Super Mario Bros. 35: Difference between revisions

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'''''Super Mario Bros. 35''''' is a 2D platformer and battle royale game for the [[Nintendo Switch]] created to celebrate the ''[[Super Mario Bros. (series)|Super Mario Bros.]]'' series' [[Super Mario Bros. 35th Anniversary|35th anniversary]]. It is exclusively available to [[Nintendo Switch#Nintendo Switch Online|Nintendo Switch Online]] members and released on October 1, 2020. This game, along with ''[[Super Mario 3D All-Stars]]'' and ''[[Game & Watch: Super Mario Bros.]]'', is available until March 31, 2021. The game's battle royale mechanics are similar to ''{{wp|Tetris 99}}'', another game only available to Nintendo Switch Online members.
'''''Super Mario Bros. 35''''' was a 2D platformer and battle royale game for the [[Nintendo Switch]] created to celebrate the ''[[Super Mario Bros. (series)|Super Mario Bros.]]'' series' [[Super Mario Bros. 35th Anniversary|35th anniversary]]. It was exclusively available to [[Nintendo Switch#Nintendo Switch Online|Nintendo Switch Online]] members and released on October 1, 2020. This game, along with ''[[Super Mario 3D All-Stars]]'' and ''[[Game & Watch: Super Mario Bros.]]'', was available until March 31, 2021. The game's battle royale mechanics are similar to ''{{wp|Tetris 99}}'', another game only available to Nintendo Switch Online members.


Playing a round before March 31, 2021 is one of the 35th Anniversary site [[My Nintendo]] missions to be completed, though it does not actually register until a week after playing at the latest.
Playing a round before March 31, 2021 is one of the 35th Anniversary site [[My Nintendo]] missions to be completed, though it does not actually register until a week after playing at the latest.
On March 31st 2021, Super Mario Bros. 35 has shut down, rendering the game unplayable.


==Controls==
==Controls==
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==Gameplay==
==Gameplay==
[[File:SMB35 Gameplay.png|thumb|250px|[[Fire Mario]] in [[World 5-2 (Super Mario Bros.)|World 5-2]], featuring enemies which have been sent over by other players.]]
[[File:SMB35 Gameplay.png|thumb|250px|[[Fire Mario]] in [[World 5-2 (Super Mario Bros.)|World 5-2]], featured enemies which have been sent over by other players.]]
''Super Mario Bros. 35'' is a battle royale where 35 players compete against each other until only a single player is left. In the menu, the player can play a normal game or a special event, if any, along with changing their icon, which is gained by leveling up. Leveling up is earned by obtaining [[Experience Point|experience point]]s from playing levels.  
''Super Mario Bros. 35'' was a battle royale where 35 players competed against each other until only a single player was left. In the menu, the player could play a normal game or a special event, if any, along with changing their icon, which was gained by leveling up. Leveling up was earned by obtaining [[Experience Point|experience point]]s from playing levels.  


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


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


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


In Special Battle, limited-time events are held where players play through a set order of courses with special conditions, such as starting with 100 coins. The battle can start in any course.
In Special Battle, limited-time events were held where players played through a set order of courses with special conditions, such as starting with 100 coins. The battle could start in any course.


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|-
|-
! [[Super Mushroom]] || [[File:SMB Supermushroom.png]]
! [[Super Mushroom]] || [[File:SMB Supermushroom.png]]
| Gives the [[Super Mario (form)|Super form]], or 15 seconds on the timer if already in that form. Defeating enemies by bouncing on them gives 2 or 3 seconds on the timer based on the type, bouncing on Buzzy Beetles give 4, and bouncing on Hammer Bros and Lakitus give 5.
| Gave the [[Super Mario (form)|Super form]], or 15 seconds on the timer if already in that form. Defeating enemies by bouncing on them gave 2 or 3 seconds on the timer based on the type, bouncing on Buzzy Beetles gave 4, and bouncing on Hammer Bros and Lakitus gave 5.
|-
|-
! [[Fire Flower]] || [[File:Fire Flower SMB.gif]]
! [[Fire Flower]] || [[File:Fire Flower SMB.gif]]
| Gives [[Fire Mario|the ability to shoot]] [[fireball]]s, or 15 seconds on the timer if already in that form. Defeating Bowser with fireballs will give the player 5 seconds on the timer, defeating Hammer Bros and Lakitus will give the player 2, while all other enemies give 1.
| Gave [[Fire Mario|the ability to shoot]] [[fireball]]s, or 15 seconds on the timer if already in that form. Defeating Bowser with fireballs gave the player 5 seconds on the timer, defeating Hammer Bros and Lakitus gave the player 2, while all other enemies gave 1.
|-
|-
! [[Super Star]] || [[File:Starman.gif]]
! [[Super Star]] || [[File:Starman.gif]]
| Gives [[Invincible Mario|invincibility]] for a short period of time, and resets the period of invincibility if the player is already under the effects of a Super Star. Each defeated enemy gives 2 seconds on the timer, and if the player defeats several enemies without stopping, the amount of seconds given will increase more.
| Gave [[Invincible Mario|invincibility]] for a short period of time, and resetted the period of invincibility if the player was already under the effects of a Super Star. Each defeated enemy gave 2 seconds on the timer, and if the player defeated several enemies without stopping, the amount of seconds given would increase more.
|-
|-
! [[1-Up Mushroom]] || [[File:SMB 1-up Mushroom Sprite.png]]
! [[1-Up Mushroom]] || [[File:SMB 1-up Mushroom Sprite.png]]
| Gives 20 coins.
| Gave 20 coins.
|-
|-
! [[POW Block]] || [[File:NES Mario Bros POW Block.png]]
! [[POW Block]] || [[File:NES Mario Bros POW Block.png]]
| Defeats all enemies on-screen. Defeated Goombas give 2 seconds on the timer, while stronger enemies like Koopa Troopas give 3, while Buzzy Beetles give 4, Lava Bubbles, Hammer Bros and Lakitus give 5, and Bowsers give 10.
| Defeated all enemies on-screen. Defeated Goombas gave 2 seconds on the timer, while stronger enemies like Koopa Troopas gave 3, while Buzzy Beetles gave 4, Lava Bubbles, Hammer Bros and Lakitus gave 5, and Bowsers gave 10.
|}
|}


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


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


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


Enemies that have multiple identical-looking variants (e.g. Green Koopa Paratroopa and Bowser) will have the correct variant appear for the target player. Enemies of the same kind with different behavior will retain their behavior, like Bowsers that throw hammers, for example. Enemies that can be bounced on and then further interacted with (all the shelled enemies) will be transferred and award time on the first bounce, any further interaction with that same enemy will not cause them to be transferred again or award more time, thus also avoiding the "infinite 1-Ups trick" (which in this game would translate into an infinite time trick).
Enemies that had multiple identical-looking variants (e.g. Green Koopa Paratroopa and Bowser) would have the correct variant appear for the target player. Enemies of the same kind with different behavior would retain their behavior, like Bowsers that throw hammers, for example. Enemies that can be bounced on and then further interacted with (all the shelled enemies) would be transferred and award time on the first bounce, any further interaction with that same enemy would not cause them to be transferred again or award more time, thus also avoiding the "infinite 1-Ups trick" (which in this game would translate into an infinite time trick).


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|width=100|[[Blooper]]
|width=100|[[Blooper]]
!bgcolor=#8A7EFF|[[File:SMB Blooper Sprite.gif]]
!bgcolor=#8A7EFF|[[File:SMB Blooper Sprite.gif]]
|When transferred to a non-water level, it will still behave as if it was swimming in the water, effectively floating, and can be stomped, as in ''[[Super Mario Bros.: The Lost Levels]]''. (This mechanic exists in the ''Super Mario Bros.'' engine, but does not appear outside glitch levels.)
|When transferred to a non-water level, it would still behave as if it was swimming in the water, effectively floating, and could be stomped, as in ''[[Super Mario Bros.: The Lost Levels]]''. (This mechanic exists in the ''Super Mario Bros.'' engine, but did not appear outside glitch levels.)
|-
|-
|[[Bowser]]
|[[Bowser]]
!bgcolor=#8A7EFF|[[File:SMB_Bowser_Sprite.png]]
!bgcolor=#8A7EFF|[[File:SMB_Bowser_Sprite.png]]
|There are no fake Bowsers in this game. Kicking a shell into Bowser will defeat both the shell and Bowser. Bowser can not be defeated from below when he is standing on a [[Brick Block]] or [[? Block]]. Transferred Bowsers throw hammers if they are from World 6-4 and later.
|There were no fake Bowsers in this game. Kicking a shell into Bowser would defeat both the shell and Bowser. Bowser could not be defeated from below when he stood on a [[Brick Block]] or [[? Block]]. Transferred Bowsers threw hammers if they were from World 6-4 and later.
|-
|-
|[[Bullet Bill]]
|[[Bullet Bill]]
!bgcolor=#8A7EFF|[[File:Bullet Bill Super Mario Bros.png]]
!bgcolor=#8A7EFF|[[File:Bullet Bill Super Mario Bros.png]]
|When transferred, it will come in from the right side of the screen.
|When transferred, it came in from the right side of the screen.
|-
|-
|[[Buzzy Beetle]]
|[[Buzzy Beetle]]
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|[[Cheep Cheep]]
|[[Cheep Cheep]]
!bgcolor=#8A7EFF|[[File:SMB Swimming Cheep Cheep Sprite.gif]]
!bgcolor=#8A7EFF|[[File:SMB Swimming Cheep Cheep Sprite.gif]]
|Has the jumping behavior in non-water levels and the swimming behavior in water levels. It changes behavior if transferred to the other type of level.
|Had the jumping behavior in non-water levels and the swimming behavior in water levels. It changed behavior if transferred to the other type of level.
|-
|-
|[[Goomba]]
|[[Goomba]]
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|[[Lakitu]]
|[[Lakitu]]
!bgcolor=#8A7EFF|[[File:SMB Lakitu Throwing Spiny Sprites.gif]]
!bgcolor=#8A7EFF|[[File:SMB Lakitu Throwing Spiny Sprites.gif]]
|If multiple Lakitus are transferred to the same player, they may spawn at different altitudes.
|If multiple Lakitus were transferred to the same player, they might spawn at different altitudes.
|-
|-
|[[Lava Bubble]]
|[[Lava Bubble]]
!bgcolor=#8A7EFF|[[File:Podoboo Sprite SMB.png]]
!bgcolor=#8A7EFF|[[File:Podoboo Sprite SMB.png]]
|Can be defeated with a shell, Super Star, or POW Block.
|Could be defeated with a shell, Super Star, or POW Block.
|-
|-
|[[Piranha Plant]]
|[[Piranha Plant]]
!bgcolor=#8A7EFF|[[File:PiranhaPlant SMB Sprite.gif]]
!bgcolor=#8A7EFF|[[File:PiranhaPlant SMB Sprite.gif]]
|When transferred, they always appear on the ground and don't retract even if they happen to be on the top of a pipe.
|When transferred, they always appeared on the ground and didn't retract even if they happened to be on the top of a pipe.
|-
|-
|[[Spiny]]
|[[Spiny]]
!bgcolor=#8A7EFF|[[File:SMB Spiny Sprite.gif]]
!bgcolor=#8A7EFF|[[File:SMB Spiny Sprite.gif]]
|Spinies can be transferred independently of Lakitus.
|Spinies could be transferred independently of Lakitus.
|}
|}


The following cannot be defeated:
The following could not be defeated:


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


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


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


In the first ''Super Mario Bros. 35'' World Count Challenge, players worked together to defeat 3.5 million [[Bowser]]s from January 18, 2021 at 11 p.m. PT to January 25, 2021 at 10:59 p.m. PT. In addition to 35-Player Battle, the Special Battle that week lasted all seven days of the event<ref>https://topics.nintendo.co.jp/article/6be25800-6e75-45c1-a050-84f65edf6b86</ref> and featured courses with additional opportunities to battle with Bowser. If the total Bowsers defeated around the world reached 3.5 million, the players who defeated at least one Bowser would be eligible to receive 350 My Nintendo Platinum Points. The goal was reached with 5,363,696 Bowsers defeated.<ref>https://twitter.com/supermario35th/status/1354349262444916736?s=20</ref>
In the first ''Super Mario Bros. 35'' World Count Challenge, players worked together to defeat 3.5 million [[Bowser]]s from January 18, 2021 at 11 p.m. PT to January 25, 2021 at 10:59 p.m. PT. In addition to 35-Player Battle, the Special Battle that week lasted all seven days of the event<ref>https://topics.nintendo.co.jp/article/6be25800-6e75-45c1-a050-84f65edf6b86</ref> and featured courses with additional opportunities to battle with Bowser. If the total Bowsers defeated around the world reached 3.5 million, the players who defeated at least one Bowser would be eligible to receive 350 My Nintendo Platinum Points. The goal was reached with 5,363,696 Bowsers defeated.<ref>https://twitter.com/supermario35th/status/1354349262444916736?s=20</ref>
Line 408: Line 410:
In the second ''Super Mario Bros. 35'' World Count Challenge, players worked together to defeat 350 million [[Goomba]]s from February 22, 2021 to March 1, 2021. In addition to 35-Player Battle, the Special Battle that week lasted all seven days of the event.<ref>https://topics.nintendo.co.jp/article/b1d9d65d-f97e-40de-95f4-1bf7f1d3af72</ref> The goal was not reached with only 317,373,419 Goombas defeated.<ref>https://www.twitter.com/supermario35th/status/1367011001896497156</ref>
In the second ''Super Mario Bros. 35'' World Count Challenge, players worked together to defeat 350 million [[Goomba]]s from February 22, 2021 to March 1, 2021. In addition to 35-Player Battle, the Special Battle that week lasted all seven days of the event.<ref>https://topics.nintendo.co.jp/article/b1d9d65d-f97e-40de-95f4-1bf7f1d3af72</ref> The goal was not reached with only 317,373,419 Goombas defeated.<ref>https://www.twitter.com/supermario35th/status/1367011001896497156</ref>


In the third ''Super Mario Bros. 35'' World Count Challenge, players worked together to collect 350 million [[coin]]s from March 23, 2021 to March 29, 2021. In addition to 35-Player Battle, the Special Battle that week lasted all seven days of the event.<ref>https://topics.nintendo.co.jp/article/db922622-b701-4b6a-80c0-df798480fc31</ref> The goal was reached with 560,792,922 coins collected.<ref>https://www.twitter.com/supermario35th/status/1377157331490725893</ref>
In the third, and final ''Super Mario Bros. 35'' World Count Challenge, players worked together to collect 350 million [[coin]]s from March 23, 2021 to March 29, 2021. In addition to 35-Player Battle, the Special Battle that week lasted all seven days of the event.<ref>https://topics.nintendo.co.jp/article/db922622-b701-4b6a-80c0-df798480fc31</ref> The goal was reached with 560,792,922 coins collected.<ref>https://www.twitter.com/supermario35th/status/1377157331490725893</ref>


==Icons==
==Icons==
Icons of various ''Super Mario Bros.'' characters and objects can be unlocked by leveling up, with 64 icons in total. Players start with standing Small Mario, a Brick Block, a Super Mushroom, and a Goomba as their only icons. The order that the icons are unlocked is random; however, players unlock the last icon at level Level 50★.
Icons of various ''Super Mario Bros.'' characters and objects could be unlocked by leveling up, with 64 icons in total. Players started with standing Small Mario, a Brick Block, a Super Mushroom, and a Goomba as their only icons. The order that the icons are unlocked were random; however, players unlocked the last icon at level Level 50★.


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Revision as of 02:49, April 1, 2021

Template:Infobox Super Mario Bros. 35 was a 2D platformer and battle royale game for the Nintendo Switch created to celebrate the Super Mario Bros. series' 35th anniversary. It was exclusively available to Nintendo Switch Online members and released on October 1, 2020. This game, along with Super Mario 3D All-Stars and Game & Watch: Super Mario Bros., was available until March 31, 2021. The game's battle royale mechanics are similar to Tetris 99, another game only available to Nintendo Switch Online members.

Playing a round before March 31, 2021 is one of the 35th Anniversary site My Nintendo missions to be completed, though it does not actually register until a week after playing at the latest.

On March 31st 2021, Super Mario Bros. 35 has shut down, rendering the game unplayable.

Controls

Much like in Super Mario Maker 2, the controls could be changed in the settings. In some menus, the player had to hold the button to confirm.

  • left, right or leftstick - Move Mario/Luigi
  • B or A - Jump
  • Y or B - Run
  • leftstick or left, right, up, down or Touch Screen - Move target
  • rightstick or R - Choose a random target, attack those attacking the player, those with the most coins, or those with the lowest remaining time
  • X or L - Use item roulette

The game had rumble support.

Gameplay

Gameplay of Super Mario Bros. 35
Fire Mario in World 5-2, featured enemies which have been sent over by other players.

Super Mario Bros. 35 was a battle royale where 35 players competed against each other until only a single player was left. In the menu, the player could play a normal game or a special event, if any, along with changing their icon, which was gained by leveling up. Leveling up was earned by obtaining experience points from playing levels.

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

Courses

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

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

In Special Battle, limited-time events were held where players played through a set order of courses with special conditions, such as starting with 100 coins. The battle could start in any course.

Course thumbnails
Icon for World 1-1 from Super Mario Bros. 35 Icon for World 1-2 from Super Mario Bros. 35 Icon for World 1-3 from Super Mario Bros. 35 Icon for World 1-4 from Super Mario Bros. 35
World 1-1 World 1-2 World 1-3 World 1-4
Icon for World 2-1 from Super Mario Bros. 35 Icon for World 2-2 from Super Mario Bros. 35 Icon for World 2-3 from Super Mario Bros. 35 Icon for World 2-4 from Super Mario Bros. 35
World 2-1 World 2-2 World 2-3 World 2-4
Icon for World 3-1 from Super Mario Bros. 35 Icon for World 3-2 from Super Mario Bros. 35 Icon for World 3-3 from Super Mario Bros. 35 Icon for World 3-4 from Super Mario Bros. 35
World 3-1 World 3-2 World 3-3 World 3-4
Icon for World 4-1 from Super Mario Bros. 35 Icon for World 4-2 from Super Mario Bros. 35 Icon for World 4-3 from Super Mario Bros. 35 Icon for World 4-4 from Super Mario Bros. 35
World 4-1 World 4-2 World 4-3 World 4-4
Icon for World 5-1 from Super Mario Bros. 35 Icon for World 5-2 from Super Mario Bros. 35 Icon for World 5-3 from Super Mario Bros. 35 Icon for World 5-4 from Super Mario Bros. 35
World 5-1 World 5-2 World 5-3 World 5-4
Icon for World 6-1 from Super Mario Bros. 35 Icon for World 6-2 from Super Mario Bros. 35 Icon for World 6-3 from Super Mario Bros. 35 Icon for World 6-4 from Super Mario Bros. 35
World 6-1 World 6-2 World 6-3 World 6-4
Icon for World 7-1 from Super Mario Bros. 35 Icon for World 7-2 from Super Mario Bros. 35 Icon for World 7-3 from Super Mario Bros. 35 Icon for World 7-4 from Super Mario Bros. 35
World 7-1 World 7-2 World 7-3 World 7-4
Icon for World 8-1 from Super Mario Bros. 35 Icon for World 8-2 from Super Mario Bros. 35 Icon for World 8-3 from Super Mario Bros. 35 Icon for World 8-4 from Super Mario Bros. 35
World 8-1 World 8-2 World 8-3 World 8-4

Items

Coin A Coin from Super Mario Bros. Can be used for the Item Roulette.
Super Mushroom SMB Supermushroom.png Gave the Super form, or 15 seconds on the timer if already in that form. Defeating enemies by bouncing on them gave 2 or 3 seconds on the timer based on the type, bouncing on Buzzy Beetles gave 4, and bouncing on Hammer Bros and Lakitus gave 5.
Fire Flower Fire Flower Gave the ability to shoot fireballs, or 15 seconds on the timer if already in that form. Defeating Bowser with fireballs gave the player 5 seconds on the timer, defeating Hammer Bros and Lakitus gave the player 2, while all other enemies gave 1.
Super Star A Starman from Super Mario Bros. Gave invincibility for a short period of time, and resetted the period of invincibility if the player was already under the effects of a Super Star. Each defeated enemy gave 2 seconds on the timer, and if the player defeated several enemies without stopping, the amount of seconds given would increase more.
1-Up Mushroom SMB 1-up Mushroom Sprite.png Gave 20 coins.
POW Block Sprite of a POW from the NES port of Mario Bros. Defeated all enemies on-screen. Defeated Goombas gave 2 seconds on the timer, while stronger enemies like Koopa Troopas gave 3, while Buzzy Beetles gave 4, Lava Bubbles, Hammer Bros and Lakitus gave 5, and Bowsers gave 10.

Characters

Playable characters

  • Mario
  • Luigi - Luigi was playable by holding L while selecting a course or selecting Special Battle. Luigi was only playable after every course was cleared at least once.[1]

Cameos

Enemies

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

Enemies that had multiple identical-looking variants (e.g. Green Koopa Paratroopa and Bowser) would have the correct variant appear for the target player. Enemies of the same kind with different behavior would retain their behavior, like Bowsers that throw hammers, for example. Enemies that can be bounced on and then further interacted with (all the shelled enemies) would be transferred and award time on the first bounce, any further interaction with that same enemy would not cause them to be transferred again or award more time, thus also avoiding the "infinite 1-Ups trick" (which in this game would translate into an infinite time trick).

Name Sprite Notes
Blooper Blooper sprite. When transferred to a non-water level, it would still behave as if it was swimming in the water, effectively floating, and could be stomped, as in Super Mario Bros.: The Lost Levels. (This mechanic exists in the Super Mario Bros. engine, but did not appear outside glitch levels.)
Bowser Bowser. There were no fake Bowsers in this game. Kicking a shell into Bowser would defeat both the shell and Bowser. Bowser could not be defeated from below when he stood on a Brick Block or ? Block. Transferred Bowsers threw hammers if they were from World 6-4 and later.
Bullet Bill Bullet Bill When transferred, it came in from the right side of the screen.
Buzzy Beetle SMBBuzzyBeetle.gif
Cheep Cheep A sprite of a Cheep Cheep. Had the jumping behavior in non-water levels and the swimming behavior in water levels. It changed behavior if transferred to the other type of level.
Goomba Goomba's walking animation from Super Mario Bros.
Hammer Bro SMB Hammer Bro Throwing Hammer Sprite.gif
Koopa Paratroopa A Green Koopa Paratroopa
Koopa Troopa A Green Koopa Troopa walking from Super Mario Bros.
Lakitu SMB Lakitu Throwing Spiny Sprites.gif If multiple Lakitus were transferred to the same player, they might spawn at different altitudes.
Lava Bubble Sprite of Podoboo Could be defeated with a shell, Super Star, or POW Block.
Piranha Plant PiranhaPlant SMB Sprite.gif When transferred, they always appeared on the ground and didn't retract even if they happened to be on the top of a pipe.
Spiny SMB Spiny Sprite.gif Spinies could be transferred independently of Lakitus.

The following could not be defeated:

Name Sprite Notes
Fire Bar FireRodSMB.gif
Bill Blaster Bill Blaster sprite. Even though it is indestructible, it appears on the enemy bar.

Changes from Super Mario Bros.

It has been requested that at least one image be uploaded for this section. Remove this notice only after the image(s) have been added. Specific(s): Some examples of stage layout being modified

Super Mario Bros. 35 was based on the NTSC version of Super Mario Bros. Generally, many physics and other mechanics had been altered to fall more in line with newer Mario games, similarly to Super Mario Maker; some examples as follows:

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

Coin Ranking

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

Rank Bonus
Rank Coins
1st 100
2nd 90
3rd 85
4th 80
5th 75
6th 70
7th 65
8th 60
9th 55
10th 50
11th 48
12th 46
13th 44
14th 42
15th 40
16th 38
17th 36
18th 34
19th 32
20th 30
21st 28
22nd 26
23rd 24
24th 22
25th 20
26th 18
27th 16
28th 14
29th 12
30th 10
31st 9
32nd 8
33rd 7
34th 6
35th 5

Super Mario Bros. 35 World Count Challenge

Super Mario Bros. 35 World Count Challenge was an event that was announced on January 12, 2021 along with new details about Super Mario 3D World + Bowser's Fury. Players from around the world would work together to complete goals within a certain time frame. The event was held monthly, three times from January to March 2021.[3]

In the first Super Mario Bros. 35 World Count Challenge, players worked together to defeat 3.5 million Bowsers from January 18, 2021 at 11 p.m. PT to January 25, 2021 at 10:59 p.m. PT. In addition to 35-Player Battle, the Special Battle that week lasted all seven days of the event[4] and featured courses with additional opportunities to battle with Bowser. If the total Bowsers defeated around the world reached 3.5 million, the players who defeated at least one Bowser would be eligible to receive 350 My Nintendo Platinum Points. The goal was reached with 5,363,696 Bowsers defeated.[5]

In the second Super Mario Bros. 35 World Count Challenge, players worked together to defeat 350 million Goombas from February 22, 2021 to March 1, 2021. In addition to 35-Player Battle, the Special Battle that week lasted all seven days of the event.[6] The goal was not reached with only 317,373,419 Goombas defeated.[7]

In the third, and final Super Mario Bros. 35 World Count Challenge, players worked together to collect 350 million coins from March 23, 2021 to March 29, 2021. In addition to 35-Player Battle, the Special Battle that week lasted all seven days of the event.[8] The goal was reached with 560,792,922 coins collected.[9]

Icons

Icons of various Super Mario Bros. characters and objects could be unlocked by leveling up, with 64 icons in total. Players started with standing Small Mario, a Brick Block, a Super Mushroom, and a Goomba as their only icons. The order that the icons are unlocked were random; however, players unlocked the last icon at level Level 50★.

Unlockable icons
Small Mario unlockable icon from Super Mario Bros. 35 Small Mario unlockable icon from Super Mario Bros. 35 Small Mario unlockable icon from Super Mario Bros. 35 Small Mario unlockable icon from Super Mario Bros. 35 Super Mario unlockable icon from Super Mario Bros. 35 Super Mario unlockable icon from Super Mario Bros. 35
Small Mario Super Mario
Super Mario unlockable icon from Super Mario Bros. 35 Super Mario unlockable icon from Super Mario Bros. 35 Fire Mario unlockable icon from Super Mario Bros. 35 Fire Mario unlockable icon from Super Mario Bros. 35 Fire Mario unlockable icon from Super Mario Bros. 35 Fire Mario unlockable icon from Super Mario Bros. 35
Super Mario Fire Mario / Fire Luigi
Small Luigi unlockable icon from Super Mario Bros. 35 Small Luigi unlockable icon from Super Mario Bros. 35 Small Luigi unlockable icon from Super Mario Bros. 35 Small Luigi unlockable icon from Super Mario Bros. 35 Super Luigi unlockable icon from Super Mario Bros. 35 Super Luigi unlockable icon from Super Mario Bros. 35
Small Luigi Super Luigi
Super Luigi unlockable icon from Super Mario Bros. 35 Super Luigi unlockable icon from Super Mario Bros. 35 Goomba unlockable icon from Super Mario Bros. 35 Goomba unlockable icon from Super Mario Bros. 35 Goomba unlockable icon from Super Mario Bros. 35 Koopa Troopa unlockable icon from Super Mario Bros. 35
Super Luigi Goomba Koopa Troopa
Koopa Troopa unlockable icon from Super Mario Bros. 35 Koopa Troopa unlockable icon from Super Mario Bros. 35 Koopa Troopa unlockable icon from Super Mario Bros. 35 Koopa Troopa unlockable icon from Super Mario Bros. 35 Koopa Troopa unlockable icon from Super Mario Bros. 35 Spiny unlockable icon from Super Mario Bros. 35
Koopa Troopa / Shell Spiny
Spiny Egg unlockable icon from Super Mario Bros. 35 Buzzy Beetle unlockable icon from Super Mario Bros. 35 Buzzy Beetle unlockable icon from Super Mario Bros. 35 Buzzy Beetle unlockable icon from Super Mario Bros. 35 Koopa Paratroopa unlockable icon from Super Mario Bros. 35 Koopa Paratroopa unlockable icon from Super Mario Bros. 35
Spiny Egg Buzzy Beetle Koopa Paratroopa
Koopa Paratroopa unlockable icon from Super Mario Bros. 35 Hammer Bro unlockable icon from Super Mario Bros. 35 Hammer unlockable icon from Super Mario Bros. 35 Hammer Bro unlockable icon from Super Mario Bros. 35 Hammer unlockable icon from Super Mario Bros. 35 Lakitu unlockable icon from Super Mario Bros. 35
Koopa Paratroopa Hammer Bro / Hammer Lakitu
Cheep Cheep unlockable icon from Super Mario Bros. 35 Cheep Cheep unlockable icon from Super Mario Bros. 35 Bullet Bill unlockable icon from Super Mario Bros. 35 Bill Blaster unlockable icon from Super Mario Bros. 35 Blooper unlockable icon from Super Mario Bros. 35 Podoboo unlockable icon from Super Mario Bros. 35
Cheep Cheep Bullet Bill Bill Blaster Blooper Lava Bubble
Piranha Plant unlockable icon from Super Mario Bros. 35 Piranha Plant unlockable icon from Super Mario Bros. 35 Bowser unlockable icon from Super Mario Bros. 35 Mushroom Retainer unlockable icon from Super Mario Bros. 35 Princess Toadstool unlockable icon from Super Mario Bros. 35 Firework unlockable icon from Super Mario Bros. 35
Piranha Plant Bowser Toad Princess Peach Firework
Super Mushroom unlockable icon from Super Mario Bros. 35 1-Up Mushroom unlockable icon from Super Mario Bros. 35 Fire Flower unlockable icon from Super Mario Bros. 35 Starman unlockable icon from Super Mario Bros. 35 Brick Block unlockable icon from Super Mario Bros. 35 ? Block unlockable icon from Super Mario Bros. 35
Super Mushroom 1-Up Mushroom Fire Flower Super Star Brick Block ? Block
Cloud Block unlockable icon from Super Mario Bros. 35 Axe unlockable icon from Super Mario Bros. 35 Warp Pipe unlockable icon from Super Mario Bros. 35 Warp Pipe unlockable icon from Super Mario Bros. 35
Cloud Block Axe Warp Pipe

Special Battle events

The first name is from Nintendo of America's Twitter account, the second is from the UK Super Mario Twitter account if theirs is different, and the (second or) third is from the Japanese Super Mario Bros. 35th Anniversary Twitter account.

In all Special Battles from World 1-1 to World 8-4, the Warp Zones worked like they did in Super Mario Bros.

Name Date Courses Order Form Coins Time
Limited-course Battle / コース限定バトル October 1, 2020 - October 4, 2020 World 1-1 to World 2-4 In order Super Mario 35 100
Frantic Fight Against Exceptional Enemies! / Intense battle! / 強敵おくりあい!ワチャワチャバトル October 9, 2020 - October 11, 2020 World 1-1, World 1-2, World 1-4, World 2-1, World 3-1, World 4-1 Random Small Mario 35 100
Limited-Course Battle / Limited-course Battle! / コース限定バトル October 16, 2020 - October 18, 2020 World 3-1 to World 4-4 In order Super Mario 35 100
Coin King Clash #1 / 1st Coin King Championship / 第一回コイン王決定戦 October 23, 2020 - October 25, 2020 World 3-2, World 3-1, World 4-2, World 1-2, World 2-1, World 5-2, World 3-4, World 1-1 In order from World 3-2 Small Mario 0 50
A Halloween Spectacle / Halloween battle! / ハロウィンで大盤振る舞いバトル October 30, 2020 - November 1, 2020 3 out of World 1-2, World 3-1, World 3-2, and World 4-2, then 3 out of World 3-3 and World 6-1 to World 6-3 Partially random Fire Mario 100 100
Showdown at Bowser's Castle! / Showdown! Bowser's Castle Battle / 対決!クッパ城バトル November 6, 2020 - November 8, 2020 World 1-1, World 1-4, World 2-1, World 2-4, World 3-1, World 3-4, World 4-1, World 4-4 Alternating between World N-1 and World N-4 Fire Mario 50 100
Limited-Course Battle / Limited-course battle / コース限定バトル November 13, 2020 - November 15, 2020 World 5-1 to World 6-4 In order Super Mario 35 100
Super Star Dash! / Speedy Super Star battle / スターとダッシュ!バトル November 20, 2020 - November 22, 2020 World 1-1, World 2-1, World 2-3, World 3-1, World 3-2, World 5-4, World 6-2, World 6-4, World 8-1 Random from non-castle courses Invincible Mario 20 20
Coin King Clash #2 / 2nd Coin King Championship / 第2回コイン王決定戦 November 27, 2020 - November 29, 2020 World 5-1, World 4-2, World 1-2, World 1-1, World 3-1, World 4-4, World 6-2 In order from 5-1 Small Mario 0 35
Watch Your Head! / Flying Festival battle! / 頭上注意!空中乱舞バトル December 4, 2020 - December 6, 2020 World 1-1, World 2-1, World 2-2, World 3-1, World 3-2, World 4-1, World 5-2, World 5-4, World 6-1, World 6-2, World 6-4, World 7-1, World 7-2, World 7-4, World 8-2, World 8-3 Random Fire Mario 50 75
Limited-Course Battle / Limited-course battle / コース限定バトル December 11, 2020 - December 14, 2020 World 7-1 to World 7-3, World 8-1 to World 8-3 In order Fire Mario 100 120
Blinded by Bullet Bills / Bullet Bill Barrage battle! / 弾幕危険!キラーまつり December 18, 2020 - December 21, 2020 World 1-4, World 2-4, World 3-4, World 4-1, World 5-2, World 5-3, World 6-3, World 7-1, World 8-2, World 8-3 Random Fire Mario 50 100
Full-Course Battle! / End of the Year battle! / 年末特別企画!フルコースバトル December 25, 2020 - December 27, 2020 World 1-1 to World 8-4 In order from 1-1 Small Mario 0 35
Limited-Course Battle / Limited-course battle / コース限定バトル January 1, 2021 - January 3, 2021 World 2-1 to World 3-4 In order Super Mario 35 100
Coin King Clash #3 / 3rd Coin King Championship / 第3回コイン王決定戦 January 8, 2021 - January 10, 2021 World 1-1, World 5-1, World 5-2, World 2-1, World 6-2, World 3-1, World 8-1 In order Small Mario 0 35
Athletic Course Battle / Athletic course battle / アスレチックコースバトル January 15, 2021 - January 17, 2021 All N-3 courses in order In order Super Mario 100 200
Showdown at Bowser's Castle! [World Count Challenge #1] / 対決!クッパ城バトルふたたび (第1回ワールドカウントチャレンジ) January 18, 2021 - January 25, 2021 World 1-1, World 1-4, World 2-1, World 2-4, World 3-1, World 3-4, World 4-1, World 5-1, World 5-4, World 6-4, World 8-1[10] Partially random Fire Mario 50 100
Limited-World Battle / Limited-World Battle / ワールド限定バトル January 29, 2021 - February 1, 2021 Features 2 (of 3)[11] random worlds out of Worlds 2, 3, and 5[12] Random Super Mario 0 60
1, 2, 3, 4 Course Battle / 1,2,3,4コースバトル February 4, 2021 - February 7, 2021 World 1-1, World 1-3, World 1-4, World 2, World 3, World 4-1, World 4-3, World 5, World 6, World 7-2, World 7-3, World 8-1, World 8-2, World 8-3[13] Partially random Super Mario 20 50
Coin King Clash #4 / 4th Coin King Championship / 第4回コイン王決定戦 February 11, 2021 - February 14, 2021 World 1-1 to World 8-4[14] In order from 1-1 Small Mario 0 35
Starting Splendor Battle / スーパー大盤振る舞いバトル February 18, 2021 - February 21, 2021 World 1-1, World 2-1, World 2-2, World 4-1, World 4-2, World 6-2, World 6-3, World 7-2[15] Partially random Fire Mario 200 400
Goombas Galore! [World Count Challenge #2] / 大盛り!クリボーまつり (第2回ワールドカウントチャレンジ) February 22, 2021 - March 1, 2021 World 1-1, World 2-1, World 3-1, World 3-2, World 4-2, World 5-1, World 5-2, World 6-2, World 8-1 [16] Partially random Small Mario 0 35
Super Star Dash Returns! / スターとダッシュ!バトルふたたび March 4, 2021 - March 7, 2021 World 1-1, World 2-1, World 2-3, World 2-4, World 3-1, World 3-2, World 3-4, World 5-2, World 6-2, World 7-3, World 8-1, World 8-3[17] Random Invincible Mario 20 20
Coin King Clash #5 / 5th Coin King Championship / 第5回コイン王決定戦 March 11, 2021 - March 14, 2021 World 1-2, (World 2-1, World 3-1), (World 3-2, World 5-1), (World 3-3, World 6-3)[18] In order, parenthetical courses can be swapped with each other Super Mario 0 50
Full-Course Battle Returns! / フルコースバトルふたたび March 19, 2021 - March 21, 2021 World 1-1 to World 8-4[19] In order from 1-1 Small Mario 35 35
Variety Battle Finale / Final battle! / 最後のスペシャル!バラエティバトル March 23, 2021 - March 29, 2021 Various past course sets[20] Various Various 99 Various
フルコースバトル March 30, 2021 - March 31, 2021 World 1-1 to World 8-4[21] In order from 1-1 Small Mario 35 35

Daily Challenges

Each day, the player gets three random challenges to complete for up to a total of 600 coins. The total list of challenges is below:

  • Defeat 20 enemies in 35-Player Battle.
  • Use Item Roulette once in 35-Player Battle.
  • Clear 30 courses in 35-Player Battle.
  • Target and send enemies to "Attackers" 10 times in 35-Player Battle.
  • Stomp on three enemies continuously in 35-Player Battle.
  • Collect 500 coins in 35-Player Battle.
  • Clear four courses in 35-Player Battle.
  • Use two Super Stars in a single 35-Player Battle.
  • Use shells to defeat 30 enemies in 35-Player Battle.
  • Rank in the Top 20 in 35-Player Battle.
  • Clear four courses in a single 35-Player Battle.
  • Use the Item Roulette 10 times in 35-Player Battle.
  • Use a shell to defeat three enemies in a row in 35-Player Battle.
  • Rank in the Top 15 two times in 35-Player Battle.
  • Stomp 30 enemies in 35-Player Battle.
  • Use a Super Star to defeat 10 enemies in a row in 35-Player Battle.
  • Use a Mushroom or Fire Flower three times in 35-Player Battle.
  • Rank in the Top 15 five times in 35-Player Battle.
  • Clear two courses in a single 35-Player Battle.
  • Target and send enemies to "Lowest Time" 30 times in a single 35-Player Battle.
  • Defeat 200 enemies in 35-Player Battle.

Update history

Version 1.0.1

Release date: October 8, 2020

General Fixes

  • Fixed an issue where enemies would continue to appear within the current screen area without the player moving forward.
  • Fixed an issue where certain player icons were not displaying correctly in Coin Ranking.
  • Fixed other issues to enhance the overall gameplay experience.
Specific/unlisted changes
  • Removed cheated scores from Coin Ranking.

Version 1.0.2

Release date: November 12, 2020

General Fixes

  • Fixed an issue where large numbers of enemies appearing on-screen would result in gameplay slowdown.
  • Fixed an issue where, under certain conditions, players were unable to throw fireballs underwater.
  • Fixed an issue where a special input would enable players to unlock unopened courses.
  • Treasure chest coin pool amounts are now displayed during spectator mode.
  • Adjusted the sound effect that plays as shells or other objects rapidly bounce back and forth within a single-block opening.
  • Adjusted the speed-up timing of the countdown timer.
  • Improved the overall gameplay experience.
Specific/unlisted changes
  • Fixed the placements of the Hidden Block containing 1-Up Mushroom and nearby blocks in World 6-1.

Reception

Super Mario Bros. 35 received mostly positive reviews.

Reviews
Release Reviewer, Publication Score Comment
Nintendo Switch Chris Carter, Destructoid 7/10 "There's plenty to criticize, but Super Mario Bros. 35 is a free download, so give it a shot. I've played many rounds already and will jump into plenty more until that fated March 2021 eShop removal death date. Hopefully Nintendo has a change of heart like they did with Jump Rope Challenge and updates the game to address some of its shortcomings: because it has even more potential than a temporary flight of fancy."
Nintendo Switch Seth Macy, IGN 7/10 "Super Mario Bros. 35 is an extremely fun twist on the classic platformer and the battle royale formula with plenty to love, although it starts to lose its luster after just a few hours because repeating level 1-1 and a handful of other early levels becomes a chore. But before that happens, developing a winning strategy, perfecting each jump, and knowing just where and when to send your defeated enemies is a satisfying mental juggling act, and winning is a truly special feeling indeed."
Nintendo Switch Chris Scullion, Nintendo Life 8/10 "Super Mario Bros. 35 gives Nintendo's most iconic game a jolt of life and it's massively welcome. Its matches could do with being a little shorter and it's difficult to see whether it's actually going to have changed much a few months down the line, but it says a lot about the quality of the experience that the biggest problem we have with it is that come April 2021 it won't exist anymore."
Aggregators
Compiler Score
Metacritic 75
threads/17764 This section is a stub. You can help the Super Mario Wiki by expanding it.

Glitches

  • The glitch to jump in midair from Super Mario Bros. is retained. When the player obtains a Super Mushroom or Fire Flower in midair and presses A while Mario is transforming, he will jump in midair. This works with the Super Mushroom and Fire Flower from the Item Roulette.
  • Like Super Mario Bros., jumping into the bottom corner of a ? Block with a power-up on top of it in a specific way causes Mario to get powered up from underneath the block.[22] However, it is much rarer in Super Mario Bros. 35.
  • Power-ups can be obtained from the side of the block if the screen is scrolled so there is gap less than one block to the left of the block, then Mario jumps into the gap.
  • Touching a Super Mushroom and an enemy at the same time causes Mario's lower half to briefly clip into the ground before reverting to Small Mario.[23]
    • Taking damage as Super Mario then shortly after powering up back to Super Mario will make Mario flash between Small Mario and Super Mario, which can make him fall through thin bridges.[24]
    • If Small Mario touches a Super Mushroom while getting a Fire Flower in the Item Roulette, he will be briefly look like Small Mario with Fire Mario's color palette and his lower half will briefly clip into the ground.[25]
  • Dying as Small Mario and getting a Super Mushroom in the Item Roulette at the same time makes Mario's sprite grow to Super Mario, then move up and down like the death animation.[26] Small Mario can also die while being Invincible Mario from the Item Roulette if hit at the same time.
  • Before it was fixed in version 1.0.2, if the player pressed a direction and A during the same frame, they would be able to advance to a stage adjacent to an unlocked level without unlocking it yet. If that stage was cleared, the player would unlock it.[27]

Gallery

Logos

Play Nintendo

References to other games

  • Mario Bros.: The POW Block reuses its sprite from the NES port of this game.
  • Super Mario 3D World: The design of the time counter bears a resemblance to the one in this game.
  • Super Mario Maker: The design of the coin counter bears a resemblance to the one in this game. The title screen music has similarities to the one in this game.
  • Tetris 99: The game runs on the same engine used in this game. As such, the gameplay concept is similar to the one in this game, and various UI elements appear to be a modified version of this game's UI. Players will reach Level 1★ after Level 99, and Level 1★★ after Level 99★.

Names in other languages

Language Name Meaning Notes
Japanese スーパーマリオブラザーズ 35[?]
Sūpā Mario Burazāzu Sanjūgo
Super Mario Bros. 35
Chinese (simplified) 超级马力欧兄弟 35[?]
Chāojí Mǎlì'ōu Xiōngdì 35
Super Mario Bros. 35
Chinese (traditional) 超級瑪利歐兄弟 35[?]
Chāojí Mǎlì'ōu Xiōngdì 35
Super Mario Bros. 35
Korean 슈퍼 마리오브라더스 35[?]
Syupeo Malio Beuladeoseu 35
Super Mario Bros. 35

Trivia

  • In English, "Courses Played" in Stats is incorrectly described, it is actually the number of battles played.

External links

References

  1. ^ Combotron Robot (October 20, 2020). Post showing that Luigi could be unlocked as a secret playable character in Super Mario Bros. 35. Twitter. Retrieved October 20, 2020.
  2. ^ https://www.youtube.com/watch?v=OvSa8hoOrSg
  3. ^ https://www.businesswire.com/news/home/20210112005416/en/Unravel-New-Paw-sibilities-in-Super-Mario-3D-World-Bowser%E2%80%99s-Fury-for-Nintendo-Switch
  4. ^ https://topics.nintendo.co.jp/article/6be25800-6e75-45c1-a050-84f65edf6b86
  5. ^ https://twitter.com/supermario35th/status/1354349262444916736?s=20
  6. ^ https://topics.nintendo.co.jp/article/b1d9d65d-f97e-40de-95f4-1bf7f1d3af72
  7. ^ https://www.twitter.com/supermario35th/status/1367011001896497156
  8. ^ https://topics.nintendo.co.jp/article/db922622-b701-4b6a-80c0-df798480fc31
  9. ^ https://www.twitter.com/supermario35th/status/1377157331490725893
  10. ^ https://topics.nintendo.co.jp/article/6be25800-6e75-45c1-a050-84f65edf6b86
  11. ^ https://www.twitter.com/NintendoAmerica/status/1354806453488369672?s=20
  12. ^ https://gonintendo.com/stories/375939-super-mario-bros-35-course-limited-special-battle-set-for-jan-2#:~:text=The%20next%20Super%20Mario%20Bros.%2035%20Special%20Battle,order%20that%20they%20appear%20in%20will%20be%20random.
  13. ^ https://twitter.com/NintendoAmerica/status/1357388459774795777
  14. ^ https://twitter.com/NintendoAmerica/status/1359623182131593224
  15. ^ https://twitter.com/NintendoAmerica/status/1362552484481400837
  16. ^ https://twitter.com/NintendoAmerica/status/1364258727474429955?s=20
  17. ^ https://twitter.com/NintendoAmerica/status/1367172936717713409
  18. ^ https://twitter.com/NintendoAmerica/status/1370162629667340288
  19. ^ https://twitter.com/NintendoAmerica/status/1372276574913974273
  20. ^ https://twitter.com/supermario35th/status/1374256558297784323
  21. ^ https://twitter.com/supermario35th/status/1376791342756544512
  22. ^ GloverMist (October 5, 2020). Fire Flower? Eaten it, mate. #SuperMarioBros35 #NintendoSwitchOnline #NintendoSwitch. Twitter. Retrieved October 11, 2020.
  23. ^ MeesterTweester (October 2, 2020). You can clip into the ground if you get hit by a Mushroom and an enemy simultaneously #SuperMarioBros35 #NintendoSwitch. Twitter. Retrieved October 4, 2020.
  24. ^ bearquat3 (October 19, 2020.)More like Cheep Cheap... (Bug). Reddit. Retrieved November 1, 2020.
  25. ^ Supper Mario Broth (October 24, 2020). [1]. Tumblr. Retrieved November 1, 2020.
  26. ^ Moosething (October 4, 2020). Did I get the power-up in time? Well yes, but actually no. Reddit. Retrieved October 5, 2020.
  27. ^ MarioBrothBlog (October 3, 2020). In Super Mario Bros. 35, a glitch allows courses that have not yet been unlocked to be selected. If Down and A are pressed on the same frame, the course below the currently selected one will be chosen, even if it is not unlocked yet. Note how I select 5-2 and 6-2 is then chosen. Twitter. Retrieved October 3, 2020.

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