Super Mario Bros. 35: Difference between revisions

From the Super Mario Wiki, the Mario encyclopedia
Jump to navigationJump to search
No edit summary
No edit summary
Line 41: Line 41:
The course order loops to the first level after the last level. This is the only way a course can repeat.
The course order loops to the first level after the last level. This is the only way a course can repeat.


[[Warp Zone]]s offer a selection of three random levels, which may include earlier levels or the same level that the Warp Zone is located in.<ref>https://www.reddit.com/r/NintendoSwitch/comments/j450fn/super_mario_bros_35s_tutorial_is_nonexistent_so/</ref><ref>https://youtu.be/m6nHWB8J5a0</ref>
[[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 flagpole will advance the player one level in the queue as usual, and in the Warp Zone the rightmost pipe will advance the player two levels, the middle pipe will advance the player three levels, and the leftmost pipe will advance the player four levels. In [[World 4-2 (Super Mario Bros.)|World 4-2]], the flagpole will advance the player one level in the queue and the Warp Zone pipe at the end of the course will advance the player two levels. In the Warp Zone accessed by the vine, the rightmost pipe will advance the player three levels, the middle pipe will advance the player four levels, and the leftmost pipe will advance the player five levels.<ref>https://www.patreon.com/posts/42520265</ref><ref>https://www.reddit.com/r/NintendoSwitch/comments/j450fn/super_mario_bros_35s_tutorial_is_nonexistent_so/</ref><ref>https://youtu.be/m6nHWB8J5a0</ref>


===Items===
===Items===
Line 66: Line 66:


===Enemies===
===Enemies===
The enemies are the same as in ''[[Super Mario Bros.]]'' and retain their behavior. Every defeated enemy is transferred to the targetted 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 are the same as in ''[[Super Mario Bros.]]'' (except [[Fake Bowsers]] do not appear) and mostly retain their behavior. Every defeated enemy is transferred to the targetted 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.


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 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 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).


{| class="sortable" border=1 cellspacing=0 cellpadding=3 style="border-collapse:collapse"
{| class="sortable" border=1 cellspacing=0 cellpadding=3 style="border-collapse:collapse"
Line 82: Line 82:
|[[Bowser]]
|[[Bowser]]
!bgcolor=#6B8CFF|[[File:SMB_Bowser_Sprite.png]]
!bgcolor=#6B8CFF|[[File:SMB_Bowser_Sprite.png]]
|There are no Fake Bowsers in this game.
|There are no Fake Bowsers in this game. Kicking a shell into Bowser will defeat both of them.
|-
|-
|[[Bullet Bill]]
|[[Bullet Bill]]
Line 345: Line 345:
==Glitches==
==Glitches==
*The [[List of Super Mario Bros. glitches#Jumping in Midair|glitch]] to jump in midair from ''Super Mario Bros.'' is retained, but not with items from the Item Roulette. When the player obtains a [[Super Mushroom]] or [[Fire Flower]] in midair and presses {{button|ns|A}} while Mario is transforming, he will jump in midair.
*The [[List of Super Mario Bros. glitches#Jumping in Midair|glitch]] to jump in midair from ''Super Mario Bros.'' is retained, but not with items from the Item Roulette. When the player obtains a [[Super Mushroom]] or [[Fire Flower]] in midair and presses {{button|ns|A}} while Mario is transforming, he will jump in midair.
*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.<ref>GloverMist (October 5, 2020). [https://twitter.com/GloverMist/status/1313175782391345152 Fire Flower? Eaten it, mate. #SuperMarioBros35 #NintendoSwitchOnline #NintendoSwitch]. ''Twitter''. Retrieved October 11, 2020.</ref> However, it is much more rare in ''Super Mario Bros. 35".
*If the player presses {{button|ns|down}} and {{button|ns|A}} during the same frame, they will be able to advance to the next stage without unlocking it yet. If that stage is cleared, the player unlocks it.<ref>MarioBrothBlog (October 3, 2020). [https://twitter.com/MarioBrothBlog/status/1312390567838593026 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.</ref>
*If the player presses {{button|ns|down}} and {{button|ns|A}} during the same frame, they will be able to advance to the next stage without unlocking it yet. If that stage is cleared, the player unlocks it.<ref>MarioBrothBlog (October 3, 2020). [https://twitter.com/MarioBrothBlog/status/1312390567838593026 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.</ref>
*Touching a [[Super Mushroom]] and an enemy at the same time causes Mario's lower half to briefly enter the ground before reverting to Small Mario.<ref>MeesterTweester (October 2, 2020). [https://twitter.com/MeesterTweester/status/1311867651879100416 You can clip into the ground if you get hit by a Mushroom and an enemy simultaneously #SuperMarioBros35 #NintendoSwitch]. ''Twitter''. Retrieved October 4, 2020.</ref>
*Touching a [[Super Mushroom]] and an enemy at the same time causes Mario's lower half to briefly enter the ground before reverting to Small Mario.<ref>MeesterTweester (October 2, 2020). [https://twitter.com/MeesterTweester/status/1311867651879100416 You can clip into the ground if you get hit by a Mushroom and an enemy simultaneously #SuperMarioBros35 #NintendoSwitch]. ''Twitter''. Retrieved October 4, 2020.</ref>
*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.<ref>Moosething (October 4, 2020). [https://www.reddit.com/r/SuperMarioBros35/comments/j52ota/did_i_get_the_powerup_in_time_well_yes_but/ Did I get the power-up in time? Well yes, but actually no]. ''Reddit''. Retrieved October 5, 2020.</ref>
*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.<ref>Moosething (October 4, 2020). [https://www.reddit.com/r/SuperMarioBros35/comments/j52ota/did_i_get_the_powerup_in_time_well_yes_but/ Did I get the power-up in time? Well yes, but actually no]. ''Reddit''. Retrieved October 5, 2020.</ref>
*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.<ref>GloverMist (October 5, 2020). [https://twitter.com/GloverMist/status/1313175782391345152 Fire Flower? Eaten it, mate. #SuperMarioBros35 #NintendoSwitchOnline #NintendoSwitch]. ''Twitter''. Retrieved October 11, 2020.</ref>


==Gallery==
==Gallery==

Revision as of 04:59, October 12, 2020

This article is about a game that has just been released on October 1, 2020. Major changes should be made by a contributor who has a reliable source. This notice should be removed after a month has passed since the game was first released.

Template:More images

This article is under construction. Therefore, please excuse its informal appearance while it is being worked on. We hope to have it completed as soon as possible.

Template:Infobox Super Mario Bros. 35 is a 2D platformer and battle royale game for the Nintendo Switch created to celebrate the Super Mario Bros. series' 35th anniversary.[1] It is exclusively available to Nintendo Switch Online members and released on October 1, 2020, being available until March 31, 2021.[1] The game's battle royale mechanics are similar to Tetris 99, another game only available to Nintendo Switch Online members.

Controls

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

  • left, right or leftstick - Move Mario
  • B or A - Jump
  • Y or B - Run
  • leftstick or left, right, up, down or Touch Screen - Move target
  • X or L - Use item roulette

The game has rumble support.

Gameplay

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 points 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 coins 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, is displayed.[1] The player can also spectate the match after being defeated.

Course order

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 seems to prefer putting more difficult levels later, and not putting the same course twice in a row, which may mean the list will be less than 35 courses long.

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.

The course order loops to the first level after the last level. This is the only way a course can repeat.

Warp Zones 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, the flagpole will advance the player one level in the queue as usual, and in the Warp Zone the rightmost pipe will advance the player two levels, the middle pipe will advance the player three levels, and the leftmost pipe will advance the player four levels. In World 4-2, the flagpole will advance the player one level in the queue and the Warp Zone pipe at the end of the course will advance the player two levels. In the Warp Zone accessed by the vine, the rightmost pipe will advance the player three levels, the middle pipe will advance the player four levels, and the leftmost pipe will advance the player five levels.[2][3][4]

Items

Coin A Coin from Super Mario Bros. Can be used for the Item Roulette.
Super Mushroom SMB Supermushroom.png Gives the Super form, or 15 time seconds if already in that form. Defeating enemies by bouncing on them gives 2 or 3 time seconds based on the type.
Fire Flower Fire Flower Gives the ability to shoot fireballs, or 15 time seconds if already in that form. Defeating enemies with fireballs gives 1 time second. (Except for Bowser, who gives 5 time seconds.)
Super Star A Starman from Super Mario Bros. Gives invincibility for a moment, or 15 time seconds if already invincible. Each defeated enemy gives 2 time seconds, and if the player defeats several enemies without stopping the given time seconds will increase more.
1 up Mushroom SMB 1-up Mushroom Sprite.png Gives 20 coins.
POW Block Sprite of a POW from the NES port of Mario Bros. Defeats all enemies on-screen. Defeated Goombas give 2 time seconds and stronger enemies like Koopa Troopas give 3.

Enemies

The enemies are the same as in Super Mario Bros. (except Fake Bowsers do not appear) and mostly retain their behavior. Every defeated enemy is transferred to the targetted 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.

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).

Name Sprite Notes
Blooper Blooper sprite. 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. (This mechanic exists in the Super Mario Bros. engine but doesn't appear outside glitch levels. It does appear in Super Mario Bros.: The Lost Levels.)
Bowser Bowser. There are no Fake Bowsers in this game. Kicking a shell into Bowser will defeat both of them.
Bullet Bill Bullet Bill
Buzzy Beetle SMBBuzzyBeetle.gif
Cheep Cheep A sprite of a Cheep Cheep. It becomes the swimming variant if transferred into a water level, but the jumping variant if transferred into a non-water level.
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 When more of them are transferred to the same player, they may spawn at 3 different altitudes.
Goomba Sprite of a Goomba from Super Mario Bros.
Piranha Plant 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.
Lava Bubble Sprite of Podoboo Can be defeated with a Super Star or POW Block.
Spiny SMB Spiny Sprite.gif Spinies can be transferred independently of Lakitu.

The following cannot 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.

Mechanic changes from 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:

  • 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 and 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.
  • Since lives are no longer present, 1-Up Mushrooms now award 20 coins. There is also no limit on the coin counter.
  • 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.
  • Enemies now interact with trampolines, similarly to Super Mario Maker. This is most visible at the end of 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.
  • 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 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 block portion of Fire Bars no longer damages Mario, but instead act as if he hit a solid block.[5]
  • 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.
  • If Mario passes a Hammer Bro. without defeating it, it will begin to chase after him.

Coin Ranking

Coin Ranking is unlocked by winning one battle. Coin Ranking is a competition where players are ranked by their highest number of coins in a battle. 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 score on online leaderboards. 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.

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
17th 36
18th
19th 32
20th 30
21st 28
22nd
23rd
24th
25th
26th 18
27th
28th
29th
30th
31st 9
32nd
33rd
34th 6
35th 5

Special Battle events

Date Courses Order Form Coins Time
October 1, 2020 - October 4, 2020 World 1-1 to World 2-4 In order Super Mario 35 100
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
October 15, 2020 -

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[6]

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.

Glitches

  • The glitch to jump in midair from Super Mario Bros. is retained, but not with items from the Item Roulette. When the player obtains a Super Mushroom or Fire Flower in midair and presses A while Mario is transforming, he will jump in midair.
  • 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.[7] However, it is much more rare in Super Mario Bros. 35".
  • If the player presses down and A during the same frame, they will be able to advance to the next stage without unlocking it yet. If that stage is cleared, the player unlocks it.[8]
  • Touching a Super Mushroom and an enemy at the same time causes Mario's lower half to briefly enter the ground before reverting to Small Mario.[9]
  • 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.[10]

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 gameplay concept is similar to the one in this game. 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★.

External links

References

Template:MarioGames Template:NS