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Super Mario Bros.
Complete guide
The release of Super Mario Bros. was a defining moment in
video game history; not only did it introduce many people to Mario, but
more importantly, it was also the first side-scrolling, run-and-jump
platform game. Its popularity spawned a veritable truckload of platform
games, and of course, more Mario games. With a perfect blend of action,
secrets, and puzzle elements, Super Mario Bros. became an instant
classic that was still good enough to be re-released on the Game Boy
Color almost 15 years later.
Compared to today's games, Super Mario Bros. is short and simple,
making it an easy target for a complete, in-depth analysis. So, enough
introduction -- let's get down and dirty with the brothers, the baddies,
and the Mushroom Kingdom...
WARNING: I've done my best to write about everything in this
game, so the rest of this page can totally spoil the fun of finding out
everything on your own.
Story
One day the kingdom of the peaceful mushroom people was invaded by
the Koopa, a tribe of turtles famous for their black magic. The quiet,
peace-loving Mushroom People were turned into mere stones, bricks and
even field horse-hair plants, and the Mushroom Kingdom fell into ruin.
The only one who can undo the magic spell on the Mushroom People and
return them to their normal selves is the Princess Toadstool, the
daughter of the Mushroom King. Unfortunately, she is presently in the
hands of the great Koopa turtle king.
Mario, the hero of this story (maybe) hears about the Mushroom
People's plight and sets out on a quest to free the Mushroom Princess
from the evil Koopa and restore the fallen kingdom of the Mushroom
People. You are Mario! It's up to you to save the Mushroom People from
the black magic of the Koopa!
- SMB manual
The good
Player 1 |
Mario
He and his brother Luigi are the now-well-known Mario Bros.
plumbing duo. Mario is out to "free the Mushroom Princess" and
"save the Mushroom People" from Bowser.
|
Luigi
Exactly like Mario in every way, except for his color scheme.
However, Fiery Luigi will be the same color as Fiery Mario.
|
Player 2 |
|
Mushroom Retainer Located in Worlds 1-4, 2-4, 3-4, 4-4, 5-4, 6-4, 7-4
Now known as "Toad." Amazingly, each Mushroom Retainer utters the
same line when rescued: "Thank you Mario! But our princess is in
another castle!" |
Princess
Toadstool Located in World
8-4
The princess of the Mushroom Kingdom has been kidnapped, and is
being held captive by Bowser in World 8-4. |
|
Moves and attacks
Right Lets Mario walk to the right.
Left Lets Mario walk to the left.
Down When you are Super or Fiery Mario, press and hold Down
to duck. Release to make Mario stand up again. Press Down while Mario is
walking, and he'll slide one block. Press Down while Mario is running,
and he'll slide three blocks. Also, presssing Down while standing on
"open" pipes will let Mario enter them.
Up Used to climb vines. You must grab onto the vine first
by walking into it.
B Button Hold B while pressing Left or Right to run.
Pressing B also makes Fiery Mario shoot a fireball.
A Button Press A to jump. Jumping while holding Left or
Right makes Mario jump left or right. Jump while running for an even
longer jump. To get the most distance out of your jump, hold the A
Button until you land.
Blue: Standing jump (4 blocks
high) Yellow: Walking jump (5
blocks long, 4 blocks and 6 pixels high) Red: Running jump (8½ blocks long, 5 blocks
and 1 pixel high) Landing on an enemy (the stomp attack) is
Mario's basic attack. While under water, the A Button makes Mario swim.
Select Only used on the title screen to select a 1- or
2-player game.
Start On the title screen, pressing Start starts the game
you've selected with the Select Button. During the game, player one can
pause the game by pressing Start. While paused, pressing Start will
unpause.
Losing lives
When Super or Fiery Mario take damage, they will survive but shrink
to small Mario. If small Mario takes damage, it will result in a loss of
life. Neither form of Mario can survive "instant death."
Damage
- Touching either side of an enemy.
- Stomping an enemy that can't be stomped on.
- Touching any enemy underwater.
Instant death
- Falling down a pit, or in lava.
- Getting sucked down a pit while underwater.
- Running out of time (the timer reaches zero).
Power-ups
and 1-Up Mushrooms can help counter these unfortunate incidents.
The bad
Listed in order of appearance.
Land enemy Stomp: Y Fireball: Y
|
Goomba Infesting
Worlds 1-1, 1-2, 1-3, 2-1, 3-1, 3-2, 3-3, 4-2, 5-1, 5-2, 5-3, 6-2,
8-1, 8-2, 8-3
Mushrooms turned bad, these guys have over-run the Mushroom
Kingdom. They slowly move left or right, changing direction after
colliding with a pipe, wall, or another enemy.
The weakest of all enemies, one stomp will get rid of them for
good. |
Koopa Troopa
(green) Infesting Worlds 1-1,
1-2, 2-1, 3-1, 3-2, 4-2, 5-1, 5-2, 6-2, 7-1, 7-3, 8-1, 8-3
These brave, green-shelled baddies will stop at nothing to
destroy Mario... even if that means walking off of cliffs.
They move like Goombas, but they aren't as weak. Stomp them
once, and they will retreat into their shells. Leave them alone
and they'll pop back out after 13 game seconds. |
Land enemy Stomp: Y Fireball: Y
|
Land enemy Stomp: N Fireball: Y |
Piranha Plant Infesting Worlds 1-2, 2-1, 2-2, 3-1, 3-2, 4-1, 4-2,
4-4, 5-1, 5-2, 6-1, 6-2, 7-1, 7-2, 8-1, 8-2, 8-3, 8-4
These carnivorous plants reside in pipes, waiting to feast on
unlucky Italian plumbers.
Although there is a large population of Piranha Plants, their
rhythmic up-and-down movements are predictable. Moreover, standing
on or about half a block away from their pipes will keep them from
coming out. |
Red Koopa
Troopa Infesting Worlds 1-2,
1-3, 3-3, 4-3, 5-3, 7-3
The red Koopas act much like their green relatives, except that
the red ones will often stay in a given area due to the fact that
they don't walk off of platforms.
Red Koopa Troopas are mostly found in the x-3 Worlds.
|
Land enemy Stomp: Y Fireball: Y
|
Air enemy Stomp: Y Fireball: Y
|
Koopa Paratroopa (red) Infesting Worlds 1-3, 3-3, 4-3, 5-3
These guys like to travel vertically, hovering over bottomless
pits. Therefore, they can be convenient stepping-stones to high
platforms.
When stomped, they lose their wings and become red Koopa
Troopas. |
"Firebar" Infesting Worlds 1-4,
2-4, 3-4, 4-4, 5-4, 6-4, 7-4, 8-4
A "Firebar" is a stick of six (or more) fireballs that swings in
a circle. Most of them are connected to empty blocks, but some are
attached to the castle walls, or even spinning underwater as seen
in 8-4.
Since they are made of fireballs, Mario's fireballs won't even
damage "Firebars." Avoid them altogether. |
Land enemy Stomp: N Fireball: N |
Land enemy Stomp: N Fireball: Y |
Bowser (and seven decoys) Infesting Worlds 1-4, 2-4, 3-4, 4-4, 5-4, 6-4, 7-4,
8-4
The real Bowser awaits Mario in 8-4 for the final showdown. The
first seven "Bowsers" are decoys -- normal enemies with Bowser's
power, most likely created with Bowser's black magic.
Bowser's main attack is spitting fire, but in 6-4, 7-4, and 8-4
he flings hammers as well. Bowser will also jump occasionally,
which momentarily gives Mario a clear path to the axe...
Touch the axe at the end of the bridge, and the bridge will
retract, dropping Bowser into the fire sea below. You can also fry
Bowser with five fireballs, the only way to get points from him.
|
Koopa Paratroopa
(green) Infesting Worlds 2-1,
3-1, 3-2, 5-1, 5-2, 6-2, 7-1, 7-3, 8-1, 8-2, 8-3, 8-4
These winged Koopas fly around aimlessly, with no regard for
their own lives. A well-timed stomp will make them shed their
wings and become a green Koopa Troopa, grounding them for good.
The majority of green Paratroopas hop, but a few in 7-2
actually hover. |
Air enemy Stomp: Y Fireball: Y
|
Water enemy Stomp: N/A Fireball: Y
|
Bloober Infesting
Worlds 2-2, 5-2, 6-2, 7-2, 8-4
These white jellyfish team up with Cheep Cheeps in every water
level and bonus water level for a very effective aquatic attack.
Bloobers have an uncanny knack for getting in your way, but as
long as you're standing on the ocean floor, they can't hurt you.
Bloobers will do their best to follow you, too. Luckily, your
fireballs stay lit underwater... |
Cheep Cheep Infesting Worlds 2-2,
2-3, 5-2, 6-2, 7-2, 7-3, 8-4
In all water levels, you'll face a constant stream of left-bound
Cheep Cheeps. Since they don't swim very fast, and the gray ones
move even slower, they make excellent fireball targets.
In 2-3, 5-3, and 8-4, you'll encounter the flying red Cheep
Cheep. When it's raining Cheep Cheeps, it's best not to stay in
one spot for too long. |
Water enemy Stomp: N/A Fireball: Y
Air enemy Stomp: Y Fireball: Y
|
Air enemy Stomp: N Fireball: N |
Podoboo Infesting
Worlds 2-4, 3-4, 4-4, 5-4, 6-4, 7-4, 8-4
In every castle level except 1-4, these lava bubbles will shoot
out of certain lava pits. They are invincible, so don't even waste
your time trying to kill them.
Podoboos travel vertically, and can shoot out again anytime
after returning to its pool of lava. A Podoboo near Firebars will
have you planning your jumps a bit more
carefully. |
Hammer Bros. Infesting Worlds 3-1,
5-2, 7-1, 8-3, 8-4
Hammer Bros. like to attack in pairs, creating a tortoise
roadblock. Armed with hard shells and even harder hammers, these
belligerent brothers are Mario's worst nightmare.
As you'll notice in World 5-2, Hammer Bros. also have the
ability to walk through "Stair Blocks." |
Land enemy Stomp: Y Fireball: Y
|
Air enemy Stomp: Y Fireball: Y
|
Lakitu Infesting
Worlds 4-1, 6-1, 8-2
A turtle that rides in a cloud, tossing Spiny Eggs from above.
Kill him, and he'll come back after 40 game seconds for more egg
throwing.
Lakitu has an endless supply of eggs, but he'll stop throwing
if there are five enemies (including himself) already on the
screen. |
Spiny Egg Infesting Worlds 4-1,
6-1, 8-2
The eggs thrown by Lakitu. As soon as they hit the ground, Spiny
Eggs turn into Spinys. |
Air enemy Stomp: N Fireball: Y |
Land enemy Stomp: N Fireball: Y |
Spiny Infesting
Worlds 4-1, 6-1, 8-2
The red, spiked turtles that instantly hatch from Spiny Eggs.
Spiny's spikes aren't just for decoration; fry the little
"stegoturtles" with fireballs instead of
stomping. |
Buzzy Beetle Infesting Worlds 4-2,
5-2, 6-2, 7-1, 8-1, 8-2, 8-4
Buzzy Beetles act the same as Koopa Troopas, except Buzzys cannot
be hurt with fireballs. Unless you just grabbed a Starman, kicking
his shell into a pit is really the only way to dispose of him.
|
Land enemy Stomp: Y Fireball: N
|
Air enemy Stomp: Y Fireball: N
|
Bullet Bill Infesting Worlds 5-1, 5-2, 5-3, 6-3, 7-1, 8-2, 8-3
Fired from "Turtle Cannons," these straight-shooting, hot-leaded
foes try to nail you in mid-air, where Mario is the most
vulnerable.
Similar to Piranha Plants, Bullet Bills won't fire if you stand
on or near their cannons. |
Levels: maps and stats
Maps
KEY: = Question Block containing a Coin.
= Question Block containing a Super Mushroom
or Fire Flower, depending on Mario's size. = "Free" Coin. = Invisible Block containing a 1-Up Mushroom
(appears in World 1-1 only). = "10-Coin" Block (disguised as Brick Blocks).
= Starman (found in Brick Blocks only)
= Brick Block containing a Super Mushroom or
Fire Flower, depending on Mario's size. = Brick Block containing a 1-Up Mushroom.
= Invisible Block (always contains a Coin).
= Invisible Block containing a "Bonus" 1-Up
Mushroom. = Vine (found only in Brick Blocks).
Enemy inventory
Below is a chart of every world and the enemies in it. A "Y" means
that the enemy is present, but there will be varying amounts due to the
game design. For example, the number of Cheep Cheeps, Bullet Bills, or
Lakitus (+ Spiny Eggs + Spinys) will vary depending on how quickly you
finish the level.
A Piranha Plant is considered one per pipe. Note that they won't
always appear in every pipe shown in the maps above. Piranha Plants
found in Warp Zones are not counted, for Mario cannot kill them and
vice-versa.
Currently, the chart only shows where Cheeps Cheeps are found; exact
count will be added later. Podoboos are considered one per location.
World
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![[F]](TMK Reference Super Mario Bros_ Complete Guide_files/smb_firebar16.gif) |
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1-1 |
16 |
1 |
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1-2 |
14 |
3 |
4 |
1 |
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1-3 |
3 |
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3 |
2 |
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1-4 |
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7 |
1 |
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2-1 |
16 |
6 |
8 |
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3 |
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2-2 |
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1 |
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6 |
Y |
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2-3 |
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Y |
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2-4 |
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6 |
1 |
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2 |
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3-1 |
14 |
7 |
5 |
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5 |
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2 |
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3-2 |
15 |
19 |
1 |
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1 |
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3-3 |
1 |
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5 |
1 |
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3-4 |
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9 |
1 |
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6 |
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4-1 |
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4 |
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Y |
Y |
Y |
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4-2 |
3 |
6 |
8 |
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3 |
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4-3 |
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5 |
1 |
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4-4 |
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1 |
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5 |
1 |
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1 |
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5-1 |
21 |
6 |
4 |
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4 |
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Y |
5-2 |
4 |
1 |
3 |
1 |
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5 |
3 |
Y |
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4 |
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3 |
Y |
5-3 |
3 |
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3 |
2 |
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Y |
5-4 |
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11 |
1 |
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6 |
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6-1 |
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1 |
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Y |
Y |
Y |
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6-2 |
3 |
1 |
25 |
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2 |
3 |
Y |
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4 |
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6-3 |
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Y |
6-4 |
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11 |
1 |
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3 |
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7-1 |
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1 |
5 |
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4 |
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4 |
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1 |
Y |
7-2 |
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1 |
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13 |
Y |
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7-3 |
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1 |
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3 |
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3 |
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Y |
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7-4 |
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1 |
1 |
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2 |
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8-1 |
24 |
16 |
10 |
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3 |
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4 |
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8-2 |
2 |
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4 |
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12 |
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Y |
Y |
Y |
4 |
Y |
8-3 |
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1 |
3 |
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2 |
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8 |
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Y |
8-4 |
3 |
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14 |
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5 |
1 |
4 |
3 |
Y |
1 |
1 |
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2 |
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Totals |
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![[F]](TMK Reference Super Mario Bros_ Complete Guide_files/smb_firebar16.gif) |
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142 |
69 |
102 |
21 |
6 |
55 |
8 |
48 |
28 |
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21 |
19 |
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21 |
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Records and facts
- 32 total levels.
- Most free Coins: World 6-2 (79 Coins).
- Most enemies: World 8-1 (54 total enemies).
- Most diverse defense: Worlds 5-2 and 8-4 (each has 10 different
enemies).
- Longest level, start-to-flagpole: World 8-1 (376 blocks from start
to flagpole).
- Longest level, including bonus areas: 6-2 (216 blocks from start
to flagpole, and 190 blocks of bonus areas, totaling 405 blocks).
- World 6-2's total bonus area length (190 blocks) is longer than
the start-to-flag distance of 13 different levels! (Worlds 1-3, 1-4,
2-4, 3-3, 3-4, 4-3, 4-4, 5-3, 5-4, 6-1, 6-3, 6-4, 7-1 are all less
than 190 blocks long.)
- Piranha Plants appear in 18 levels (56% of the levels), more than
any other enemy.
- Red Koopa Paratroopas are the rarest of all enemies. They only
appear in four of the x-3 levels with Red Koopa Troopas.
Recycled levels Five of the 32 levels in Super Mario Bros.
are recycled. Here's the list.
- 1-3 = 5-3
- 1-4 = 6-4
- 2-2 = 7-2
- 2-3 = 7-3
- 2-4 = 5-4
The second time around, the recycled levels are
more difficult. More enemies appear, and all lifts are shortened by one
block length. For example, 5-3 is exactly like 1-3 except the lifts are
smaller, and Bullet Bills are constantly shot at you from off-screen.
Also, in the x-4 levels, more firebars were added.
Items, blocks, and lifts
Power-up |
Magic Mushroom
Transforms small Mario to Super Mario. Super Mario can break Brick
Blocks by hitting them from below. |
Fire Flower
Grants Mario the ability to shoot fireballs. It only appears when
Super Mario hits a block that would usually contain a Magic
Mushroom. If Super Mario becomes small, and then takes the Fire
Flower, he will become only Super Mario. |
Power-up |
Power-up |
Starman
When touched, the power of the Starman makes Mario invincible for
18 game seconds. Invincible Mario is impervious to any enemy
attack, but falling down a pit or running out of time will still
kill him. During his invincibility, Mario can still collect
power-ups and shoot fire if he is Fiery.
|
1-Up Mushroom
Gives Mario an extra life. Every x-1 world
contains a hidden 1-Up Mushroom, but the hidden blocks in Worlds
2-1 - 8-1 will only exist if you've warped to that particular
world, or collected all the coins in the previous x-3 world.
|
Life-up |
Item |
Coin
Hundreds of gold Coins are scattered throughout the Mushroom
Kingdom; some are hidden in blocks, but most are out in the open.
Every time Mario collects 100 Coins, he earns an extra life.
|
Jumping Board
Jump off the Jumping Board as Mario is bouncing on it to give his
jump a little extra height. With the right timing, Mario can leap
10¼ blocks from the top of Jumping Board. |
Item |
Block |
Question Block
Hit it from below to see what it contains. The possible prizes are
Magic Mushrooms, Fire Flowers, Starmen, or a single Coin. If an
enemy is on top of a Question Block when it is hit from below, it
will be damaged. After a Question Block is hit, it becomes an
empty Block. |
Brick Blocks
When hit from below, any enemies on top of it will be damaged, and
any Coins on top of it will be collected. Super and Fiery Mario
can break Brick Blocks, but small Mario can only bump it up for a
split second. If a Brick Block contains an item, it functions like
a Question Block. |
Block |
Block |
"10-Coin" Block
Looks exactly like a Brick Block. Keep hitting the bottom of the
block to collect Coins, up to 14 Coins maximum.
|
"Stair" Blocks
These blocks usually form staircase-like structures. Nothing
special here. |
Block |
Block |
Empty Block
These blocks are usually expired Question Blocks. Empty blocks
found in castle levels often serve as pivot points for Firebars.
|
Lifts There are five different types of lifts.
- "Up-Down / Left-Right" - Traveling either up and down or
right and left, these lifts stay in one area.
- "Elevator" - An endless stream of lifts that go either up
or down. Some are connected with straight white lines.
- "Scale" - Stand on one platform, and the other platform
goes up as yours goes down. If one platform goes all the way up, both
platforms will break off.
- "Drop" - Motionless lifts that drop only when you're
standing on them.
- "Sky Lift" - Found only in "Coin Heaven." Motionless until
you touch it, and then it will move to the right forever.
Item inventory
KEY: = Total visible Question Blocks = Coins from Question Blocks = Super Mushroom / Fire Flower (depending on
Mario's size) from Question Blocks = "Free" Coin = Invisible 1-Up (appears in World 1-1 only)
= "10-Coin" Block (in Bricks only)
= Starman (bricks only) = Super Mushroom / Fire Flower (depending on
Mario's size) from Bricks = 1-Up from Bricks = Invisible Block (always contains a Coin)
= "Bonus" 1-Up = Vine (in brick only) = Spring Board
World |
![[?]](TMK Reference Super Mario Bros_ Complete Guide_files/smb_q16.gif) |
![[C]](TMK Reference Super Mario Bros_ Complete Guide_files/smb_q-c16.gif) |
![[P-Up]](TMK Reference Super Mario Bros_ Complete Guide_files/smb_q-pu16.gif) |
 |
 |
![[10C]](TMK Reference Super Mario Bros_ Complete Guide_files/smb_10c16.gif) |
![[Starman]](TMK Reference Super Mario Bros_ Complete Guide_files/smb_starman16.gif) |
![[P-Up]](TMK Reference Super Mario Bros_ Complete Guide_files/smb_b-pu16.gif) |
![[1-Up]](TMK Reference Super Mario Bros_ Complete Guide_files/smb_1up-b16.gif) |
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 |
![[V]](TMK Reference Super Mario Bros_ Complete Guide_files/smb_v16.gif) |
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1-1 |
13 |
10 |
3 |
19 |
1 |
1 |
1 |
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1-2 |
5 |
4 |
1 |
33 |
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2 |
1 |
2 |
1 |
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1-3 |
1 |
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1 |
21 |
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1-4 |
1 |
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1 |
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6 |
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2-1 |
18 |
17 |
1 |
60 |
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1 |
1 |
3 |
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2 |
1 |
1 |
1 |
2-2 |
|
|
|
28 |
|
|
|
|
|
|
|
|
|
2-3 |
1 |
|
1 |
34 |
|
|
|
|
|
|
|
|
|
2-4 |
1 |
|
1 |
6 |
|
|
|
|
|
|
|
|
|
3-1 |
9 |
6 |
3 |
65 |
|
1 |
1 |
1 |
|
|
1 |
1 |
1 |
3-2 |
1 |
|
1 |
7 |
|
1 |
1 |
|
|
|
|
|
|
3-3 |
1 |
|
1 |
22 |
|
|
|
|
|
|
|
|
|
3-4 |
3 |
2 |
1 |
3 |
|
|
|
|
|
|
|
|
|
4-1 |
20 |
18 |
2 |
34 |
|
1 |
|
1 |
|
|
1 |
|
|
4-2 |
7 |
6 |
1 |
52 |
|
4 |
1 |
3 |
|
4 |
|
1 |
|
4-3 |
1 |
|
1 |
26 |
|
|
|
|
|
|
|
|
|
4-4 |
|
|
|
|
|
|
|
|
|
|
|
|
|
5-1 |
|
|
|
10 |
|
1 |
1 |
|
|
|
1 |
|
|
5-2 |
|
|
|
69 |
|
1 |
1 |
3 |
|
1 |
|
1 |
1 |
5-3 |
1 |
|
1 |
21 |
|
|
|
|
|
|
|
|
|
5-4 |
1 |
|
1 |
|
|
|
|
|
|
6 |
|
|
|
6-1 |
4 |
3 |
1 |
6 |
|
2 |
|
1 |
|
2 |
1 |
|
|
6-2 |
|
|
|
79 |
|
2 |
1 |
2 |
|
2 |
|
1 |
|
6-3 |
1 |
|
1 |
24 |
|
|
|
|
|
|
|
|
2 |
6-4 |
1 |
|
1 |
|
|
|
|
|
|
6 |
|
|
|
7-1 |
4 |
4 |
|
19 |
|
1 |
|
2 |
|
|
1 |
|
1 |
7-2 |
|
|
|
28 |
|
|
|
|
|
|
|
|
|
7-3 |
1 |
|
1 |
34 |
|
|
|
|
|
|
|
|
|
7-4 |
|
|
|
|
|
|
|
|
|
|
|
|
|
8-1 |
|
|
|
32 |
|
2 |
1 |
|
|
1 |
1 |
|
|
8-2 |
4 |
4 |
|
10 |
|
2 |
|
1 |
1 |
|
|
|
1 |
8-3 |
|
|
|
|
|
1 |
|
2 |
|
|
|
|
|
8-4 |
|
|
|
|
|
|
|
|
|
1 |
|
|
|
Totals |
![[?]](TMK Reference Super Mario Bros_ Complete Guide_files/smb_q16.gif) |
![[C]](TMK Reference Super Mario Bros_ Complete Guide_files/smb_q-c16.gif) |
![[P-Up]](TMK Reference Super Mario Bros_ Complete Guide_files/smb_q-pu16.gif) |
|  |
![[10C]](TMK Reference Super Mario Bros_ Complete Guide_files/smb_10c16.gif) |
![[Starman]](TMK Reference Super Mario Bros_ Complete Guide_files/smb_starman16.gif) |
![[P-Up]](TMK Reference Super Mario Bros_ Complete Guide_files/smb_b-pu16.gif) |
![[1-Up]](TMK Reference Super Mario Bros_ Complete Guide_files/smb_1up-b16.gif) |
 |
 |
![[V]](TMK Reference Super Mario Bros_ Complete Guide_files/smb_v16.gif) |
 |
|
99 |
74 |
25 |
742 |
1 |
23 |
10 |
21 |
2 |
31 |
7 |
5 |
7 |
Scoring
Brick Blocks Super or Fiery Mario can smash Brick Blocks
from below for 50 points per block. If the Brick Block turns out to be a
10-Coin Block, the block will "expire" after getting all the Coins, and
cannot be smashed.
Coins Collect by touching them. If one is sitting on a
Brick Block, you can hit the block from below to collect it. Coins are
also hidden in Question Blocks, 10-Coin Blocks, and Invisible Blocks. No
matter how you collect them, Coins are always 200 points each.
Power-ups Magic Mushrooms, Fire Flowers, and Starmen are
all 1000 points each.
Enemy point chart
KEY: Stomp: Point value when stomped. Fire: Point value when
fireballed. Star: Point value when touched while Invincible
Mario. Below: Point value when knocked off Bricks or Question Blocks
from underneath. N/A: Due to the level designs, situation does not
occur. -- : Enemy is not harmed by the attack. xx :
Enemy is not harmed, but harms Mario.
Enemy |
Stomp |
Fire |
Star |
Below |
Goomba |
 |
100 |
100 |
100 |
100 |
Koopa Troopa |
16.gif) |
100 |
200 |
200 |
100 |
Koopa Troopa shell (moving) |
 |
100 |
200 |
200 |
N/A |
Piranha Plant |
 |
xx |
200 |
200 |
N/A |
Bowser |
 |
xx |
5000 |
N/A |
N/A |
Koopa Paratroopa |
16.gif) |
400 |
200 |
200 |
N/A |
Bloober |
 |
xx |
200 |
N/A |
N/A |
Cheep Cheep (water) |
 |
xx |
200 |
N/A |
N/A |
Cheep Cheep (land) |
 |
200 |
200 |
N/A |
N/A |
Podoboo |
 |
xx |
-- |
N/A |
N/A |
Hammer Bros. |
 |
1000 |
1000 |
1000 |
1000 |
Lakitu |
 |
800 |
200 |
N/A |
N/A |
Spiny Egg |
 |
xx |
200 |
N/A |
100 |
Spiny |
 |
xx |
200 |
N/A |
100 |
Buzzy Beetle |
 |
100 |
-- |
200 |
100 |
Buzzy Beetle shell (moving) |
 |
100 |
-- |
200 |
N/A |
Bullet Bill |
 |
200 |
-- |
200 |
N/A |
Enemy inventory notes
- Red Koopa Troopas have the same point values as the green ones.
- Hitting Buzzy Beetles from below can only be accomplished while in
"Hard
mode."
- Using an "invincibility code" with Game Genie, we find that every
enemy that cannot normally be killed with a Starman (because they do
not appear together in the same levels) would be 200 points each. The
"Firebar" will still harm Mario even if you're using said
invincibility code.
Enemy points: special sequences
- 100-400 sequence - Stomp on two Goombas or Buzzy Beetles at
once. You'll get 100 points from the first enemy, and 400 points from
the second.
- Shell-kick sequence - Kill enemies by kicking a Koopa or
Beetle shell into them, and you'll earn more and more points for each
enemy killed with the same shell. The point accumulation is as
follows: 500 - 800 - 1000 - 2000 - 4000 - 5000 - 8000 - 1-Up.
- Stomp sequence - Keep stomping on enemies without touching
the ground, and you'll earn more and more points for each enemy
killed. The point accumulation is as follows: 100 - 200 - 400 - 500 -
800 - 1000 - 2000 - 4000 - 5000 - 8000 - 1-Up. Bullet Bills do not
count towards a stomp sequence.
Enemy points: Shells
- Koopa Troopa shell (stationary) - Koopa Troopas are a bit
different, in that they have a "stomp sequence" of their own. If you
stomp a Koopa and then land on its shell before you touch the ground,
you'll get 500 points. However, if you touch the ground first, you'll
get 400 points for kicking. While the Koopa's legs are coming out, you
can get 1000 points if you kick the shell right before the Koopa
begins walking again, but if you're a bit quick on the draw, you'll
end up with 500 points.
You'll get 8000 points for kicking an upside-down Koopa shell in
the air before it touches the ground.
- Buzzy Beetle shell (stationary) - These guys have sequences
like Koopa Troopas, except for a few differences. When they're in
their shell, there's nothing to tip you off when they'll begin walking
again, so the reward is upped to 5000 points if you can kick the shell
right before Buzzy begins walking again.
You'll also get 8000 points for kicking an upside-down Beetle shell
in the air before it touches the ground, but you'll only get the
opportunity in "hard
mode."
End-of-level bonuses
- Flagpole bonus - You'll get a bonus for touching the
flagpole at the end of each level. The higher you jump on it, the more
points you receive. Check the chart below for the point zones.
(Point zones relative to the bottom of Mario's feet
when he first touches the flagpole.)
- Time bonus - When Mario touches the flagpole, the timer
stops. After Mario dismounts the flagpole, you get 50 points for each
second remaining on the timer. However, there is no bonus for time
remaining in the x-4 levels.
- Fireworks bonus - If you touch the flagpole when the last
digit of the timer is a 1, 3, or 6, fireworks will go off, giving you
500 points each. The number of fireworks you get matches the last
digit on the timer.
Miscellaneous You can get 1000 points from "Scale Lifts" if
you make the platforms fall off by standing on one side too long.
Extra lives
Extra lives can be earned three ways:
- Grabbing a 1-Up Mushroom
- Collecting 100 coins
- Points/1-Ups-accumulation techniques
- Shell-kick sequence: Kick one shell into seven enemies to
earn 1-Ups for every subsequent enemy killed with the same shell.
- Stomp sequence: Stomp ten enemies without touching the
ground to earn 1-Ups for every subsequent enemy stomped. Sequence
resets if Mario touches the ground. (Note: This technique is rare,
with the possibility of a 1-Up occurring only where Koopa Troopas or
Buzzy Beetles appear on staircase-like structures. See SMB
tips/tricks page for details.)
Trash and treasure The WORLD x-x screen shown before starting a level
shows Mario's extra life total. If you get more than 9 extra lives,
weird stuff starts to happen to Mario's extra life total. For example,
if you have anywhere from 10 - 19 extra lives, the tens digit will be a
crown instead of a "1." At this point, it's still easy enough to figure
out how many extra lives you actually have left, but after ![[crown]](TMK Reference Super Mario Bros_ Complete Guide_files/crown.gif) lives (19 lives), the numbers turn into letters. While the
crown stays where the tens digit would be, the ones digit goes through A
- Z, a blank space, a few solid squares, and then the weird symbols
start. Interestingly enough, there is a pattern behind this madness. The
symbols (as well as the letters and numbers) come from the game's second
CHR table, going in order from left to right and top to bottom.
To find out how many lives you actually have after you
have the crown, you must first identify the symbol you have next to the
crown. Then count (starting at zero - count: "zero, one, two," etc.)
your way to that symbol in the table, and then add 10. For example,
"![[crown]](TMK Reference Super Mario Bros_ Complete Guide_files/crown.gif) " equals 23 lives.
But, if you manage to get more than 128 lives in reserve, the next
time you lose a life you'll get a Game Over. I was talking to MEGAߥTE
about this, and the next day he comes back with this info:
"Hard mode"
After you beat Bowser in World 8-4, Princess Toadstool says "Thank
you Mario! Your quest is over. We present you a new quest. Press button
B to select a world." Next, all you have to do is press B to get back to
the title screen. Keep pressing B to make the "World" display on the top
of the screen change to 2-1, 3-1, 4-1, etc.
A few notes:
- Your score is reset when you start hard mode.
- You can select one or two players regardless of how many players
were in the last game.
- The World you selected will contain the "Bonus" 1-Up Mushroom as
though you actually warped to the World.
- All Goombas are replaced by Buzzy Beetles.
- Ground enemies walk faster.
- Lifts are shortened by one block.
- Worlds 1-3, 1-4, 2-2, 2-3, and 2-4 are in their "recycled" form,
meaning those levels are the same as 5-3, 6-4, 7-2, 7-3, and 5-4,
respectively.
- The continue code still works if you die, and you'll stay in the
hard mode.
- Beating the hard mode won't earn you a harder mode; you'll just
get to play the hard mode again.
Further reading
Credits
(A.K.A. stuff I didn't do.)
- Story illustration by GryphonTen
- World 1-1, 1-2 mapped by MEGAߥTE
- World 2-1 - 2-4 enemy locations by MK Mario
- World 3-1 - 4-3 maps and enemies by MK Mario
- World 4-4 map and enemies by MEGAߥTE
Story
| The
good | Moves
and attacks | Losing
lives | The
bad | Levels:
Maps and stats | Items,
blocks, and lifts | Scoring
| Extra
lives | "Hard
mode" | Further
reading | Credits
|