Walking Through Walls]], [[List of Super Mario Bros. glitches#Wall Jump|Wall Jump]], and [[List of Super Mario Bros. glitches#Wrong Warp|Wrong Warp]]. However, a few of them had been retained, as detailed in the Glitches section.
*Almost every glitch from ''Super Mario Bros.'' had been fixed. This included [[List of Super Mario Bros. glitches#Minus World|Minus World]], [[List of Super Mario Bros. glitches#Over the Flagpole|Over the Flagpole]] (there was an invisible wall above the flagpole), [[List of Super Mario Bros. glitches#Die and Complete Simultaneously|Die and Complete Simultaneously]], [[List of Super Mario Bros. glitches#Disappearing Power-Ups|Disappearing Power-Ups]] (multiple power-ups appeared on screen), [[List of Super Mario Bros. glitches#Harmless Enemy|Harmless Enemy]] (Mario would take damage while inside enemies after post-damage invincibility), [[List of Super Mario Bros. glitches#Hit the Axe and Keep It There|Hit the Axe and Keep It There]], [[List of Super Mario Bros. glitches#Invisible Piranha Plant|Invisible Piranha Plant]] (the Piranha Plant had been removed entirely), [[List of Super Mario Bros. glitches#Stuck Underwater|Stuck Underwater]] (Mario's hitbox no longer shrinks after crouching underwater, and even if he powered up via the Item Roulette in the 1-block high space he could escape by hopping), [[List of Super Mario Bros. glitches#Walking Through Walls|Walking Through Walls]], [[List of Super Mario Bros. glitches#Wall Jump|Wall Jump]], and [[List of Super Mario Bros. glitches#Wrong Warp|Wrong Warp]]. However, a few of them had been retained, as detailed in the Glitches section.
*Bowser's flame hitbox had been increased from covering just the front tip to covering its entire length.
*Bowser's flame hitbox had been increased from just covering the front tip to covering its entire length.
*Enemies no longer turned around off the defeated bodies of other enemies.
*Enemies no longer turned around off of the defeated bodies of other enemies.
*The [[fake Bowser]]s were all replaced by the real Bowser.
*The [[fake Bowser]]s were all replaced by the real Bowser.
*Due to the [[Nintendo Switch]]'s more powerful hardware, enemies would not despawn if there were too many.
*Due to the Nintendo Switch's more powerful hardware, enemies would not despawn if there were too many.
*In [[World 8-4 (Super Mario Bros.)|World 8-4]], the Piranha Plant in the pipe that took Mario to the second room would not despawn when Mario reached it, like in ''Super Mario All-Stars''.
*In [[World 8-4 (Super Mario Bros.)|World 8-4]], the Piranha Plant in the pipe that took Mario to the second room would not despawn when Mario reached it, like in ''Super Mario All-Stars''.
*Like in ''Super Mario All-Stars'' and ''[[Super Mario Bros. Deluxe]]'', an error buzzer sound would play if Mario went the wrong way in a [[castle]] maze.
*Like in ''Super Mario All-Stars'' and ''[[Super Mario Bros. Deluxe]]'', an error buzzer sound would play if Mario went the wrong way in a castle maze.
*Climbing up vines was fully manual instead of automatic past a certain point up the vine, which let players use the vine longer.
*Climbing up vines was fully manual instead of automatic past a certain point up the vine, which let players use the vine longer.
*Getting carried off the top of the screen by a moving platform would make Mario drop down instead of dying, like in ''Super Mario All-Stars''.
*Getting carried off the top of the screen by a moving platform would make Mario drop down instead of dying, like in ''Super Mario All-Stars''.
*With enough forward momentum, Mario would enter sideways pipes regardless of whether the player held forward or not.
*With enough forward momentum, Mario would enter sideways pipes regardless of whether the player held forward or not.
*Mario could not defeat enemies by stomping low on their bodies while moving downwards.
*Mario couldn't defeat enemies by stomping low on their bodies while moving downwards.
*The Goomba that started above the second Coin Block in [[World 1-2 (Super Mario Bros.)|World 1-2]] started on the ground.
*The Goomba that started above the second Coin Block in [[World 1-2 (Super Mario Bros.)|World 1-2]] started on the ground.
*Koopa Troopa shells could break Brick Blocks and triggered blocks containing items.
*Koopa Troopa shells could break Brick Blocks and triggered blocks containing items.
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*Mario's top running speed was slightly slower.
*Mario's top running speed was slightly slower.
**In [[World 4-1 (Super Mario Bros.)|World 4-1]]'s coin room, which reappeared as the second coin room in [[World 6-2 (Super Mario Bros.)|World 6-2]], a Brick Block containing a power-up was one block above the exit pipe. Super Mario and Fire Mario were no longer able to reach the spot under it by crouching and sliding off the row of Brick Blocks to the left of it as a result of their slower speed.
**In [[World 4-1 (Super Mario Bros.)|World 4-1]]'s coin room, which reappeared as the second coin room in [[World 6-2 (Super Mario Bros.)|World 6-2]], a Brick Block containing a power-up was one block above the exit pipe. Super Mario and Fire Mario were no longer able to reach the spot under it by crouching and sliding off the row of Brick Blocks to the left of it as a result of their slower speed.
*After Mario exited the bonus area in [[World 1-1 (Super Mario Bros.)|World 1-1]], the two Goombas did not appear.
*After exiting the bonus area in [[World 1-1 (Super Mario Bros.)|World 1-1]], the two Goombas did not appear.
*After Mario exited the bonus area in [[World 5-1 (Super Mario Bros.)|World 5-1]], the first Koopa Paratroopa did not appear.
*After exiting the bonus area in [[World 5-1 (Super Mario Bros.)|World 5-1]], the first Koopa Paratroopa did not appear.
*[[Fireball]]s bounced lower to the ground, allowing them to hit enemies on the ground easier.
*Fireballs bounced lower to the ground, allowing them to hit enemies on the ground easier.
*Mario could use fireballs at the top of the screen.
*Mario could use fireballs at the top of the screen.
*Lakitus did not stop following Mario, making it possible for multiple Lakitus to pursue him.
*Lakitus did not stop following Mario, making it possible for multiple Lakitus to pursue Mario.
*Mario could crouch if down was pressed at the same time or after a side direction was pressed.
*Mario could crouch if down was pressed at the same time or after a side direction was pressed.
*Mario would stand up if left or right was pressed while crouching.
*Mario would stand up if left or right was pressed while crouching.
*Super Stars would pop out of blocks instead of dropping down.
*Super Stars would pop out of blocks instead of dropping down.
*Mario could collect coins from the side when a block was above it, e.g., walking into the block above the coins in [[World 2-4 (Super Mario Bros.)|World 2-4]].
*Mario could collect coins from the side when a block was above it, e.g. walking into the block above the coins in [[World 2-4 (Super Mario Bros.)|World 2-4]].
*Mario did not accelerate faster when moving backwards.
*Mario did not accelerate faster when moving backwards.
*Bullet Bills fired at a slower rate in [[World 5-3 (Super Mario Bros.)|World 5-3]] and [[World 6-3 (Super Mario Bros.)|World 6-3]].
*Bulllet Bills fired at a slower rate on [[World 5-3 (Super Mario Bros.)|World 5-3]] and [[World 6-3 (Super Mario Bros.)|World 6-3]].
*Mario could not flip to the opposite side when grabbing vines.
*Mario could not flip to the opposite side when grabbing vines.


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