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'''''Super Mario Bros. 35''''' was a 2D [[Genre#Platform games|platformer]] and battle royale game for the [[Nintendo Switch]] created to celebrate the [[Super Mario Bros. 35th Anniversary|''Super Mario Bros.'' 35th Anniversary]]. It was exclusively available to [[Nintendo Switch#Nintendo Switch Online|Nintendo Switch Online]] members and released on October 1, 2020. This game, along with ''[[Super Mario 3D All-Stars]]'' and ''[[Game & Watch: Super Mario Bros.]]'', was available until March 31, 2021. Unlike the other limited titles, however, ''Super Mario Bros. 35'' is no longer playable, as its servers have been discontinued as of April 1, 2021. The game's battle royale mechanics were similar to those of ''[[Tetris 99]]'', an earlier game that was initially available only to Nintendo Switch Online members.
'''''Super Mario Bros. 35''''' was a 2D [[Genre#Platform games|platformer]] and battle royale game for the [[Nintendo Switch]] created to celebrate the [[Super Mario Bros. 35th Anniversary|''Super Mario Bros.'' 35th Anniversary]]. It was exclusively available to [[Nintendo Switch#Nintendo Switch Online|Nintendo Switch Online]] members and released on October 1, 2020. This game, along with ''[[Super Mario 3D All-Stars]]'' and ''[[Game & Watch: Super Mario Bros.]]'', was available until March 31, 2021. Unlike the other limited titles, however, ''Super Mario Bros. 35'' is no longer playable, as its servers have been discontinued as of April 1, 2021. The game's battle royale mechanics were similar to those of ''{{wp|Tetris 99}}'', an earlier game that was initially available only to Nintendo Switch Online members.


Playing a round before March 31, 2021, was one of the 35th Anniversary site [[My Nintendo]] missions to be completed, though it did not actually register until a week after playing at the latest.
Playing a round before March 31, 2021, was one of the 35th Anniversary site [[My Nintendo]] missions to be completed, though it did not actually register until a week after playing at the latest.
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*{{button|switch|B}} or {{button|switch|A}} – [[Jump]]
*{{button|switch|B}} or {{button|switch|A}} – [[Jump]]
*{{button|switch|Y}} or {{button|switch|B}} – [[dash|Run]]
*{{button|switch|Y}} or {{button|switch|B}} – [[dash|Run]]
*{{button|switch|leftstick}} or {{button|switch|Pad}}, or Touch Screen – Move target
*{{button|switch|leftstick}} or {{button|switch|left}}, {{button|switch|right}}, {{button|switch|up}}, {{button|switch|down}}, or Touch Screen – Move target
*{{button|switch|rightstick}} or {{button|switch|R}} – Choose a random target; attack those attacking the player, those with the most [[coin]]s, or those with the lowest remaining time
*{{button|switch|rightstick}} or {{button|switch|R}} – Choose a random target; attack those attacking the player, those with the most [[coin]]s, or those with the lowest remaining time
*{{button|switch|X}} or {{button|switch|L}} – Use item roulette
*{{button|switch|X}} or {{button|switch|L}} – Use item roulette
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==Gameplay==
==Gameplay==
[[File:SMB35 Gameplay.png|thumb|250px|[[Fire Mario]] in [[World 5-2 (Super Mario Bros.)|World 5-2]], where enemies that have been sent over by other players are featured]]
[[File:SMB35 Gameplay.png|thumb|250px|[[Fire Mario]] in [[World 5-2 (Super Mario Bros.)|World 5-2]], featured enemies which have been sent over by other players.]]
''Super Mario Bros. 35'' was a battle royale where 35 players competed against each other until only a single player was left. In the menu, the player could play a normal game or a special event, if any, along with changing their icon, which was gained by leveling up. Leveling up was earned by obtaining [[Experience Point|experience point]]s from playing [[level]]s.  
''Super Mario Bros. 35'' was a battle royale where 35 players competed against each other until only a single player was left. In the menu, the player could play a normal game or a special event, if any, along with changing their icon, which was gained by leveling up. Leveling up was earned by obtaining [[Experience Point|experience point]]s from playing levels.  


During a game, players went through levels from ''[[Super Mario Bros.]]'' Defeated enemies would be sent over to a different player's course as [[enemy clone]]s. The player could see other players' games. The course the enemies were sent to was determined by which course the player was currently targeting, which was surrounded by a red box. The player could choose between four strategies to determine how they targeted other players. Other players' enemies could also be sent to the player. On the top left corner of the screen was the Item Roulette, which cost 20 coins to use. Using it gave the player a random item, which could be a [[Super Mushroom]], a [[Fire Flower]], a [[Super Star]], or a [[POW Block]] (which defeated all enemies on the screen). The player also had a [[Time Limit]] displayed on the top right corner of their screen. Defeating enemies gave the player more time, up to 400 seconds. If the player was the last alive, they would win the game. At the end of a game, the player's name, their rank, their number of coins collected, and the number of other players they knocked out were displayed. The player could also spectate the match after being defeated.
During a game, players went through levels from ''[[Super Mario Bros.]]'' Defeated enemies would be sent over to a different player's course as [[enemy clone]]s. The player could see other players' games. The course the enemies were sent to was determined by which course the player was currently targeting, which was surrounded by a red box. The player could choose between four strategies to determine how they targeted other players. Other player's enemies could also be sent to the player. On the top-left corner of the screen was the Item Roulette which cost 20 coins to use. Using it gave the player a random item, which could be a [[Super Mushroom]], a [[Fire Flower]], a [[Super Star]], or a [[POW Block]] (which defeated all enemies on the screen). The player also had a [[Time Limit]] displayed on the top-right corner of their screen. Defeating enemies gave the player more time, up to a maximum of 400 seconds. If the player was the last alive, they would win the game. At the end of a game the player's name, rank, number of coins collected, and the number of other players they knocked out, were displayed. The player could also spectate the match after being defeated.


==Courses==
===Courses===
In a regular 35-Player Battle, the player could pick a course and pay coins to start the game with a power-up. These courses were added to the pool of courses that appeared in the battle. To unlock more courses to pick, the player would have to either complete all of the preceding levels in one of the online modes or beat the course itself when it was chosen by another player who already unlocked it or it appeared in a Special Battle. The course order would use each player's chosen course, going from whoever had the lowest level to the highest. However, the course order would not put the same course twice in a row. The course order looped to the first level after the last level. This was the only way a course could repeat.
In a regular 35-Player Battle, the player could pick a course and pay coins to start the game with a power-up. These courses were added to the pool of courses that appeared in the battle. To unlock more courses to pick, the player would have to either complete all of the preceding levels in one of the online modes or beat the course itself when it was chosen by another player who already unlocked it or it appeared in a Special Battle. The course order would use each players' chosen course, going from whoever had the lowest level to the highest. However, the course order would not put the same course twice in a row. The course order looped to the first level after the last level. This was the only way a course could repeat.


[[Warp Zone]]s let the player skip forward in the level queue. Warp Zones would include the same level that the Warp Zone was located in, letting the player use Warp Zones again. In [[World 1-2 (Super Mario Bros.)|World 1-2]], the pipes of the Warp Zone from right to left skipped one, two, and three courses, respectively. In [[World 4-2 (Super Mario Bros.)|World 4-2]], the single pipe at the end of the main area skipped one course, while the overworld Warp Zone pipes from right to left skipped one, two, and three courses, respectively.
[[Warp Zone]]s let the player skip forward in the level queue. Warp Zones would include the same level that the Warp Zone was located in, letting the player use Warp Zones again. In [[World 1-2 (Super Mario Bros.)|World 1-2]], the pipes of the warp zone from right to left skipped one, two, and three courses respectively. In [[World 4-2 (Super Mario Bros.)|World 4-2]], the single pipe at the end of the main area skipped one course, while the overworld Warp Zone pipes from right to left skip one, two, and three courses respectively.


In Special Battle, limited-time events were held where players played through a set order of courses with special conditions, such as starting with 100 coins. The battle could start in any course.
In Special Battle, limited-time events were held where players played through a set order of courses with special conditions, such as starting with 100 coins. The battle could start in any course.
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==Items==
===Items===
{|width=600px border=1 style="text-align:center; border-collapse:collapse; margin: 0 auto;"
{|width=600px border=1 style="text-align:center; border-collapse:collapse; margin: 0 auto;"
!width=125px|[[Coin]]
!width=125px|[[Coin]]
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|-
|-
![[Super Mushroom]]||[[File:SMB Supermushroom.png]]
![[Super Mushroom]]||[[File:SMB Supermushroom.png]]
|Gave the [[Super Mario (form)|Super form]], or 15 seconds on the timer if the player was already in that form. Defeating enemies by bouncing on them gave two or three seconds on the timer based on the type, bouncing on [[Buzzy Beetle]]s gave four, and bouncing on [[Hammer Bro]]s. and [[Lakitu]]s gave five.
|Gave the [[Super Mario (form)|Super form]], or 15 seconds on the timer if already in that form. Defeating enemies by bouncing on them gave 2 or 3 seconds on the timer based on the type, bouncing on Buzzy Beetles gave 4, and bouncing on Hammer Bros and Lakitus gave 5.
|-
|-
![[Fire Flower]]||[[File:Fire Flower SMB.gif]]
![[Fire Flower]]||[[File:Fire Flower SMB.gif]]
|Gave the [[Fire Mario|ability to shoot fireball]]s, or 15 seconds on the timer if the player was already in that form. Defeating [[Bowser]] with [[fireball]]s gave the player five seconds on the timer, defeating Hammer Bros. and Lakitus gave the player two, and defeating all other enemies gave one.
|Gave [[Fire Mario|the ability to shoot]] [[fireball]]s, or 15 seconds on the timer if already in that form. Defeating Bowser with fireballs gave the player 5 seconds on the timer, defeating Hammer Bros and Lakitus gave the player 2, while all other enemies gave 1.
|-
|-
![[Super Star]]||[[File:Starman.gif]]
![[Super Star]]||[[File:Starman.gif]]
|Gave [[Invincible Mario|invincibility]] for a short period of time, and reset the period of invincibility if the player was already under the effects of a Super Star. Each defeated enemy gave two seconds on the timer, and if the player defeated several enemies without stopping, the number of seconds given would increase more.
|Gave [[Invincible Mario|invincibility]] for a short period of time, and reset the period of invincibility if the player was already under the effects of a Super Star. Each defeated enemy gave 2 seconds on the timer, and if the player defeated several enemies without stopping, the amount of seconds given would increase more.
|-
|-
![[1-Up Mushroom]]||[[File:SMB 1-up Mushroom Sprite.png]]
![[1-Up Mushroom]]||[[File:SMB 1-up Mushroom Sprite.png]]
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|-
|-
![[POW Block]]||[[File:NES Mario Bros POW Block.png]]
![[POW Block]]||[[File:NES Mario Bros POW Block.png]]
|Defeated all enemies onscreen. Defeated [[Goomba]]s gave two seconds on the timer. Stronger enemies such as [[Koopa Troopa]]s gave three; Buzzy Beetles gave four; [[Lava Bubble]]s, Hammer Bros., and Lakitus gave five; and Bowser gave 10.
|Defeated all enemies on-screen. Defeated Goombas gave 2 seconds on the timer, while stronger enemies like Koopa Troopas gave 3, while Buzzy Beetles gave 4, Lava Bubbles, Hammer Bros and Lakitus gave 5, and Bowsers gave 10.
|}
|}


==Characters==
===Characters===
===Playable characters===
====Playable characters====
*[[Mario]]
*[[Mario]]
*[[Luigi]] Luigi was playable by holding {{button|switch|L}} while selecting a course or selecting Special Battle. Luigi was playable only after every course was cleared at least once.<ref>Combotron Robot (October 20, 2020). [https://twitter.com/CombotronRobot/status/1318499713528733696 Post showing that Luigi could be unlocked as a secret playable character in ''Super Mario Bros. 35'']. ''Twitter''. Retrieved October 20, 2020.</ref>
*[[Luigi]] - Luigi was playable by holding {{button|switch|L}} while selecting a course or selecting Special Battle. Luigi was only playable after every course was cleared at least once.<ref>Combotron Robot (October 20, 2020). [https://twitter.com/CombotronRobot/status/1318499713528733696 Post showing that Luigi could be unlocked as a secret playable character in ''Super Mario Bros. 35'']. ''Twitter''. Retrieved October 20, 2020.</ref>


===Cameos===
====Cameos====
*[[Princess Peach]] appeared only as an icon
*[[Princess Peach]] - Only appeared as an icon
*[[Toad (species)|Toads]] appeared only as an icon
*[[Toad (species)|Toads]] - Only appeared as an icon


==Enemies==
====Enemies====
The enemies were the same as in ''[[Super Mario Bros.]]'' (except [[fake Bowser]]s did not appear) and mostly retained their behavior. Every defeated enemy was transferred to the targeted player's enemy queue. This queue was visible at the bottom of the screen. Enemies appeared in the game world only as the player moved forward to scroll them into view. An enemy sent by another player appeared with a white tinted sprite; however, it behaved exactly like a natural enemy, including the ability to send it to other players. When a player entered a bonus area, the enemy queue was instantly cleared, and any enemies sent while in the bonus area were removed as well.
The enemies were the same as in ''[[Super Mario Bros.]]'' (except [[fake Bowser]]s did not appear) and mostly retained their behavior. Every defeated enemy was transferred to the targeted player's enemy queue. This queue was visible at the bottom of the screen. Enemies only appeared in the game world as the player moves forward to scrolled them into view. An enemy sent by another player appeared with a white tinted sprite; however, it behaved exactly like a natural enemy, including the ability to send it to other players. When a player entered a bonus area, the enemy queue was instantly cleared, and any enemies sent while in the bonus area were removed as well.


Enemies that had multiple identical-looking variants (e.g., green Koopa Paratroopa and Bowser) would have the correct variant appear for the target player. Enemies of the same kind with different behavior would retain their behavior, like Bowsers that threw hammers, for example. Enemies that could be bounced on and then further interacted with (all the shelled enemies) would be transferred and award time on the first bounce; any further interaction with that same enemy would not cause them to be transferred again or award more time, thus also avoiding the "infinite 1-Ups trick" (which in this game would translate into an infinite time trick).
Enemies that had multiple identical-looking variants (e.g. Green Koopa Paratroopa and Bowser) would have the correct variant appear for the target player. Enemies of the same kind with different behavior would retain their behavior, like Bowsers that throw hammers, for example. Enemies that could be bounced on and then further interacted with (all the shelled enemies) would be transferred and award time on the first bounce, any further interaction with that same enemy would not cause them to be transferred again or award more time, thus also avoiding the "infinite 1-Ups trick" (which in this game would translate into an infinite time trick).
{|class="sortable"border=1 cellspacing=0 cellpadding=3 style="border-collapse:collapse"
{|class="sortable"border=1 cellspacing=0 cellpadding=3 style="border-collapse:collapse"
|-style="background: #ABC;"
|-style="background: #ABC;"
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|width=100|[[Blooper]]
|width=100|[[Blooper]]
!bgcolor=#8A7EFF|[[File:SMB Blooper Sprite.gif]]
!bgcolor=#8A7EFF|[[File:SMB Blooper Sprite.gif]]
|When transferred to a non-water level, it would still behave as if it were swimming in the water, effectively floating, and could be stomped, as in ''[[Super Mario Bros.: The Lost Levels]]''. (This mechanic exists in the ''Super Mario Bros.'' engine, but it did not appear outside [[glitch]] levels.)
|When transferred to a non-water level, it would still behave as if it was swimming in the water, effectively floating, and could be stomped, as in ''[[Super Mario Bros.: The Lost Levels]]''. (This mechanic exists in the ''Super Mario Bros.'' engine, but did not appear outside glitch levels.)
|-
|-
|[[Bowser]]
|[[Bowser]]
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|[[Piranha Plant]]
|[[Piranha Plant]]
!bgcolor=#8A7EFF|[[File:PiranhaPlant SMB Sprite.gif]]
!bgcolor=#8A7EFF|[[File:PiranhaPlant SMB Sprite.gif]]
|When transferred, Piranha Plants always appeared on the ground and did not retract even if they happened to be on the top of a pipe.
|When transferred, they always appeared on the ground and did not retract even if they happened to be on the top of a pipe.
|-
|-
|[[Spiny]]
|[[Spiny]]
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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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</gallery>
</gallery>


==Coin Ranking==
===Coin Ranking===
Coin Ranking was unlocked by winning one battle. Coin Ranking was a competition each week where players were ranked by their highest number of coins in a battle in both 35-Player Battle and Special Battle. Players would be required to win one battle again to be ranked each week in each mode. Players received a grade based on their rank, with S grade at the top and A through E following it. The top 100 players of the week were listed with their coin scores on online leaderboards. The leaderboards and Results Graph were only shown for the ten most recent weeks. The players' coin score was the sum of the coins collected during the game, coins collected from the chest, and a Rank Bonus. That sum was doubled by the Small Mario Bonus if the player started without an item. Special Battle had no Small Mario Bonus.
Coin Ranking was unlocked by winning one battle. Coin Ranking was a competition each week where players were ranked by their highest number of coins in a battle in both 35-Player Battle and Special Battle. Players would be required to win one battle again to be ranked each week in each mode. Players received a grade based on their rank, with S grade at the top and A through E following it. The top 100 players of the week were listed with their coin scores on online leaderboards. The leaderboards and Results Graph were only shown for the ten most recent weeks. The players' coin score was the sum of the coins collected during the game, coins collected from the chest, and a Rank Bonus. That sum was doubled by the Small Mario Bonus if the player started without an item. Special Battle had no Small Mario Bonus.
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|}


==''Super Mario Bros. 35'' World Count Challenge==
===''Super Mario Bros. 35'' World Count Challenge===
''Super Mario Bros. 35'' World Count Challenge was an event that was announced on January 12, 2021 along with new details about ''[[Super Mario 3D World + Bowser's Fury]]''. Players from around the world would work together to complete goals within a certain time frame. The event was held monthly, three times from January to March 2021.<ref>https://www.businesswire.com/news/home/20210112005416/en/Unravel-New-Paw-sibilities-in-Super-Mario-3D-World-Bowser%E2%80%99s-Fury-for-Nintendo-Switch</ref>
''Super Mario Bros. 35'' World Count Challenge was an event that was announced on January 12, 2021 along with new details about ''[[Super Mario 3D World + Bowser's Fury]]''. Players from around the world would work together to complete goals within a certain time frame. The event was held monthly, three times from January to March 2021.<ref>https://www.businesswire.com/news/home/20210112005416/en/Unravel-New-Paw-sibilities-in-Super-Mario-3D-World-Bowser%E2%80%99s-Fury-for-Nintendo-Switch</ref>


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*''[[Super Mario 3D World]]'': The design of the [[Time Limit|time counter]] bore a resemblance to the one in this game.
*''[[Super Mario 3D World]]'': The design of the [[Time Limit|time counter]] bore a resemblance to the one in this game.
*''[[Super Mario Maker]]'': The design of the coin counter bore a resemblance to the one in this game. The title screen music had similarities to the one in this game.
*''[[Super Mario Maker]]'': The design of the coin counter bore a resemblance to the one in this game. The title screen music had similarities to the one in this game.
*''[[Tetris 99]]'': The game ran on the same engine used in this game. As such, the gameplay concept was similar to the one in this game, and various UI elements appeared to be a modified version of this game's UI. Players would reach Level 1★ after Level 99, and Level 1★★ after Level 99★.
*''{{wp|Tetris 99}}'': The game ran on the same engine used in this game. As such, the gameplay concept was similar to the one in this game, and various UI elements appeared to be a modified version of this game's UI. Players would reach Level 1★ after Level 99, and Level 1★★ after Level 99★.


==Names in other languages==
==Names in other languages==

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