text:
Super Mario Bros./World 1

Part 1

 * First, you'll meet a Goomba. Stomp him, but before you jump, be sure there are no blocks overhead.
 * The last pipe leads to coin room A, and exits near the end of the level.
 * Stand on the sixth block from the edge of the last pipe and jump. A hidden 1-up will appear (the only one in Vs. Super Mario Bros.).

Part 2

 * Two Goombas will descend from the top block. Hit the first one from under the regular block, and hit the second from under the "?" block.
 * In Vs. Super Mario Bros., the first power-up here is now located on the block at the left of the top set of blocks. Also the other powerup on the top "?" block is omitted.
 * For the first appearance of the Koopa Troopa, use the same tactics you used to destroy the Goombas.
 * The block under the "?" block is a 10-coin block. If you are Super Mario, you could collect up to fifteen. The second block of the next block set contains a star.

Part 3

 * Jump safely over the gap between the staircases.
 * Watch out for the two Goombas passing under the last row of bricks. Try not to jump on them if bricks are over your head.
 * In Vs. Super Mario Bros., there are more pairs of Goombas throughout this level.

Part 1

 * Two Goombas will approach you. You can dodge them. But don't stick around near the "?" block, because the Goombas can return.
 * The lone brick is a 10-coin block. But watch out below, there's a dangerous Goomba which you can jump on from the wall to the left. Note that because this block is considerably higher, you won't be able to collect as many coins as the previous 10-coin block in World 1-1.
 * ''In Vs. Super Mario Bros., the Goomba is a Para-troopa so if you are not fire Mario it is very difficult to collect all the coins from the coin block without getting hit.
 * When you see Koopa Troopas, a set of blocks hangs above them. The block on the far right contains a star. Also, if you're Super Mario, you can punch through the left blocks and jump to the top.

Part 2

 * The block next to the coin contains a power up. And the one next to that contains a 10-coin block in the 2nd lower right position.
 * Hop onto the block to the left of the pit, then jump to the block with 6 coins. Get the coins, go to the far right block and stand on the edge. Jump to the right a little and hit the block one space to the right of the edge of the platform you are on, making sure you land back on the platform. Jump straight up, as high as you can, and hit the block next to the gap you opened. A 1-up mushroom will appear; let it fall to the ground. Catch it!
 * If you fail or you are small, the only way to get the 1-up mushroom is to chase it until there is a break in the ceiling. And beware! If you don't watch where you're going, you might wind up as lunch for a Piranha Flower.
 * The first green pipe leads to coin room B.
 * In Vs. Super Mario Bros., the 1-up mushroom is only a power-up. Also, if it is a mushroom, you will need to choose between either the mushroom or the coin bonus, but you can't do both. Also the powerup (not the one replacing the 1-up) is omitted.

Part 3

 * Two Goombas will come down the stairs. Wait, and then stomp them at the perfect moment.
 * The flat block set contains a power up in the block that's farthest to the right.
 * If you jump onto the lift, and go to the ceiling, you'll be presented with the first Warp Zone of the game, which leads to Worlds 2, 3, and 4.
 * In this level exists the widely-popular glitch known as Minus World. To learn more about it, and how to access it, please see the Minus World entry on the Secrets page.
 * In Vs. Super Mario Bros., there are fewer bricks above the World 1-3 pipe, removing the World -1 trick. Also the row of blocks with the Power-Up towards the end is extended.

Part 1

 * The Troopa in the higher island won't come down, so you can relax.
 * Unlike the red shell Troopas, Goombas will come down to get you.
 * In order to get the power up safely, collect the coins first, then jump down to the lower island.
 * Meet Paratroopa, the flying turtle. He can fly up and down, so you have to jump over him very carefully.

Part 2

 * The lifts move horizontally. Wait until they are close together and jump! It takes plenty of nerve, plus good timing.
 * In Vs. Super Mario Bros., the platform landing with the red koopa are omitted all together so you must increase your jump on the lift.

Part 1

 * Beginners should jump over the rotating fire-bar underneath the "?" block. Experts can go for the power-up inside the "?". If you're just regular Mario, punch the "?", and jump to the right when the mushroom comes down. If you're Super Mario, be careful with the bar, and jump on top of the "?" block.
 * The three ceiling mounted fire-bars look pretty difficult, but they're really a breeze. Watch your timing, and run when the bars are horizontal.

Part 2

 * At the start of this section, your best bet is to jump over the bars just as they become vertical.
 * There are 6 hidden blocks, each with a coin. Punch the above the third block and collect a coin. Hop on top of this block, and do a one-foot jump to the right to get the next. Repeat this two more times and collect 6 coins.
 * At the level's end, either run under Bowser or use the platform above him to jump over and hit the switch, deep-frying him! Another way to beat him is to pelt him with fireballs.
 * In Vs. Super Mario Bros., the layout is 1-4 from Super Mario Bros.: The Lost Levels

title: Super Mario Bros./World 1


text:
Super Mario Bros./World 2

Part 1

 * The first three blocks look normal, but the center block is really a power-up.
 * In Vs. Super Mario Bros., there is a small gap near the steps. The 1-up Mushroom is replaced with a 10-coin. And the third Troopa is a Paratroopa.
 * Watch out for the two Troopas under the three-block set. They will bounce back and forth between the walls when you kick them. Go under the block that's farthest to the left, and move left one more block. Jump to find a hidden coin block. Then jump on top of that and jump to score a 1-up. The 1-up only appears if you collect every coin in World 1-3 or use a warp zone to get to World 2-1.
 * At the end of this section, get on the lower block and do a one-foot jump to the right, and you'll find a star.

Part 2

 * Use the platform of "?" blocks to punch the blocks overhead. The center block is a beanstalk block that leads to coin heaven A. You return near the 10-coin block in part 3.
 * The second pipe in this section leads to coin room A.
 * In Vs. Super Mario Bros., the bottomless pit before that second pipe is longer.
 * In the row of blocks above three pipes, the block that's farthest to the left contains a power-up.

Part 3

 * The left most block is a 10-coin block.
 * The block to the right of the "?" block contains a power-up, but it's a challenging feat to get it unless you're small. The only way to score this power-up is to start accelerating under the five-block set, and jump using the "?" to slide under the target.
 * At first glance, the Springboard seems to be the only way to get across the wall. But no! Hop onto the two-block set, and jump to collect a hidden coin block. Then use the block to jump across the high wall.
 * In Vs. Super Mario Bros., the high wall is half as thick, with a width of 1 row of blocks as opposed to 2 rows of blocks. And there are plenty of extra gaps here.

Part 1

 * Bloopers cannot reach the ocean floor. So if you're small, you're quite safe. Even if you're Super Mario, you can hold Down on the D-Pad to kneel, and duck the enemy.

Part 2

 * A hole in the ocean floor indicates a drain. Watch out. It can suck you down to the abysmal depths. Swim with all your might!

Part 3

 * Be very careful of the blocks that are directly over drains. If you accidentally punch them, you might be bounced down into the drain.
 * Be especially careful of drains which are partly covered at the top. If you sense danger, scram.
 * ''In Vs. Super Mario Bros., there are more blocks above the pipe.

Part 1

 * The Flying Cheep-Cheep is a wily and deadly opponent. If you are Fire Mario, use fireballs to shoot the enemy out of the air. But be careful not to get "bumped off" yourself.

Part 2

 * Flying Cheep-Cheeps attack from under the bridges. Watch your timing. If you leap at the wrong moment, it could be your last.

Part 3

 * These bridge sections are very short. The best way to clear them is to cross the sections one at a time. Jump to get the coins, stop, and then jump to the next section. Once you get the hang of it, you'll be able to cross quickly.

Part 1

 * Watch for the Podoboos when you jump onto these blocks above the pit. The "?" block contains a power-up, but it's tricky to get. Jump from the far right block in the center block set.
 * In Vs. Super Mario Bros., a firebar is added on the platform directly below the power-up.

Part 2

 * Here are a few pointers to help you successfully negotiate the lifts. Before you jump, get to the edge. If you're not right at the edge, you'll bump your head on the roof, and fall into the bottomless pit. You also have to be very quick to avoid the fire-bars.
 * Once on the lifts, you can relax because you can't get bumped off. But don't forget that evil Bowser's fire breath comes all the way out here.
 * Skillfully dodge the flames and collect the coins. To get coins below the blocks, run and hold Down on the D-Pad. Mario will slide under the blocks in a kneeling position.
 * For this Bowser battle, either running under him or shooting fireballs at him is recommended. Using the platform to jump over him is risky, due to the blocks that might mess up your jump.
 * In Vs. Super Mario Bros., a green troopa is added, as well as the layout changing at the end.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Super Mario Bros./World 2


text:
Super Mario Bros./World 3

World 3-1
On the stairs near the end of World 3-1, stomp on the second Koopa Troopa. Jump down to the next lower step. Leap and hit the left edge of the shell to knock it into the step.
 * Unlimited 1-ups

Part 1

 * The second pipe is the entrance to coin room C. You can enter the coin room by jumping on top of the pipe and pushing the "down" button.

Part 2

 * There is a 1-up hidden above the right end of the bridge. In order to make the 1-up appear, you must collect every coin in World 2-3, or use a warp zone to reach World 3-1.
 * After the bridge, the block that's farthest to the left contains a star.
 * In Vs. Super Mario Bros., a Koopa Paratroopa is added along with that green Paratroopa which is changed to red.
 * It's time to wage battle with the Hammer Brothers. If you proceed carefully, avoiding the flying hammers, you should be able to get past them. It is easier if you collected the star a moment ago.
 * The Springboard can be used to get the blocks above the pit, but there is a better way. Use the B button to accelerate, and jump between the two sets of blocks. Punch the right block and find the beanstalk that leads to coin heaven B. Once the beanstalk is out, you can jump down to the left and use the Springboard to get to the beanstalk.
 * ''In Vs. Super Mario Bros., be careful when reaching the springboard. It is between two pitfalls and on one block, so it is very difficult to use the springboard to get in between the two sets of blocks. Unfortunately, the beanstalk is a better way in this version of the game. Finally, the top platform with the powerup is all "?" blocks.

Part 3
On the steps to the flag, an expert player has a chance for "infinite" 1-ups. If you catch a Koopa Trooper on the edge of a step, knock him into the back step over and over while keeping Mario above the next step down. This takes a few tries to master.
 * Expert gamer!

 * After the four "?" blocks, the block second from the left contains a 10-coin block. Be sure to cash in on it.
 * In Vs. Super Mario Bros., the 10 coin block is omitted. Followed by an extra pit and the pit near the steps is longer. Also the infinite 1-up trick is omitted as the Paratroopa are replaced by goombas. Finally, the powerup is now on the top right row, which is now all ? blocks as well as all the other rows.

World 3-2
At this level, after you've stomped on the turtles, kick them and then chase them. With skill, you can destroy a lot of enemies, and you might even pick up an extra life!
 * Kick, run, accelerate

Part 1

 * You must deal with a lot of Troopas and Goombas here. The "Kick and Run" strategy is the best way to score. If you're good, you can go for the extra life bonus.

Part 2

 * There is a star in the top block and a 10-coin block on the bottom. Since the Troopas on the ground are dangerous, it's better to get the star before you get the coins.
 * In this section and the next, the enemies appear in great numbers. But it's a great place to score a lot of points. Stay for a moment next to the pitfall till the star effect ends, then don't miss the first Troopa to meet after the next pitfall and use the "Kick and Run" strategy to get a 1-up out of the killed enemies. You will be able to listen to the sound of the 1-up after killing all the 9 Troopas.

Part 3

 * After the Koopa Troopas wait for the piranha flower to get in its pipe. Grab the four coins hovering above it, then jump down and avoid or kill the five Goombas. Proceed to hit the flagpole.

World 3-3
Lifts are found throughout the Mushroom Kingdom, but they are most common in the tree top worlds. There are many different types of lifts: 1) Horizontal which move left and right; 2) Vertical which go up and down; 3) Elevator which continually move up or down; and 4) Balance which work like a see-saw--Mario jumps on one end and it goes down while the other end goes up. But beware, some lifts just drop down when Mario lands, so be prepared to move fast.
 * Lifts, lifts and more lifts

Part 1

 * Wait for the Goombas to jump down to the lower island, and stomp on them.
 * In Vs. Super Mario Bros., that Goomba is replaced by a flying Paratroopa. The lower islands are smaller in the lift section.
 * The power-up is heavily guarded by the Troopas. Take your time, and try to power up without getting caught.
 * In Vs. Super Mario Bros. look out for a Paratroopa on that high island.
 * Mario's weight will make the last lift in this section sink. Jump to the island to the right as fast as you can, or you'll go down with the lift.
 * Watch out at the end of this section. Don't jump down to the lower island, because you can't get back up. Stay on the upper islands, and collect all the coins that you can.
 * In Vs. Super Mario Bros., also watch out for the Paratroopa on the left and highest island just before the lifts.

Part 2

 * Use maximum precision to clear the horizontal lifts. First, use one of the balance lifts to get to the lower horizontal lift and then hop to the small island. Once on the island, you can accelerate, and jump to the treasure island with the coins.
 * Defeat the flying Paratroopas before you attempt to cross to the right.
 * The balance lifts located just before the end makes it hard to jump to the top of the pole, but there is a way. Stay on the left lift until the lift on the right rises. Use the B button to accelerate. Jump to the right lift, and then on to the top of the flag pole.
 * In Vs. Super Mario Bros., the lowest island directly before the last treetop with the two red koopas are omitted.

World 3-4
Single fire-bars are easy to handle once you get the hang of it, but double fire-bars are another story. The only way to clear this kind of hazard is to accelerate, and jump over it. The lower bar can be avoided easily if you time your jump correctly, so concentrate on the higher bar.
 * Double fire-bars? Jump!

Part 1

 * Poboboos shoot out of the multiple pits, so clear them with utmost caution. Time your jumps carefully, and cross the area when the fire-bars are pointing down.
 * In Vs. Super Mario Bros., before you get to the Power-up look out for 2 extra lava pits and a firebar on top of the ceiling in between the 2 lava pits.
 * A set of fire-bars rotate in different directions, starting at the end of this section. Needless to say, they are deadly. Stay to the left and watch for a while to learn their movement patterns. Then jump with care.
 * In Vs. Super Mario Bros., to make it even more difficult, there is one block of a lava pit on each side of each set of fire-bars.

Part 2

 * The pits are close together, and you'll be constantly bombarded with Bowser's fire breath. If things get too hot, seek refuge in the low spot to the right, just before the drawbridge.
 * In Vs. Super Mario Bros., there is a Troopa after the first Podoboo and another after the last Podoboo.
 * In Vs. Super Mario Bros., there is a pit fall to the right of the low spot, just before you reach Bowser. Also after that pitfall two out of the next four blocks have a gap so you'll need to run through that.
 * Once again, blocks hang from the ceiling over you and Bowser, which makes jumping risky, but not as much as it was in World 2-4. Just hit the axe to finish him off.

title: Super Mario Bros./World 3


text:
Super Mario Bros./World 4

Part 1

 * Get on top of a high "?" block, and wait for the wily Lakitu. You'll make him drop to the ground if you jump on top of him--an effective ambush.
 * In Vs. Super Mario Bros., there is a bottomless pit after the four coins and you have to jump over small wall.

Part 2

 * Collect all of the coins in the "?" block platform. Then quickly get back to the top. Stand on top of the third block, and jump to collect a hidden 1-up mushroom. The 1-up only appears if you collect every coin in World 3-3 or use a warp zone to get to World 4-1.
 * You can't reach the coins from the ground, so use the wall as a stepping stone. Then clean up!
 * The second pipe leads to coin room D.
 * In Vs. Super Mario Bros., the 1-up is omitted.

Part 3

 * The mid-air block below the stairs is a 10-coin block, so first go down and collect all 10 coins. Then jump up on top of the same block, go back to the top of the stairs, and make your victory leap to the flagpole.
 * In Vs. Super Mario Bros., after you emerge from the coin room, between the 2 pitfalls is a flying Paratroopa. After that there are two walls you must jump over.
 * Also in Vs. Super Mario Bros, there is a gap in the staircase leading to the flag jump.

Part 1

 * Get the three coins and blast the block that's farthest to the right overhead to collect a power-up.
 * It's difficult to deal with Goombas when the ceiling is low. But if you are Super Mario, you can blast through the overhead blocks and gain valuable headroom.
 * There is a 10-coin block hidden inside the low ceiling. It's the 5th block from the right, second one up. Cash in!
 * If you don't want to risk falling into the pit for a Mushroom from the ? block, you can punch the one to the right to bump the Mushroom in the other direction.
 * In this platform column, you will only see one platform at a time instead of two. Move carefully!
 * The area after the lift is full of hidden coin blocks and a secret beanstalk. Punch the blocks except for the hidden coin directly beneath the beanstalk. If you reveal the highest coin too early, it will be difficult to make the beanstalk appear. Climb the beanstalk to find a Warp Zone.
 * In Vs. Super Mario Bros., the lifts now become smaller. Plus the second powerup is omitted. And lastly a green koopa troopa appears next to the first powerup.

Part 2

 * There is a 10-coin block hidden to the left of the first pipe, and a star to the right of the pipe. Beware of the Troopas and Buzzies lurking below.
 * The second pipe in this section leads to coin room E.
 * By pressing the "right" button while you jump to the right lift from the left lift, you can land on the lower block even if you hit the blocks above you. The center block of the second block set contains a power-up. You can also use the lifts to go above the ceiling to the Warp Zone which leads to World 5.

Part 3

 * Sprite limits may affect the platform. If there are four enemies on the end of the screen in Part B and 2 Green Koopas are walking to the right of the screen, you will only see one platform at a time instead of two in the beginning of this part.
 * Find a power-up in the block that's farthest to the left under the row of coins.
 * In Vs. Super Mario Bros., that block with the power-up is empty and where that green koopa is walking its a red koopa.
 * In Vs. Super Mario Bros., the bricks are not there above the pipe to end of the level.
 * To reach the top of the pipe, use the stairs to the left. If you fall to the left of the pipe, the Buzzy will almost surely get you. When you go to the right from the top of the pipe, be sure not to bump your head on the ceiling because you'll fall into the bottomless pit! It's better to jump down to the right first, and jump across. If you're Super Mario, you can also go to the Warp Zone by punching through the ceiling.

Part 1

 * You have double trouble on the third island: 2 nasty Troopas pacing back and forth. You have to carefully kick them out of your way and right off the 'shroom. Of course, Fire Mario can blast them with fireballs.
 * Use the "accelerate-jump" combination to get to the high fourth island.
 * Paratroopas fly up and down. Since they don't chase you, you can easily avoid them. If you're an advanced player, however, you can even stomp them as you jump. Be careful not to lose your balance trying to get the power-up on the right. You don't want to fall off.
 * If you try to get the coin beneath the first lift just by jumping, you will bump your head and fall. Hop on the lift, then get the coin.

Part 2

 * Study the movements of these balance lifts before you cross. The best strategy is to get on the left side, and wait until the right side becomes the same height. Then jump.
 * Stay on the final lift until it reaches the top and use the B button to accelerate, then leap to the flagpole.
 * In Vs. Super Mario Bros., by the balance lifts, the bottomless pit near the flag pole is longer.

Part 1

 * There are two routes. The lower hall is a trap. You'll be stuck there with no hope of escape. Use the top route to find your way.

Part 2

 * In this second half of the castle, you must take the lowest route or you'll be trapped forever.

Part 3

 * Be careful not to get hit by Bowser's fire breath. You can rest for a while in the low spot to plan your next move.
 * There is no horizontal lift above Bowser in this castle. If you are not Fire Mario, you may either dash and jump right over him, or you may run underneath him. Also, look out for the fire rod and Podoboo that have been thrown into the mix.
 * In Vs. Super Mario Bros., just before you get to that low spot, there are three gaps, the gap furthest to the right there is a Podoboo.

title: Super Mario Bros./World 4


text:
Super Mario Bros./World 5

Part 1

 * These flatlands are great for the "Kick and Run" attack. Go for the extra life!

Part 2

 * There's a star in the block at the center of the 3 mid-air blocks.

Part 3

 * If you collected every coin in World 4-3 or used a warp zone to get to World 5, go for the 1-up mushroom between the wall and the 2-block set.
 * The mid-air pipe leads to coin room E.

Part 1

 * There's a cannon on the top of the first set of stairs. Use well-timed jumps to avoid this hazard.
 * The top set of blocks in this section has a hidden power-up in the far right block.
 * In Vs. Super Mario Bros, there is no hidden power-up in the far right block, instead there is another cannon on the bottom.
 * The Hammer Brothers must be taken seriously here. After they throw the hammers, they will retreat. They sort of overlap on top of the blocks, and they cannot be defeated when they are in that position.
 * The pipe here leads to Swim Area A.
 * In Vs. Super Mario Bros, there are bottomless pits by the pipe leading to swim area A.

Part 2

 * The space next to the far-right "?" block has a hidden coin. Get the coin, and get on top of the block. Punch the far left block overhead to release the beanstalk which leads to Coin Heaven A.
 * In Vs. Super Mario Bros, the far left block only has a power-up instead of a beanstalk. The new beanstalk location is in those other 3 bricks close to the cannon.
 * Around the hammer brothers, a star is hidden in the block that's farthest to the right in the top block set.
 * There is a 10-coin block hidden at the very end of this section in the block on the left, and a power-up in the block on the right (next section). If you are Super Mario, it will be hard to get underneath, so run and slide under.

Part 3

 * You'll find Troopas on top of the floating block in the beginning of this section.
 * The lone block contains a power-up.
 * In Vs. Super Mario Bros., the lone block is only a hidden block which does not contain a powerup, but a coin.
 * When you reach the final steps, be careful with the flying Paratroopas. If you take them lightly, you'll be sorry.

Part 1

 * Troopas are confined to the top of the first high island, so just kick them off, and you're all set.
 * One way to collect the two floating coins is to get to the right island and jump back to the left.
 * Before getting the "?" block, get on the lift and get the coins at the top island. After collecting the coins, you can carefully jump down to collect the "?".

Part 2

 * Accelerate and jump over the big gap between the islands on the left. Advanced players can practice using Paratroopas as a stepping stone. You can collect more points that way.
 * If you are a beginner, it's better to ignore the coins above the lifts. It's very dangerous to jump on the moving lifts, and those four coins are not worth the risk of a fall.

Part 1

 * This fire-bar is twice as long as usual! No matter where you stand on the blocks, it will get you. The only way to clear it is to jump over with precise timing. If you get stuck, jump on the "?" block, and jump as the fire-bar approaches.
 * The fire-bars afterward are very close together. Clear them one at a time.

Part 2

 * The final fire-bar in this area rotates at twice the speed! If you are Super Mario, ignore the sole coin directly underneath it.
 * Beware of the Podoboos that hang around Bowser's draw bridge. Also, there is a platform you can use to jump over him, but there are blocks that increase the risk of being knocked back down, or into a Podoboo. Just run under him or blast him with fireballs.
 * In Vs. Super Mario Bros, with the final fire-bar there are lava-pits on each side, after you pass that then cross the 2 pits of Podoboos.

title: Super Mario Bros./World 5


text:
Super Mario Bros./World 6

Part 1

 * There's a power-up in the left block of the top block set, and a 10-coin block in the far right of the lower block set.
 * In Vs. Super Mario Bros., the power-up is omitted, as well as the brick next to it.

Part 2

 * Shortly before the pipe, take care of Lakitu from the top, then get down to the lower block and jump to find a hidden 1-up mushroom. The 1-up only appears if you collect every coin in World 5-3 or use a warp zone to get to World 6-1. This mushroom might not appear if you've been hit before in this area.
 * In Vs. Super Mario Bros., The 1-up mushroom is omitted.
 * The little green hill points to the location of two hidden coins.

Part 3

 * The far right block in the middle block set contains a 10-coin block. If you are small, you can go right ahead and collect the coins. But if you are Super Mario you must use the slide technique to cash in. Be careful not to slide too far!
 * In Vs. Super Mario Bros, there is a Flying Paratroopa to the right of these sets of blocks.
 * If you slide just a little bit too far, you will be pushed to the left when you uncrouch. If this happens, you will need to successfully break the brick to the left of the 10-coin block to escape.
 * In Vs. Super Mario Bros, there are two Goombas moving down the staircase to the flag and there is also another Flying Paratroopa in the gap (which is also wider).

Part 1

 * If you stand between the two pipes, and jump you'll find a hidden coin block. Get on top of it and jump again to collect a 10-coin block. When you're done, you can take the left pipe to coin room E.
 * ''In Vs. Super Mario Bros., there is a bottomless pit after the pipe that takes you to coin room E.
 * There is a power-up on the right side of the 2-block set which is to the left of the upper pipe. After getting the power-up, jump on it and then jump over the pipe. You will find it is difficult to jump over it from the ground.
 * Drop down the ground pipe just before the mid-air pipe to reach swim area B.

Part 2

 * There is a hidden coin between the first two pipes in this section. Get on top of the block, and punch the far right block overhead. A beanstalk leading to coin heaven C will appear.
 * The left side of the pit is infested with Buzzies. Jump to the right pipe, then left to the block, then right to the high block, and over to the block set that crosses the gap.
 * The top block set towards the end of the section contains a star inside the left block. Use the lower block, and do a one-foot jump.

Part 3

 * The first pipe at the very beginning of this section leads to coin room D.
 * Be careful of the Paratroopas that bounce down the final staircase.
 * In Vs. Super Mario Bros, watch out for the Goombas omitting the infinite 1-up trick.

Part 1

 * Jump up from the lifts in order to collect the floating coins.
 * After the first springboard, begin collecting the row of coins when the lift is farthest to the left. There are some coins that you cannot reach by standing on this lift. Jump over to the next lift to collect the rest.

Part 2

 * The lifts at the end of the last section and the beginning of this one have different speeds. You must be extra careful when you jump. It's best to jump when the lifts are close to each other. The "?" blocks contains a power-up. Punching it is easy, but collecting it is hard. Try to catch it in mid-air when you jump across to the right.

Part 3

 * The four lifts at the end are the kind that drop. Jump over them quickly and with good timing.

Part 1

 * You'll find the situation around the power-up familiar. However, the fire-bar rotates to the left. And the Podoboos appear more frequently. It's a challenging combination!
 * You have to contend with a low ceiling and fire-bars that rotate to the left. Clear the fire-bars one at a time.

Part 2

 * This is like World 1-4, but it is far more challenging. The upper and lower fire-bars rotate in different directions. Jump when the lower fire-bar is moving towards you, and the top fire-bar is moving away.
 * There are six hidden coin blocks here. Their placement is identical to World 1-4.
 * In Vs. Super Mario Bros, where the 6 hidden coin blocks are there is a Koopa Troopa and a pit of lava to the right.
 * Starting in this world, the evil Bowser comes equipped with hammers. It's much more difficult to survive because the hammers can hit you on top of the lift. Beware!

title: Super Mario Bros./World 6


text:
Super Mario Bros./World 7

Part 1

 * The far left block above the twin cannons contains a power-up. Get on top of the twin cannons and punch from below. Be careful not to get hit by Bullet Bill right after the power boost. It's best to land to the right with the "down" button pressed.
 * In Vs. Super Mario Bros., there is a pit between the 2nd and 3rd Bullet Bill cannon.
 * It's quite tricky to deal with the Paratroopas with the "?" blocks above you. Play it safe. Ignore them, and keep on going above the "?" blocks.
 * When you stomp and kick a Paratroopa, it will bounce back and forth between the cannons. Keep this in mind before you attack.

Part 2

 * There is a 10-coin block inside the second block from the right in the overhead block set.
 * When the Hammer Brothers move up, run under them quickly.
 * In Vs. Super Mario Bros., the bricks are "?" blocks.
 * Before using the second pipe to enter coin room A, jump up to release the 1-up mushroom. The 1-up only appears if you collect every coin in World 6-3 or use a warp zone to get to World 7-1. Then go down and to the right to catch it, and return to enter the coin room.
 * ''In Vs. Super Mario Bros., there is a pitful before the remerging pipe from coin room A.

Part 3

 * The highest block contains a power-up, but the springboard is difficult to use, so don't try it when Bullet Bill is in your way.
 * Especially in Vs. Super Mario Bros. where there is a bottomless pit surrounding the springboard.
 * To avoid the Buzzy descending the right staircase, wait on top of the left staircase, and jump to the right when it reaches the bottom.
 * In Vs. Super Mario Bros., the Buzzy is replaced by Goombas which fall into a pit of water.

Part 1

 * This underwater scene is just like World 2-2. You can use fireballs underwater, so try to get all the enemies as they appear. If they get away, they might sneak up behind you without warning.

Part 2

 * Proceed and collect coins with caution.

Part 3

 * If you go on top of the L shaped blocks above the drain, you'll see that Mario trembles from the force of the rushing water as if he fears his enemies. Try it out when you have plenty of time.

Part 1

 * Use the Troopas to blow away the Cheep-Cheeps.

Part 2

 * First, get the power-up inside of the "?" on top of the right bridge. Step back a little, and accelerate to jump over to the island. Collect all of the floating coins during your jump. Avoid the Troopas and Cheep-Cheeps at all costs.
 * The Paratroopas towards the end of this section never touch the ground. If you are regular Mario, you can run right by them. If you are Super Mario, just kneel down to dodge them.

Part 3

 * Precise control and rhythm are necessary to clear these three bridge sections. Try to collect all the coins in the process. Don't get bumped by a Cheep-Cheep from the bottom! If this happens, your landing position changes.

Part 1

 * These lifts drop with your weight! Watch for the Podoboos and jump across quickly. Proper rhythm and timing will save you from falling into the Bog of Flames.
 * Just remember one thing: Lava pools are only part of the background do not actually hurt you, but they are still located exclusively in pits. Therefore, ignore the lava and just worry about the pit.
 * The rest of this area is the same as the trap area in World 4-4. To clear it, you must follow a certain path. One mistake is all you need to get trapped!
 * The correct sequence for this section of the map is to take the bottom path, followed by the middle path, and finally the top path.
 * For Vs. Super Mario Bros., the correct sequence in this section is to go from the bottom path followed directly to the top path.

Part 2

 * If you see a fire-bar suspended by some blocks, you've made it to trap zone 2.
 * To make it through this tricky zone, you must pass above the fire-bar, then walk along through the middle of the long block sets, and then finally back through the top pathway.
 * For Vs. Super Mario Bros., you must pass below the fire-bar, walk on the top pathways, and then take the final lower path.

Part 3

 * If you reach this low spot, you have cleared the trap zone!
 * In Vs. Super Mario Bros., the low spots are lava pits.
 * When the evil Bowser throws his hammers, get inside the arc of the flight path to avoid them. When he jumps, run underneath him to clear the stage.

title: Super Mario Bros./World 7


text:
Super Mario Bros./World 8

Part 1

 * Clear the gaps in the middle of this section with the B button sprint.

Part 2

 * If you reach this section without getting hit, you'll find a 1-up inside the third block from the left, between the two pipes.
 * The pipe just before the two floating coins leads to coin room B.
 * In Vs. Super Mario Bros, the 1-up mushroom has been omitted.

Part 3

 * The very beginning of this section is enclosed by walls and blocks. There is a hidden coin block in the space below the fifth block from the left. Jump on top of that block, and jump to find a 10-coin block.
 * The third block in this row is where a particularly speedy star calls home. Bump the block and catch him fast, because you'll need his power in the areas ahead.
 * To clear the large pit at the end of this section, you must accelerate before you jump.

Part 4

 * Be careful not to fall into the pits between the pipes after you clear the large pit. Take it easy and advance steadily.

Part 5

 * These twin pits are quite difficult to clear. Use the B button to accelerate, and use the middle section to pull another jump. Another tactic is to stand close to the edge, and use the A button to jump to the middle part. Jump again in a similar way to get to the other side.
 * In Vs. Super Mario Bros, the stair case to the flag jump has a wider pit.

Part 1

 * You will have to avoid Parakoopa and Lakitu at the same time. One solution is to stand by the right edge of the break in the staircase, wait until Spiny's Egg is thrown left of you, then jump. Lakitu will disappear after the first brick ceiling with a 1-up mushroom.
 * There is a 1-up mushroom inside the second block from the left in the block set above. Use the springboard to punch the block. To collect the mushroom when you are small, run to the end of the block to the right and catch it as it falls. Don't forget about the Paratroopas.
 * In Vs. Super Mario Bros, the 1-up mushroom is a power-up mushroom and there are also Goombas with the Paratroopas.

Part 2

 * There is a power-up inside the right block right after the twin cannon.
 * The block set with the cannon on top has a 10-coin block in the right.
 * There are two ways to clear the pits at the end of this section. The first way is to stand near the left pipe and use the accelerate/jump sequence to clear the second pipe, then jump again on the second tiny flat. Another way is to start at the edge of the first flat and accelerate over the gap to the second flat and jump at the last moment. Either way, timing and the length of your jumps will decide your fate.
 * In Vs. Super Mario Bros, the two blocks on the left edge of screen are gone and the far left bottomless pit is wider.

Part 3

 * The first pipe in this section leads to coin room E.
 * After two pipes, you can use the accelerate/jump sequence from the right side of the pipe to jump over the cannon and the pit. You can also use A button to jump from the top of the cannon.
 * Duck on the second step of the second staircase to avoid the Koopa Paratroopa.
 * In Vs. Super Mario Bros, the staircase to the flag pole jump requires a larger jump due to the size increase of the pit.

Part 1

 * Bullet Bills and Paratroopas are the only enemies at the start. Accelerate and jump over all the obstacles to reach the first pipe quickly.
 * You must control Mario precisely to defeat the Hammer Brothers. Advance steadily and wait for your chance. If you see an opening, run and jump to the stairs on the right. If you are lucky, the Hammer Brothers will no longer appear. Use this opportunity to go back to the first block set, and punch the second block from the right to collect the power-up.
 * In Vs. Super Mario Bros., the powerup is omitted.

Part 2

 * Don't miss your chance to go full tilt and get the last power-up. You won't get another crack at it in the next stage. This is it! All you have to do first is nail those pesky Hammer Brothers.
 * When you jump off the pipe, first stomp on the Troopas and kick them to the right. You may be able to kill a few Hammer Brothers this way, too. If this doesn't work out, use the B button to accelerate and jump over them.

Part 3

 * At the final wall, if you jump at the second block from the right, a 10-coin block will appear.
 * This staircase is floating. Extra care must be taken to clear this obstacle. Over-jumping or under-jumping...either way, you will fall!
 * In Vs. Super Mario Bros, the jump from the staircase to the flag is longer.

Part 1

 * You'll be welcomed here with the terrifying Bog of Flames. Take careful steps one at a time!
 * If you take the wrong pipe, you'll end up back at the first pipe here.
 * The second pipe leads back to the one in the beginning of this area.
 * It's hardly visible, but floating on the lava pit is a platform. It's easier to jump on it and then to the other side than to do a very long jump.
 * In Super Mario All-Stars, the platform floats one space above the lava pit, not on it as displayed in this map.
 * The pipe immediately after the floating set of blocks leads to part 2. If Mario continues to the right, he'll end up back at the second pipe in this area.

Part 2

 * The third pipe leads to the pipe at the beginning of part 1.
 * Wait on top of the pipe just before the lava until all of the Paratroopas can be seen.
 * Bump the second block to the left of the pipe and discover a hidden coin block. Jump on the block and use it as a step to get you into the floating pipe. It will take you to part 3.
 * In Vs. Super Mario Bros., the hidden block is higher up.

Part 3

 * Watch out: the Cheep-Cheeps are much slower this time around. This means that they can fall from above without warning, because you think they have already disappeared.
 * The third pipe leads to the pipe at the beginning of part 1.
 * The pipe immediately after the lava pit leads to part 4.

Part 4

 * An invisible Piranha Plant hides in the pipe you came from because of the water graphic. be careful if you back up!
 * In Super Mario All-Stars, the Piranha Plant is easily visible like all enemies you encounter.
 * The only other enemy in this underwater area is Blooper. If you are not Fire Mario, it's safer to stay close to the bottom. However, it is sometimes easier to move at the top for the first half, then run along the bottom during the last portion.
 * The pipe at the end leads to part 5.

Part 5

 * The second pipe leads to the pipe in the beginning of part 1.
 * Get on top of the pipe on the right, and take time to observe the movement of the Hammer Brother. If he doesn't throw their hammers while they jump, it's a good time to make your move. Use the accelerate/jump sequence to jump behind him, and quickly jump over the Bog of Flames.
 * The final battle: this Bowser means double trouble. What talent! He can blast you with fire or pull an old Hammer Brothers routine and pound you like a nail. You might try ducking under him, but the situation could get hot fast! Hang on Princess, Mario is coming!
 * In Vs. Super Mario Bros, when fighting Bowser there is large set of bricks above the Drawbridge so you have to go under him.

Congratulations on completing the game. Princess Peach will give you a "new quest" where you will be able to select the world and then warp directly to it from the main screen. Press B button to return to the main menu, then press B button to change the world number. When you are satisfied, press Start to begin the game.
 * Victory
 * ''In Vs. Super Mario Bros., there is no second quest.

title: Super Mario Bros./World 8


text:
Super Mario Bros./World 36-1

The World 36-1, also known as The Minus World is a hidden world which is the result of a glitch in the Warp Zone in World 1-2. Of all the secrets in the game, perhaps the most enigmatic is this famed Minus World, as well as it is one of the biggest glitches found in the game. The reason why it's called Minus World it's actually because is the product of a glitch. It's not essentially a whole World, it's basically World blank, which consists of only one standard underwater never-ending level. For obvious reasons, this World has been removed from the game's re-releases.

The entrance to the enigmatic glitchy World is at the ending of the World 1-2, between the first and second green pipes.

How to access
This is a glitch world. In the NES, Virtual Console, and Game Boy Advance versions, this is a never-ending underwater world. When you reach the end of this "level", you are taken to the start of the level. There are no powerups and the only way to end the level is to die or run out of time. When you die, you are taken to the start or middle of 36-1. In the Famicom Disk System version, this is a three-level world with some strange quirks. The game ends after the third world as though you completed the game at world 8. ''The Minus World is only available in the NES, Famicom Disk System, Virtual Console, and Game Boy Advance versions. In Super Mario All-Stars, you can still go through the wall but the pipes take you where they normally would. In Super Mario Bros. Deluxe, you can't even go through the wall.''

To access this glitch, become either Super Mario or Fire Mario. Go to the end of World 1-2 and stand on top of the pipe. Go all the way to the right, and then one square left. Knock the brick above you, and the one to the left of it, out. There should now be the wall with one brick attached and a gap.

Walk to the edge of the pipe without falling off. Now for the tricky part: crouch, then while crouching, jump and hold right so the brick attached to the wall pushes you down in the air slightly. When done right, you will go through the wall. Do not move; you will slide through the wall automatically. Once you are through the wall, enter the first pipe (beware the piranha plant!). Do not walk all the way to the right or the area reverts to the normal warp area when "Welcome to Warp Zone!" appears (the middle pipe takes you to world 5, and the leftmost pipe also takes you to the Minus World). This was removed in Vs. Super Mario Bros.

If you wish to access this glitched World, you need to go to World 1-2, at the very end of the still-underground part of the level, shown on the image above. Do not enter the pipe that leads back to the surface. Instead, stand on the pipe and break the second and third ceiling blocks next to the pipe. It is important to leave the block directly next to the pipe intact at all times. Then stand on the far left edge of the pipe and continue facing left. Here's the tricky part: you must make Mario jump up while crouching and to the right while still facing left. If you hit the remaining block at the proper angle without destroying it, Mario will pass through it and begin walking through the brick wall. When you enter the Warp Zone room, drop into the first pipe on the far left, and you'll be whisked away to the Minus World.

Explanation
The main reason why this glitch happens is because of a camera glitch. When Mario goes through the wall, what he's doing is going before the camera loads the level. Thus, when Mario access the Warp Zone before the camera, those Warp Pipes do not lead where they were intended in the first place. The first and the last pipe lead to the non-codified exit of World 36-1, while the pipe in the middle will actually lead you to World 5 without problems. And if you walk well to the right, the game will be able to load the Warp Zone properly and you'll have your Warp Zone back to normal.

 * The Body of World blank, Level 1

Because it is a glitch, there's no way out of this never-ending water stage. It continually loops until you lose all your lives or until time runs out. It will ultimately end with a Game Over.

title: Super Mario Bros./World 36-1


text:
Super Mario Bros./Coin Rooms

Coin Room B

 * The last block, right above the pipe entrance, has 10 coins hidden inside.

Coin Room C

 * There is a power up hidden among the top row of bricks, just left of center.
 * Because this coin room is exclusive to World 3-1, you should successfully collect the mushroom before coming down here.
 * To access the coins at the top, break the bottom two blocks in either the right most or left most columns.

Coin Room D

 * Super Mario can access the coins along the bottom just like regular Mario can. You just need a running start from the left, and push down to make Mario slide.
 * You can also use a running start to pick up a Fire Flower, but don't smash any of the highest level of the ceiling/floor before this.

Coin Room E

 * The right most block above the pipe entrance has 10 coins hidden inside.
 * To access the coins above the bricks, jump on the right most block, and then jump left to cross the ceiling. From the ceiling, jump to the top of the left wall, and then take a small hop to the right, in to the gap.
 * If you are super-sized, it is also possible to break the wall on the right of the boxed coins. Do this if you can't jump from the left as described in the step above.

Coin Heaven A

 * Hop on top of the flat cloud platform, and jump forward to collect the coins. If you accidentally fall off, accelerate to pass the cloud, and jump on from the right.
 * This Heaven has a 41 coin potential.

Coin Heaven B

 * Once you reach the small clouds at the end, the best way to get all of the coins is to use the B button. If you accelerate, you won't fall through.
 * This Heaven has a 52 coin potential.

Coin Heaven C

 * The only difference between Coin Heaven B and C is the size of the platform that carries you through the area. Coin Heaven C's platform is shorter.
 * Just like Coin Heaven B, this one has a 52 coin potential.

Swim Area A

 * The two platforms descend and could possibly push you down, so you need to move quickly!

Swim Area B

 * The only difference between Swim Area A and B is the size of the platforms that fall through the water. Swim Area B's platforms are shorter.
 * You will not get trapped by the platforms if they move down too low.

Warp Zone

 * This is the Warp Zone that you access through the vine found in World 4-2. From here, you can warp to Worlds 6, 7, or 8. In Vs. Super Mario Bros. you can only warp to World 6.

title: Super Mario Bros./Coin Rooms


text:
Super Mario Bros./Gameplay

Controls
Continue: In order to continue in the world you were playing after dying, simply press the Start button while holding down the A button at the title screen.

Character Selection: In Super Mario Bros. Deluxe, press the Select button on the Kingdom Map to change between Mario or Luigi.

One foot jumps: If a target is off to the side of a platform, position Mario so that one foot rests on the edge of the platform, and one foot rests in mid-air. Then jump up to perform a one-foot jump and hit out of the way targets.

Crouch and Slide: Super Mario and Fire Mario can "crouch and slide" by holding the B button and Right on the D-Pad (or the Control Stick for Virtual Console releases) to run right, then hold Down to duck into areas that are only one square tall.

Mario & Luigi
Mario and Luigi are the heroes and stars of the Super Mario Bros. adventure. When the game begins, they start out small. They can be killed if they are struck by an enemy, or by trying to jump on a Spiny, Piranha Plant, or Bowser while in this form. They can also be killed by falling into a pit at the bottom of the screen, or if they run out of time. They can jump up and punch "?" blocks, but they can not break any bricks. Find a Super Mushroom as quickly as possible to give the brothers a fighting chance.

Super Mario & Luigi
After touching a Super Mushroom, Mario and Luigi grow to twice their original size. With this new found ability, they gain several powers. They can smash bricks with their fist while jumping. They can access the Fire Flower power-up in order to become Fire Mario or Luigi. If they get hit while super (or try to jump on a Spiny, Piranha Plant, or Bowser), they do not die, they merely revert to their normal form. When this happens, they become invulnerable for a short period. They can still die, however, if they fall in a pit or run out of time.

Fire Mario & Luigi
Fire Mario and Luigi have all of the same abilities as Super Mario and Luigi, and they gain one additional power: the power of fire. After taking possession of the Fire Flower, they can toss fireballs from their hands by pressing B. Up to two fireballs can be on the screen at one time. These fireballs are even accessible when the brothers are underwater. Fireballs bounce along the floor, and can fall down pits. Beware, there are some enemies which are impervious to fireballs. If Fire Mario or Luigi are struck by the enemy, they will revert all the way back to regular Mario and Luigi, a costly mistake.

Princess Toadstool & The Mushroom Retainers
While the princess is your ultimate goal, you will encounter and ultimately rescue seven Mushroom Retainers until you reach Bowser's fortress and rescue the princess. Each time, the retainers will thank you for your services, but inform you that the princess is in another castle. Princess Toadstool is also known as Princess Peach, and the Final Mushroom Retainer is known as Toad.

Items
A variety of Power-Ups can transform Mario and Luigi in three ways. As Super Mario, Mario gets big, then if attacked by an enemy, he shrinks back to regular size, and continues the game. As Fire Mario, Mario shoots deadly fireballs. Enemies cannot attack Invincible Mario—for a time.

The Mushroom Kingdom
The Mushroom Kingdom is divided into eight worlds with four levels in each, providing a total of 32 levels to conquer! In each level, Mario encounters deadly enemies which he can shoot with fireballs or stomp out. The following moves, however, are deadly to Mario and Luigi:
 * 1) Bumping into flames, or members of the Koopa clan, or other dangerous creatures.
 * 2) Running into a Troopa or Buzzy Beetle that you kicked out of the way, but didn't destroy.
 * 3) Falling into a pit or a drain
 * 4) Running out of time before you make it to the flagpole or defeat Bowser.

Mario and Luigi's journey through the Mushroom Kingdom takes them through a variety of terrains.
 * The ground: Here you'll find hills, bushes, and many more land-like features. Discover hidden advantages when you knock your "block" on the blocks.
 * The underground: Everything is made of bricks, but you can blast through them by using your head!
 * Tree-top world: You have to be athletic if you want to avoid a fall!
 * The Castle: The evil Bowser isn't the only challenge you'll have to face to reach the princess in her castle!
 * Underwater world: To avoid getting sucked down the drain, you have to swim like crazy!
 * The suspension bridge: Don't worry about falling off, but watch for flying enemies that attack from below.
 * Coin room: Duck down a pipe and find a treasure room full of sparkling coins. Don't run out of time!
 * Coin heaven: Discover a beanstalk hidden in the blocks, hop aboard, and strike it rich! Cash in!
 * The warp zone: Discover the warp zone, and take a shortcut to other worlds.

Errata

 * Blocks: 50 points. There are breakable blocks, unbreakable blocks, and blocks containing hidden secrets. Some blocks appear out of thin air when you jump up. Breakable blocks can only be broken by Mario or Luigi when they are in Super or Fire modes. Inside "?" blocks you'll find power-ups, coins, and other special surprises. Regular blocks may also contain power-ups and 10 coins, therefore every block is worth a punch, but don't run out of time!
 * Flagpoles: The flag pole signifies the end of the first three levels in every world. A staircase usually precedes the flagpole, giving Mario and Luigi a high platform to jump from. The higher you land on the flagpole, the more points you are awarded, up to a maximum of 5,000. It is also possible to score more bonus points depending on when the clock stops (see Secrets). It is nearly impossible to jump over the flag pole, but in rare instances it can be done, in which case Mario will run endlessly through an empty terrain until time runs out.

title: Super Mario Bros./Gameplay


text:
Super Mario Bros./Techniques

Basic techniques
Mario and Luigi are men of many tricks when it comes to trouble. Use the following techniques described here while you play, and as building blocks for the more advance techniques described below.

Advanced techniques
You'll have to perfect a few tricky moves in order to successfully explore every challenging level. Take a look and use them as they apply.

More advanced techniques
There are a few tricky maneuvers that have limited uses but are, nevertheless, good to know. Study the tricks below and try them out for yourself. You may impress other players with your skill.

Errata

 * Power-up double jump: When presented with either a Super Mushroom or Fire Flower, if you ensure that you are not holding A button when you collect it, you can press and hold A button during the powerup animation, which will result in Mario jumping from that point in midair as if he were standing on solid ground.

 * Wall jump: When Mario hits the edge of a wall at a 16-pixel tile boundary, he will act like he is standing on solid ground for a frame. If you can manage to press A button on that frame, Mario will appear to jump from the side of the wall.

 * "Hat stomp": Mario does not necessarily need to be coming down on an enemy from above to stomp it. As long as Mario is moving downward, he can stomp enemies.

 * Accelerated Jump: If you jump into a block, you'll be pushed down at a rate higher than normal gravity; when you hit the ground immediately jump to rebound into the air at a higher velocity. You'll jump higher and farther with this.

title: Super Mario Bros./Techniques


text:
Super Mario Bros./Enemies

The first, and most important, tip of conquering the worlds of Super Mario Bros.: Know your enemies! Learn the diabolical personalities of all your opponents. Each enemy has a different attack pattern. You'll attain a high score only by judging your enemy accurately, and adjusting your attack to its behavior.

The Koopa clan is made up of 17 species. The only thing they have in common is their desire to get Mario and Luigi! They all have different ways of accomplishing this goal. It's important to know all of their attack patterns. Watch out, some of the Koopa clan are indestructible.

Bowser
At the end of each world, you must face Bowser, the evil King of Koopas. At first, his only tricks are breathing fire and jumping around. Later on, he throws hammers at Mario to slow him down. There are two ways to defeat him:

Get the Axe: 0 points. Once you get the axe, the bridge automatically topples and Bowser falls into the sea of fire below. Repeating fireballs: 5000 points. The trick is to shoot Bowser with five fireballs in a row. However, you have to be skillful to dodge his attack while you're trying to blow him away!

If you are desperate, you can sacrifice your power to clear the area. When Super Mario becomes small as a result of enemy attack, he also becomes invincible for a short while. Use these valuable moments to quickly sneak past the unsuspecting Bowser, and get the axe.

Once you defeat Bowser, you're supposed to find the fair Princess awaiting you. But alas, the Princess is held in another castle much farther away, and only her retainers are in the castle to greet you. The adventure continues!

title: Super Mario Bros./Enemies


text:
Super Mario Bros./Secrets

Points depend on how you kill the enemy
I. Multiple Kills When enemies approach you in great numbers, get them in a row to score high points. Points will double (100, 200, 400) for each enemy you get. Goombas are the best foes on which to test this technique.

'''II. Double Kills''' When you stomp on two enemies at a time, your score increases accordingly (100 + 400).

'''III. Kick and run''' When you use the stomped turtle to defeat the other enemies, your score will increase with each additional kill (500, 800, 1000, 2000, 4000, 5000, 8000, 1-up). If you do this enough times, you'll get an extra life!

'''IV. Other secret tactics''' There is a tactic called "wait and re-stomp" where you can wait for the turtle to revive after you stomp it, and then stomp it again for a high score. This "double stomp" tactic will change the 100 + 400 score into a 100 + 500 score.

Other variations of this tactic can also increase your score. One example is the "triple kill and kick." This high-level tactic will give you 100 + 200 + 400 + 1000 points. Depending on your skill, you can combine your attacks to increase your score. If you're going to do it, do it in style!

Score with the flagpole and fireworks
Every time you clear an area, you are presented with a flagpole. The higher you jump, the higher you score. Instead of jumping on the flagpole from the ground, stay on the staircase and use the B button jump sequence to jump to the very top of the flagpole for 5000 points! It's safe and easy to make points in a big way.

When you enter the castle at the end of a level, fireworks may go off. The number of fireworks varies from time to time, but usually there are none at all.

The secret is this: when you clear the area and the time clock has a 1, 3, or 6 as the last digit, that number of fireworks goes off. Each firework is worth a 500 point bonus, so landing on the flagpole when the last digit is a 6 nets you 3000 additional points.

How to use the Warp Zone
There is a warp zone in World 1-2 and two in World 4-2. The first one in World 4-2 leads to World 8-1, and the other, found at the end of the level, sends you to World 5-1. The warp zone is useful in avoiding enemies, and offers a speedier route to Princess Toadstool. By using the warp zone, you can bypass many of the "Bowsers", and skip over especially troublesome worlds.

Although very useful, there is a negative aspect to the warp zone. For instance, if a beginner tries to use the warp zone without enough practice, he/she might not be able to go much beyond that point due to lack of experience.

The worlds gradually become more difficult; each builds onto the next, providing you with new situations to improve your skills. Exploring new worlds, meeting new challenges, and seeing new enemies can be fun for some people. You miss a lot of action by skipping worlds just to get to World 8.

The identity of Bowser
Bowser, the evil King of the Koopas has been defeated by our hero, Mario! But why did he have to fight against eight different Bowsers? This secret is only revealed when you kill each one with Fireballs. In reality, the Bowsers you defeat in Worlds 1 through 7 are other creatures disguised as Bowser. In other words, they are fakes.

 * World 1: Goomba
 * World 2: Troopa
 * World 3: Buzzy
 * World 4: Spiny
 * World 5: Lakitu
 * World 6: Blooper
 * World 7: Hammer Bros.

Mazes
There are some levels that are considered to be mazes. You are required to clear the right path, or you will be trapped forever! If you look close enough, there are hints in Castles 4-4 and 8-4 that might tell you that you are about to get stuck in a loop. Unfortunately, there are no preemptive indications in Castle 7-4 that you took the wrong path. In addition, if you try to make multiple guesses on the correct path, you may run out of time. You can click on any of the three links to find the correct routes. Castles 4-4 and 7-4 only consist of the entrance, two maze divisions, and the exit to Bowser. However, there are no platforms above Bowser when you face him. You need to either jump straight over, sneak under him, or use fireballs.
 * Castle 4-4 - In the first part, there is a fire-bar on the bottom of the screen that will disappear if you clear the path wrong. In the second part, you will be lucky to find that if you clear the path correctly, the other two routes are actually dead ends.
 * Castle 8-4 - In the first part (Except for All-Stars), the two Piranha Plants may disappear way too early (This is the end of the road here!). In the second part, the hanging Piranha Plant and the Parakoopas will disappear. In the third part, the final Piranha Plant and the Cheep Cheeps will disappear.
 * Hint: If you take the wrong pipe in Castle 8-4, you will discover that the screen is mostly an empty hallway (Except for the one pipe you returned from) until you move forward.

The quest goes on...
After you complete the game once, press the B button to return to the title screen. Here, if you press the B button, you can choose what world you start on (you can't choose what level you start on however; for example, you can start on 2-1 or 5-1, but you can't start on 1-3 or 7-4). When you press the Start button again, the game begins at the world you chose.

However, the game is different this time. Quite a few changes have been made to the levels which make it harder to complete than the normal game.

Notable Differences

 * All Goombas are now replaced with Buzzy Beetles. All Ground Koopa Troopas and Buzzy Beetles move faster than before.
 * The first 10-coin block in Bonus World 1-2 is dangerous to approach. A Buzzy Beetle will make it harder to collect any coins.
 * All platforms that were originally 6 holes long are shortened to 4 holes. All other platforms remain unchanged.
 * The coin heavens in Worlds 2-1, 3-1 and 5-2 are each 1/3 shorter too. You will need to jump more carefully.
 * Bonus World 1-3 is identical to 5-3, but you will find Buzzy Beetles instead of Goombas.
 * Bonus Castle 1-4 is identical to 6-4, except Bowser does not throw hammers here.
 * Bonus Worlds 2-2 and 2-3 are identical to Worlds 7-2 and 7-3, respectively.
 * Bonus Castle 2-4 is identical to 5-4.
 * Your flagpole opportunity in Bonus Worlds 3-3 and 4-3 is significantly altered. You will need to jump a longer distance to score 5000 points.
 * The secret swim area in Bonus World 5-2 is identical to the one in 6-2. You don't need to swim quickly any more.

The Minus World (Level -1)
This is a glitch world. In the NES, Virtual Console, and Game Boy Advance versions, this is a never-ending underwater world. When you reach the end of this "level", you are taken to the start of the level. There are no powerups and the only way to end the level is to die or run out of time.

Weird Bullet Bill
Go to Level 6-3. When you get to the part where a floor appears, keep jumping on Bullet Bills. Once you hit one that makes you bounce up and down, the Bullet Bill you just hit was the weird one! It will cost you a life due to time. This works on all versions except Game Boy Color.

Little Fiery Mario
Internal to the game, Mario's powerup state is recorded in two independent variables; one describes size (0=regular; 1=super) and the other tracks the 'upgrade state' (0=need mushroom; 1=need flower; 2=has flower). The 'size' decides the sprite (small on 0; big on 1) used for Mario; the 'upgrade state' decides what powerup will come out of a block (mushroom on 0; flower on 1 or 2) and what will happen when Mario is hit (die on 0; switch 'size' and clear 'upgrade state' on 1).

These states can be knocked out of synchronization. The game checks for all sprite collisions, knocks the 'upgrade state' to 0 if it hits, and switches size only when all checks are done. If Mario's sprite strikes the King Koopa sprite and the bridge release sprite in one frame, the game will register the collision between Mario and Koopa, knock the 'upgrade state' to 0, register the collision between Mario and the bridge release, and jump into the level complete loop that causes Mario to walk to the right -- and never switches the 'size' variable.

If Mario was naturally large (state 1 or 2, size 1) when he hit the switch he will stay large (state 0, size 1). If he strikes an enemy he will die (because his 'upgrade state' is 0), but he can break blocks. If he gets a mushroom, he will shrink and be unable to hit blocks; if he is hit now, he will grow again. If he gets a fire flower, his palette will be changed and he will be able to shoot (but the game will use the large image for shooting; it will, however, keep Mario's small feet if Mario is moving.) Mario will now be Little Fiery Mario.

If Mario was naturally small (state 0, size 0) when he hit the switch he will appear to die but the level will still be beat and he will not lose a life. If Mario was unnaturally small (state 1 or 2, size 0) when he hit the switch (that is, if he does this trick twice), he will revert to his normal form. When Mario dies his size is set small and his state is set unupgraded, no matter how he died or what his state was before.

Using the third part only of a 3-code Game Genie code for "Always Stay Big" will produce similar results (the code is SZLIVO). As long as Mario has gained a power-up, he will become small when hit, then grow when hit a second time. This is a much simpler way to view the "Little Fiery Mario" quirk.

This glitch, originally discovered by gamers Grady Haynes and Tom Shoemake [citation needed], appears to have been fixed in the Super Mario All-Stars version, though you can still see it with a cheating device. 🇨🇴

Alternate method to the 4-2 warp zone
On level 4-2 (an underground level), an above ground coin area and warp zone is reachable via an ivy vine/beanstalk. However, a variation of the 1-2 trick to get to world -1 may be used to reach the coin area in an alternate manner. Before the area where the vine is accessed is a long corridor with a lower corridor at the beginning of it. From this lower corridor Mario may be made to slide through the lower bricks in a manner similar to the -1 trick. (During the crouch-jump Mario's head must pass through the "?" block to the left of the opening to the upper corridor). After the slide, as in the -1 trick, Mario will be at the right side of the screen, ahead of usual play triggers. An experienced player with knowledge of the level can then maneuver Mario (without dying or backtracking) to the coin-area pipe beyond the vine area. If Mario enters the pipe here, instead of being transported to the normal coin area, he will find himself in the above-ground coin/warp area.

This trick can also be done by accessing the vine, scrolling it halfway off the left-hand side of the screen (using the block it grew from as a guide), getting on the vine, and pressing left. This will cause Mario to switch to the extreme right-hand side of the screen, where the earlier method takes over. This glitch was not fixed in Super Mario All-Stars.

title: Super Mario Bros./Secrets


text:
Super Mario Bros. Deluxe

Super Mario Bros. Deluxe is an enhanced compilation of Super Mario Bros. and Super Mario Bros. 2: For Super Players. Besisdes these two titles it also includes new gameplay modes and unlockable features, such as. The games use the same graphics as the original releases (rather than the enhanced graphics used in  as the Game Boy Color cannot support it); other than Super Mario Bros. 2 only having eight worlds (Worlds 9 through D are removed) and the addition of map screens the games are largely unaltered from the NES originals.

Contents
The following are the new features:
 * /Challenge/
 * /Vs Game/
 * /You Vs Boo/

title: Super Mario Bros. Deluxe


text:
Super Mario Bros. Deluxe/Challenge

Super Mario Bros. Challenge is a mini-game included in the Super Mario Bros. Deluxe cartridge for the Game Boy Color. In the game, you can replay any of the levels that you have already beaten in the standard Super Mario Bros. game. When you replay, you must try to beat a set of standards set for you by one of Princess Toadstool's helpers.

These standards include retrieving all five super-coins hidden throughout the level and scoring a specified amount of points. When you retrieve all five super-coins, you receive a super-coin shaped badge beside the level on the level-selection page. When you score the same or more of the points specified for each level, you receive a blue badge marked with an "S" on that level. For each extra-life mushroom, you score 2000 points, and for every super-coin, 200 points. There is also a green meter at the bottom of the level-select screen. This meter tracks how many total points you have. You must try to fill the meter. When you fill this meter to a certain point, the screen will change color from green to orange. It will continue to change color as it fills up. Your total score will be displayed above the meter as you go.

There is one more challenge to this mini-game. Somewhere in each level, a green-spotted egg is hidden. If you obtain this egg and make it through the level, it will hatch into a baby Yoshi. You will then receive an egg-shaped badge on that level. The egg is extra-hard to find because, unlike the super-coins, the block that conceals the egg is almost always invisible. However, it is placed somewhere that you are likely to jump. For example, in level 4-2, the block with the egg is hidden directly to the left of the last underground pipe. There are often indicators in the background that show where you can jump to receive an egg. For example, in level 3-2, there are three fence posts that show where the invisible blocks are. The blocks rise in a pyramid formation, with a Yoshi egg at the top.

There is one more way to find a Yoshi egg. If you open the "Toy Box" icon at the bottom fight of the opening screen, you will see a picture of Yoshi's head the bottom right of the resulting screen. Selecting it will result in a screen that proclaims, "Yoshi is here". Below this text, the levels will flash by at an incredible speed. Pressing the A button will make the flashing levels slow down and become random, eventually showing you a picture of the spot where Yoshi is on a particular level, showing the name of the level above. Please note that this picture will not show any enemies that happen to be there or anything other than the background and stationary features of the spot. Also, you must have found at least one Yoshi egg already for this option to be available.

One beneficial feature of this mini-game is that it only records your best results. This allows you to concentrate on one facet of the game at a time. For example, if you get all five super-coins on your first try, and the score badge on your second, you will have obtained both badges, even if you only get four super-coins on your second play-through.

Earning Points
You will need to get far more total points than the sum of all of the score medals to fill the Challenge Meter. Some helpful tips for achieving the highest possible score on any given level are:
 * In instances where you would get a 1-up for beating a row of monsters with a shell, you instead get 10000 points. This also works in places where the infinite 1-up trick is possible, so watch out for these locations. However, you cannot get infinite score this way, as the shell will die after reaching the 10000 point mark.
 * In places where shells can rebound off of pipes, you can spend a long period of time repeatedly jumping on and kicking shells to gain ridiculous scores since this is worth many more points per second than the time bonus is.
 * Know which items are beneficial to get and which ones aren't. Time is worth 50 points per SMB second, so figure this into the point values of items. For example, coins are worth 4 seconds (200 points), power-ups are worth 20 seconds (1000 points), and 1-up mushrooms are worth 40 seconds (2000 points). If it would take less time than this to get the item, you should get it.
 * Find where the Yoshi eggs are first. They are worth 2000 points and are almost always worth grabbing.
 * Many invincibility stars are not worth taking since they will stop you from knocking down rows of enemies by kicking shells.

title: Super Mario Bros. Deluxe/Challenge


text:
Super Mario Bros. Deluxe/Vs Game

High Scores

By selecting High Scores from the menu, you can use the Game Boy Color's IR Transmitter to wirelessly exchange High Scores with a Friend. All 20 scores from both systems are combined, and the top 10 of these are kept as the new scoreboard. Try to get to the top!

Vs. Game

The Vs. Game is a co-op game mode in Super Mario Bros. Deluxe where you and a friend can race to the finish to win the game. The first player is Mario and the second player is Luigi. This mode is related to Vs. Boo, except that Boo is not in this mode and blocks and bricks can be reversed by you and your competitor to make the challenge trickier for that person. When blocks are white for one person, they are red for the other. Also, fireballs can be used to hit the other player and render him unable to jump for a short time.

The first player to hit the flagpole or grab the axe wins. If one player dies, the game continues for a few seconds before ending (and if he fell down a pit, the ground shakes). If the other player survives, that player wins. If both players die, the winner is the one with more coins. If both players die and are tied for coins, the game is a draw. The princess goes with the character who wins, and the losing character ends up crying. If you both are in a draw, both of your characters are worn out and you can see Mario and Luigi sitting back to back. Like Vs. Boo, you can only select World 1-1 through World 2-4.

title: Super Mario Bros. Deluxe/Vs Game


text:
Super Mario Bros. Deluxe/You Vs Boo

You vs. Boo is a mini-game where Mario must race against a Boo. You race Boo along 8 different courses that share the same general layout as the first 8 levels of regular Super Mario Bros. The courses bear little other resemblance to the regular levels.

Most courses feature blocks that appear and disappear depending on the alignment of switch blocks. These blocks can be switched by jumping underneath them. The switching blocks will display either a red angry face with its tongue out, which shows that blocks are out to hinder you, or a white smiling face, where the blocks are out to help you. The switch will flip from white to red at regular intervals if it is not already red, and these intervals have a set time (they are not random). It is helpful to have an idea of the timing of the flips will be so you can plan your actions.

Other courses (mainly castles) have blocks that flip between spikes and ground. The flip timing is set by red and white blocks with a countdown displayed on them. Again, it is helpful to plan your strategy so that you will have solid ground to run on when you need it. Sometimes it is even best to turn the ground into spikes early so that you can flip it back at the proper time.

Once a course is cleared for the first time, Mario's time is recorded, and the next race will have the Boo set to clear the course in this time. If Mario's time is good enough, the Boo's color will change from white, to green, to red, and finally to black. The current time for any course can be cleared by pressing START. Mario's size can also be changed by pressing SELECT, which is helpful for courses where a small Mario can fit into places better.

Boo cannot kill Mario through the course of the game, and coins do not matter. It is also possible to play as Luigi in this mode by first selecting him as the active character in Original mode.

title: Super Mario Bros. Deluxe/You Vs Boo


text: File:SMB Deluxe box art.jpg

title: File:SMB Deluxe box art.jpg


text:
Super Mario Bros.

Editor's note: This guide was imported from StrategyWiki, and the images on the subpages are yet to be added.

Super Mario Bros. is one of the most influential games ever released in the history of video games. It was first published on the Famicom in Japan, and on the Nintendo Entertainment System around the world. It was the number one selling Famicom game released in 1985, selling approximately 6,810,000 copies in its production cycle, over four times as many as the next best selling game, Soccer. It was largely credited with reviving the depressed video game market in the United States, which had plummeted around 1983.

Super Mario Bros. is the first installment of the  series. Although it was not the first side-scrolling platform game (Namco's Pac-Land preceded Super Mario Bros. by one year), it was by far the most popular, and arguably influenced the genre's success for many following years to come.

Table of contents

 * /Characters/
 * Mario
 * Luigi
 * Princess Toadstool
 * Mushroom Retainers
 * Bowser
 * /Gameplay/
 * /Techniques/
 * /Secrets/
 * /Enemies/

/Walkthrough/

 * /World 1/
 * /World 2/
 * /World 3/
 * /World 4/
 * /World 5/
 * /World 6/
 * /World 7/
 * /World 8/
 * /World -1/
 * /Coin Rooms/

Meta

 * /Versions/
 * /History/
 * /About/

title: Super Mario Bros.


text: File:SMB box art.jpg

title: File:SMB box art.jpg


text: Category:Book:Super Mario Bros. Deluxe

title: Category:Book:Super Mario Bros. Deluxe


text:
User:Tatu guasu

Tatu guasu (Guaraní: big armadillo) is a historical linguist and language enthusiast.

My books:
 * South American Animal Names
 * South American Plant Names

title: User:Tatu guasu


text:
User:Tatu guasu/sandbox

Test code

 * Scientific name:
 * Portuguese common name:
 * Spanish common name:

 * Scientific name:
 * Portuguese common name:
 * Spanish common name:

title: User:Tatu guasu/sandbox


text:
South American Animal Names

This book is a compilation of animal names in indigenous languages of South America, in particular lowland tropical South America. As an "ethnolinguistic field guide," this book is a hybrid between an etymological dictionary and a biological field guide, similar to Ross et al. (2011) and Chamberlain (2018).

Front matter

 * /Introduction/
 * /Sources/

Chapter 1: Mammals

 * /Mammals/
 * /Monkeys/
 * /Armadillos/
 * /Canids/
 * /Felids/
 * /Deer/
 * /Pigs/
 * /Rodents/

Chapter 2: Birds

 * /Birds/
 * /Parrots/
 * /Tinamous/
 * /Raptors/
 * /Piciformes/
 * /Passerines/

Chapter 3: Reptiles and amphibians

 * /Amphibians/
 * Reptiles
 * /Crocodiles/
 * /Turtles/
 * /Lizards/
 * /Snakes/

Chapter 4: Fish

 * /Fish/
 * /Catfish/
 * /Characins/ (piranha, pacu, and relatives)
 * /Cichlids/

Chapter 5: Invertebrates

 * /Invertebrates/
 * /Coleoptera/
 * /Hymenoptera/
 * /Ants/
 * /Bees/
 * /Wasps/

Related books

 * South American Plant Names
 * Field Guide

title: South American Animal Names


text: Category:Book:South American Animal Names


text:
South American Plant Names

This book is a compilation of plant names in indigenous languages of South America, in particular lowland tropical South America. As an "ethnolinguistic field guide," this book is a hybrid between an etymological dictionary and a biological field guide, similar to Ross et al. (2008).

Front matter

 * /Introduction/
 * /Sources/

Plant types

 * /Palms/ (Arecales)
 * /Poales/ (grasses)
 * /Fabales/
 * /Rosales/

Related books

 * South American Animal Names
 * Field Guide

title: South American Plant Names


text: Category:Book:South American Plant Names


text:
South American Animal Names/Sources

Linguistic data is cited from the following sources.

title: South American Animal Names/Sources


text:
South American Animal Names/Ants

 * Scientific name:
 * Portuguese common name: formiga
 * Spanish common name: hormiga

 * Scientific name:
 * Portuguese common name: formiga-de-correição
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: formiga-lava-pé
 * Spanish common name:

 * Scientific name: '; '
 * Portuguese common name: tocandira
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: saúva
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: formiga-taxi
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: quemquem
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: saraçá, tracoá
 * Spanish common name:

title: South American Animal Names/Ants


text:
South American Plant Names/Palms

Palm species:

 * Scientific name:
 * Portuguese common name: buriti
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: murumuru
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: tucumã
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: açaí
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: paxiúba
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: paxiúba-barriguda
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: paxiubinha
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: patauá
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: bacaba
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: uricuri, urucuri, aricuri
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: inajá
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: babaçu
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: pupunha
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: tucum
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: tucumã
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: macajá, macaúba, totaí
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: jarina
 * Spanish common name: yarina

 * Scientific name:
 * Portuguese common name: carandá
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: carandaí
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: caranaí
 * Spanish common name:

 * Scientific name:
 * Portuguese common name: caranã
 * Spanish common name:

title: South American Plant Names/Palms


text:
Mario franchise strategy guide/Items/Fire Flower

A Fire Flower is a power-up from the Super Mario Bros. series of video games. It transforms Mario (or Luigi) into Fire Mario (or Luigi). Fire Mario's trademark distinction is his mostly-white suit in many of the Mario games; however, Fire Mario is bright orange all over in the original version of Super Mario Bros. 3, and has a feather in his cap in Super Mario Land 2 for Game Boy (most likely to illustrate the difference on the Game Boy's monochrome screen; in the official artwork for that game, Fire Mario is depicted with the character's regular color scheme). Fire Mario has the ability to throw bouncing fireballs at enemies. In Super Mario Land 2 Wario can transform into Fire Wario as well, when he fights against Mario.

Fire Flowers are routinely acquired when Mario hits a "?" block from below, but occasionally they're hidden in brick blocks or music-note blocks. In Super Mario Bros. 3, Fire Flowers can also be acquired in a game of "Concentration".

The fireballs can defeat some of the more common enemies in one hit, such as Goombas, Koopa Troopas, Paratroopas, Lakitu, and Spinies.

Fireballs can also be used sometimes to defeat Bowser and the Koopalings, with multiple hits. Buzzy Beetles are immune to fireballs in every Mario game in which they appear, as are many enemies found in fortresses and ghost houses such as Boos and Thwomps.

In Super Mario World, Fire Flowers acquired a more tulip-like appearance. The flowers in the previous games vaguely resembled poppies. The Super Smash Bros. games and New Super Mario Bros. still used the original design, however.

In general, Fire Flowers will not appear on-screen if Mario is small. This is not the case, however, in Super Mario World and New Super Mario Bros., in which the player can hold an item in reserve that will automatically descend from the screen when Mario gets hit. In the original Super Mario Bros. for NES, there is a glitch in the game where Mario can be both small and have the ability to shoot. To acquire this state, a player must hit Bowser and the axe that destroys the bridge at the same time while Mario is big or has the fire ability in a castle level. If executed correctly, Mario will flash to show he has been harmed, but he will remain big and the clip of Mario talking to Toad will be normal. In the following level, when Mario hits a question box, a mushroom will appear (even though he is big) which will make Mario small, but he will be wearing a white suit. When the button to throw the fireball is pressed, Mario will appear big when throwing the ball, but return to small after he throws it.

Usually, if Mario makes a Fire Flower appear and shrinks before touching it, the Fire Flower will only change him into Super Mario. This is not the case in Super Mario World, New Super Mario Bros., or in the Game Boy Advance remake of Super Mario Bros. 3. In these games, small Mario will be transformed directly into Fire Mario upon touching a Fire Flower.

In Super Mario Bros., most versions of Super Mario World, and the original Japanese version of Super Mario Bros. 3, Fire Mario will revert all the way down to small Mario if hit. In the American version of Super Mario Bros. 3 and New Super Mario Brothers, however, if Fire Mario is hit, he merely reverts back to Super Mario, giving the player the ability to get fully powered-up with the next item that appears, rather than having to first grab a Super Mushroom to become Super Mario. This trait would later resurface in Super Mario Advance 2 and New Super Mario Bros.

In Super Mario World, an enemy defeated by a fireball typically turns into a gold coin worth 200 points which can then be collected by Mario. This trait was later enabled in Super Mario Advance 4 by an e-Reader card, and then carried over to New Super Mario Bros. (However, in this game, the only way to get 200 points from a coin is to hit a block with a coin in it.

Fire Flowers reappeared in Super Mario Galaxy, along with the Super Star (in the form of a Rainbow Star). This marks the first appearance of classic power-ups in a 3D Mario Platform game. Unlike previous games, however, the Fire Flower is lost after a certain amount of time, like the Rainbow Star. The Ice Flower from Mario & Luigi: Partners in Time made a reappearance as well.

Strangely, fire flowers are waterproof, as they can be thrown during water levels.

Other appearances

In Super Mario Bros. 3, Fire Flowers are depicted on cards (referred to as "panels" in the Super Nintendo and Game Boy Advance remakes of the game) that are collected by the player to end a common stage. The card rapidly flashes between the Super Mushroom, Fire Flower and Starman objects. If Mario manages to collect three Fire Flower cards, he gains three extra lives.

In Super Mario Bros. 3, Fire Flowers are also seen when Mario enters a "spade" card on the world map. The spade game is played somewhat like a slot machine game, only the player is trying to create one full image instead of three side-by-side images. As with the panels, the image varies between a Super Mushroom, Fire Flower and Starman, and if the Fire Flower is successfully completed, the player gains three extra lives.

The Fire Flower appears in all games of the Super Smash Bros series as an item that can be used against other players. In these games, the Fire Flower acts as a flamethrower, as Mario and Luigi have the fireball ability by default. Additionally, Mario gets an optional Fire Mario color scheme in Super Smash Bros. Brawl. Luigi also has a Fire Luigi outfit in the first two Super Smash Bros. games, although his skin turns darker, and his gloves and the emblem on his hat turn orange, as opposed to Mario, whose Fire Mario color scheme is more faithful to the traditional spectrum.

The Fire Flower makes another appearance in Paper Mario (and its sequel, Paper Mario: The Thousand-Year Door) as a weapon rather than a power-up. When used, it inflicts three points of damage to all enemies by rapidly shooting fireballs at them. Fire-resistant enemies take no damage (such as Clefts or Spike Tops) but ice enemies take extra (White Clubbas and Frost Piranhas) and Dry Bones take over quintuple. An in-game dialogue also states that Mario uses Fire Flowers by eating them. They can also be cooked and made into a healthy soup. They also appeared in Mario & Luigi: Partners in Time as a Bros item, with alternate versions, such as the Ice Flower, Copy Flower, and Mix Flower, appearing as it did in Super Mario Bros. 3. In Super Mario RPG, flowers are used to raise the player's Flower Points, which are required to use the characters' special abilities.

In Super Mario 64 DS, the Power Flower, which resembles the Fire Flower, grants different abilities to each of the four playable characters, including allowing Yoshi to breathe fire.

Fire Flowers were also a staple in the Super Mario Bros. cartoons. However, in The Super Mario Bros. Super Show!, Mario used more than just Fire Flowers to become Fire Mario; he sometimes used a Starman and even an enchanted plumbing snake one time to make the transformation. Additionally, on the The Super Mario Bros. Super Show!, Fire Mario is referred to instead as Super Mario, with the plumber's regular form not ever using the adjective. In the later cartoons, which were truer to the spirit of the games, the Mario Bros. became the Fire Mario Bros. only when they grabbed Fire Flowers. Interesting to note is that, while Mario retained his original color scheme in the cartoons even though they came out after Nintendo started using the modern color scheme, his color scheme as Fire Mario was different in each series depending on which game the series was based on. In all the cartoons, though, Mario would shoot fireballs with his fingertips rather than throw them from his palm as in the games. As well as Mario and Luigi, other characters, such as Toad, Princess Toadstool and even King Koopa used Fire Flowers in the Mario cartoons. In some cases, the fireballs from the flowers could be used on their own without transformation.

Strangely, Fire Flowers were completely absent from the Super Mario Bros. comic books. The only appearance of Fire Mario or Fire Luigi was in the prologue short, where Luigi is shown throwing fireballs at some Beezos; however, he is still wearing his regular outfit rather than his Fire Luigi outfit.


text:
Mario franchise strategy guide/Items/Starman

The Starman is a power-up from the Mario series of video games. It is a flashing star, traditionally about the size of "regular" Mario, that grants the player about 15 seconds of invincibility when touched (however, if Mario falls into a pit or lava, gets flattened by a platform in a scrolling screen level, or if time runs out, he still loses a life).

Mario appearances
When touched, the music will change, and in Super Mario Bros. 3 and New Super Mario Bros., Mario's jumping animation becomes a somersault. The Starman debuted in Super Mario Bros., and is so named because it has a pair of small eyes, as if the topmost point of the star were its head. In New Super Mario Bros. the Starman also gives the player the ability to run much faster. A similar star power-up appeared in the game Super Mario World 2: Yoshi's Island called the Super Star, which replaced the Super Feather as the power-up for Caped Mario (Superstar Mario). This gave Mario a cape, the ability to float, the ability to run up walls, and invincibility. In the Nintendo DS game Yoshi Touch & Go it gave the ability to throw stars like Mario's fireballs.

Because of the highly valued invincibility it grants, the Starman and stars in general are used by the Mario series to denote special areas, rewards, and secrets. For example, in Super Mario Bros. 3, three consecutive star cards earned from the roulette goal boxes at the end of each level would grant the player five extra lives, whereas three consecutive flower cards would grant only three, and three consecutive mushroom cards granted a mere two. In Super Mario World, secret levels lined Star Road, a location which isn't marked on the main map of the game. Winning the Star Cup in a Mario Kart game will unlock hidden tracks. Super Mario RPG was subtitled "Legend of the Seven Stars." In Super Mario 64 and Super Mario 64 DS, it is necessary to collect all 120/150 power stars (30 were added to Super Mario 64 DS) to fully complete the game. Power stars are also a collectible in Super Mario Galaxy, with 121 to be had. In New Super Mario Bros. and Super Mario 64 DS, there are a few casino-like minigames (mainly card games). In the game similar to Poker, the Star is the card of highest value.

In Super Mario Galaxy, there is a power up similar to the Starman called a Rainbow Star. It grants temporary invincibility, super speed, and a glittery rainbow-like appearance, and a special song (different from the Starman song found in other Super Mario Bros. games) plays while it is in effect.

Other appearances
The Starman also provides invincibility to players in the Super Smash Bros. series of fighting games, where it played the same role as in a Mario game, with the difference that merely touching your enemies when invincible will not affect them.

In the Mario Kart series, the Starman (found in item boxes on the track) increases the speed of the kart and also makes it impervious to opponents’ attacks, while knocking any karts in its path out of the way. It does not render a kart invulnerable to lava, water, pits, or similar pitfalls; instead, it allows the player to run over grass, sand, dirt, or other terrain which would normally slow the player down, with no speed reduction whatsoever.

In Super Paper Mario there is a similar power-up called a Mega Star which, when the character touches it, transforms the current character into a giant 8-bit version, rendering him/her invincible temporarily. Humorously, a lone Koopa is seen using this item later in the game.

In the three Mario cartoon series made by DIC Entertainment, Starmen make frequent appearances and, as well as being used by Mario and Luigi, are occasionally used by other characters, such as Toad and Princess Peach. Oddly, in The Super Mario Bros. Super Show!, Starmen were portrayed as having the same effects as Fire Flowers on Mario and Luigi.