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** Course progression: Before joining a match, every player selects a course, and all selected courses are placed into a list ordered by player level (lowest to highest, resulting in levels being ''kinda'' ordered from earliest to latest but still pretty random) and all players play through the same "world" of 35 courses in order. Warp Zones allow skipping forward in the list by two to five places, depending on which pipe you select.
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** Course progression: Before joining a match, every player selects a course, and all selected courses are placed into a list ordered by player level (lowest to highest, typically resulting in levels being ''kinda'' ordered from earliest to latest but still pretty random) and all players play through the same "world" of 35 courses in order. Warp Zones allow skipping forward in the list by two to five places, depending on which pipe you select.
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** Course progression: Before joining a match, every player selects a course, and all selected courses are shuffled (with later courses being biased towards the end of the list, though they still ''can'' show up early) and all players play through the same "world" of 35 courses in order. Warp Zones allow skipping forward in the list by two to five places, depending on which pipe you select.
** Unlocking new levels is simply clearing them when it shows up. Should you somehow skip courses, you have to select the earliest uncleared course (denoted by not having a flag symbol) in the course select screen and clear it in the match to unlock those you missed. Annoyingly, ''winning the match'' before you finish the course will prevent you from earning the clear.
** Unlocking new levels is simply clearing them when it shows up. Should you somehow skip courses, you have to select the earliest uncleared course (denoted by not having a flag symbol) in the course select screen and clear it in the match to unlock those you missed. Annoyingly, ''winning the match'' before you finish the course will prevent you from earning the clear.
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** Course progression: Before joining a match, every player selects a course, and all selected courses are shuffled (with later courses placed into a list ordered by player level (lowest to highest, resulting in levels being biased towards the end of the list, though they ''kinda'' ordered from earliest to latest but still ''can'' show up early) pretty random) and all players play through the same "world" of 35 courses in order. Warp Zones allow skipping forward in the list by two to five places, depending on which pipe you select.
** Unlocking new levels is simply clearing them when it shows up.Should you somehow skip courses, you have to select Every level you've completed during a match, plus the earliest uncleared course (denoted by not having a flag symbol) in the course select screen and clear it in the match to unlock those level you missed.haven't, will be available to select. Annoyingly, ''winning the match'' before you finish the course will prevent you from earning the clear.
** Unlocking new levels is simply clearing them when it shows up.
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* CompetitiveBalance: Fire Flowers quickly remove enemies from the screen, but because they don't combo, they only earn +1 second per kill, which will bite you in the ass if you rely on it too much during the endgame when the countdown begins to accelerate.
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* CompetitiveBalance: Fire Flowers quickly remove enemies from the screen, but because they don't combo, they provide only earn +1 second per kill, kill for most enemies and cannot combo to give more time, which will bite you in the ass if you rely on it too much during the endgame when the countdown begins to accelerate.
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** Unlike the original game, Mario can shoot fireballs even if he's at the top of the screen.
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* CosmeticAward: After completing every stage at least once, Luigi becomes playable. However, he doesn't have his physics from ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'', making him just a PaletteSwap of Mario.
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* CosmeticAward: After completing every stage at least once, Luigi becomes playable. However, he doesn't have his physics high jumping ability from ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'', making him just a PaletteSwap of Mario.
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* ArcNumber: 35, befitting the 35th anniversary of ''Super Mario Bros''. There are 35 players in a match, you start with 35 seconds of time, and Special Battles frequently have 35 of something (such as starting with 35 coins).
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* ArcNumber: 35, befitting the 35th anniversary of ''Super Mario Bros''. There are 35 players in a match, you start with 35 seconds of time, time in a normal 35-Player Battle[[note]]with some exceptions: e.g. opening with 1-3 starts with 50 seconds, and should you be lucky enough to open with ''8-3'' you get 80[[/note]], and Special Battles frequently have 35 of something (such as starting with 35 coins).
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** Deliberately picking the wrong path in 4-4, 7-4, and 8-4 will remove all enemies that spawned on your previous run of the section, making it a viable tactic to loop around if a player has time to spare.
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** In the first level of worlds after the first, a hidden 1-up would spawn in a certain place, but only if you collected all the coins in the third level of the previous world. Since the order of the levels in this game is random, the hidden 1-ups are always present if you jump in the correct place.
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the tiwtter post revealing this confirmed the actual requirement is completing every stage at least once
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* CosmeticAward: After reaching level 100, Luigi becomes playable. However, he doesn't have his physics from ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'', making him just a PaletteSwap of Mario.
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* CosmeticAward: After reaching level 100, completing every stage at least once, Luigi becomes playable. However, he doesn't have his physics from ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'', making him just a PaletteSwap of Mario.
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** It was assumed that only Mario was playable, but it is possible to play as Luigi after reaching level 100 and holding L as you start a new game. There wasn't any indication this was possible ''anywhere''.
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** It was assumed that only Mario was playable, but it is possible to play as Luigi after reaching level 100 completing every stage at least once and holding L as you start a new game. There wasn't any indication this was possible ''anywhere''.
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* SecretCharacter: Luigi becomes playable once you reach level 100. To play as him, hold L when you start a match.
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* SecretCharacter: Luigi becomes playable once you reach level 100.complete every stage at least once. To play as him, hold L when you start a match.
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* CosmeticAward: After reaching level 100, Luigi becomes playable. However, he doesn't have his physics from ''VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]], making him just a PaletteSwamp of Mario.
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* CosmeticAward: After reaching level 100, Luigi becomes playable. However, he doesn't have his physics from ''VideoGame/SuperMarioBrosTheLostLevels ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]], Levels]]'', making him just a PaletteSwamp PaletteSwap of Mario.
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* AndYourRewardIsClothes:
** Icons are earned by leveling up.
** After reaching level 100, you can play as Luigi. However, he doesn't have his physics from ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'', making him just a PaletteSwap of Mario
** Icons are earned by leveling up.
** After reaching level 100, you can play as Luigi. However, he doesn't have his physics from ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'', making him just a PaletteSwap of Mario
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* AndYourRewardIsClothes:
**AndYourRewardIsClothes: Icons are earned by leveling up.
** After reaching level 100, you can play as Luigi. However, he doesn't have his physics from ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'', making him just a PaletteSwap of Marioup.
**
** After reaching level 100, you can play as Luigi. However, he doesn't have his physics from ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'', making him just a PaletteSwap of Mario
* CosmeticAward: After reaching level 100, Luigi becomes playable. However, he doesn't have his physics from ''VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]], making him just a PaletteSwamp of Mario.
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* {{Determinator}}: Hammer Bros. and Bowsers chase after Mario should he pass them.
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* {{Determinator}}: Hammer Bros. , Lakitus, and Bowsers will chase after Mario should he pass them.
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** After reaching level 100, you can play as Luigi. However, he doesn't have his physics from ''The Lost Levels'', making him just a PaletteSwap of Mario
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** After reaching level 100, you can play as Luigi. However, he doesn't have his physics from ''The ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels'', Levels]]'', making him just a PaletteSwap of Mario
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** After reaching level 100, you can play as Luigi. However, he's only a PaletteSwap of Mario.
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** After reaching level 100, you can play as Luigi. However, he's only he doesn't have his physics from ''The Lost Levels'', making him just a PaletteSwap of Mario.Mario
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* EliteMooks: Of all the enemies, Hammer Bros. and Lakitus pose the biggest threat, since they are the only enemies that have a way to actually attack Mario.
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* FailureIsTheOnlyOption: Piranha Plants can sometimes end up in places that force you to get hit or die, should you get unlucky enough.
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* NoSell: Some enemies are immune to certain kinds of attacks.
** Spinies, Piranha Plants, and Bowser can't be jumped on. Bloopers and Cheep Cheeps also can't be stomped while underwater.
** Buzzy Beetles and Bullet Bills are immune to fireballs.
** Spinies, Piranha Plants, and Bowser can't be jumped on. Bloopers and Cheep Cheeps also can't be stomped while underwater.
** Buzzy Beetles and Bullet Bills are immune to fireballs.
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** It was assumed that only Mario was playable, but it is possible to play as Luigi after reaching level 100 and holding L as you start a new game. There wasn't any indication this was possible ''anywhere''.
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* DoWellButNotPerfect: There are several strategies in play that will improve one's performance without clearing courses as fast as possible:
** Stopping to kill more enemies helps add more ticks to the clock and will generally result in more time left on the clock than just speedrunning the course.
** Ducking into bonus pipes or entering Coin Heavens add plenty of coins but sacrifices time on the clock as enemies don't spawn in these areas.
** The warp zones in 1-2 and 4-2 are good for players trying to avoid certain courses, or just jumping farther into the queue to send more dangerous enemies at their opponents, but can inadvertently skip courses a player hasn't cleared yet (which affects those the player can contribute to the queue in future matches).
** The Super Mushroom can sometimes be more desirable in the late game than the stronger power-ups offered in the Item Roulette. It adds 15 ticks to the timer if the player is already in Super or Fire form, whereas the Fire Flower only does so if one is already in Fire form. POW Blocks are useless if the screen is empty and otherwise less desirable than feasible bounce or shell combos, and Super Stars prevent such combos altogether (although the net time gain can still be comparably effective if enough enemies pop up by the end of the invincibility period).
** Stopping to kill more enemies helps add more ticks to the clock and will generally result in more time left on the clock than just speedrunning the course.
** Ducking into bonus pipes or entering Coin Heavens add plenty of coins but sacrifices time on the clock as enemies don't spawn in these areas.
** The warp zones in 1-2 and 4-2 are good for players trying to avoid certain courses, or just jumping farther into the queue to send more dangerous enemies at their opponents, but can inadvertently skip courses a player hasn't cleared yet (which affects those the player can contribute to the queue in future matches).
** The Super Mushroom can sometimes be more desirable in the late game than the stronger power-ups offered in the Item Roulette. It adds 15 ticks to the timer if the player is already in Super or Fire form, whereas the Fire Flower only does so if one is already in Fire form. POW Blocks are useless if the screen is empty and otherwise less desirable than feasible bounce or shell combos, and Super Stars prevent such combos altogether (although the net time gain can still be comparably effective if enough enemies pop up by the end of the invincibility period).
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* AndYourRewardIsClothes: Icons are earned by leveling up.
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* AndYourRewardIsClothes: AndYourRewardIsClothes:
** Icons are earned by levelingup.up.
** After reaching level 100, you can play as Luigi. However, he's only a PaletteSwap of Mario.
** Icons are earned by leveling
** After reaching level 100, you can play as Luigi. However, he's only a PaletteSwap of Mario.
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* ArtifactTitle: Luigi isn’t playable in this game, so it's not really Super Mario ''Bros'' anymore.
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* DemotedToExtra: Luigi, Toad, and Princess Peach don't appear in the game even if you beat 8-4, but do appear as selectable icons.
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* DemotedToExtra: Luigi, Toad, Toad and Princess Peach don't appear in the game even if you beat 8-4, but do appear as selectable icons.
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* SecretCharacter: Luigi becomes playable once you reach level 100. To play as him, hold L when you start a match.
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* WarpZone: Present in the same locations. The pipes this time skip one, two or three levels in the course progression instead of going to the first level in a predetermined world.
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* WarpZone: Present in the same locations. The pipes this time skip one, two or three up to four levels in the course progression progression[[note]]The three-pipe Warp Zones allow you to skip one, two, or three levels (right to left), and the one-pipe Warp Zones skip four levels[[/note]] instead of going to the first level in a predetermined world.
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* OneHitKill: Bowser will instantly be defeated should a kicked Koopa or Buzzy Beetle shell hit him, but the collision will mutually wipe out the shell. POW Blocks and Super Stars also defeat him in one hit.
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* OneHitKill: Bowser will instantly be defeated should a kicked Koopa or Buzzy Beetle shell hit him, but the collision will mutually wipe out the shell. POW Blocks and Super Stars will also defeat him in one hit.
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* OneHitKill: Bowser will instantly be defeated should a kicked Koopa shell hit him, but the collision will mutually wipe out the shell. POW Blocks and Super Stars also defeat him in one hit.
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* OneHitKill: Bowser will instantly be defeated should a kicked Koopa or Buzzy Beetle shell hit him, but the collision will mutually wipe out the shell. POW Blocks and Super Stars also defeat him in one hit.
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* SuddenDeath: If the last two players drag the game on for too long, the timer for both of them will turn red and never stop counting down quickly. It initially counts down at quadruple speed, but should both players ''still'' manage to hang on for a long time, it will start counting down at x10 speed.
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* SuddenDeath: If the last two few players drag the game on for too long, the timer for both of them will turn red and never stop counting down quickly. It initially counts down at quadruple speed, but should both players ''still'' manage to hang on for a long time, it will start counting down at x10 speed.
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* OneHitKill: Bowser will instantly be defeated should a kicked Koopa shell hit him. POW Blocks and Super Stars also defeat him in one hit.
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* OneHitKill: Bowser will instantly be defeated should a kicked Koopa shell hit him.him, but the collision will mutually wipe out the shell. POW Blocks and Super Stars also defeat him in one hit.
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* OneHitKill: Bowser will instantly be defeated should a kicked Koopa shell hit him. POW Blocks and Super Stars also defeat him in one hit.
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* MundaneMadeAwesome: Playing 1-1 in your typical Super Mario Bros. playthrough? Probably not that exciting. Playing 1-1 while you're plowing your way through Lakitus, Spinies, Hammer Bros, and Bowsers dumped on by your opponents? Absolutely exhiliarating!
* OneHitKill: Bowser will instantly be defeated should a kicked Koopa shell hit him. POW Blocks and Super Stars also defeat him in one hit.
* OneHitKill: Bowser will instantly be defeated should a kicked Koopa shell hit him. POW Blocks and Super Stars also defeat him in one hit.
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* DifficultButAwesome: As shown [[https://www.youtube.com/watch?v=d11RD6QdOMw here]], by rapidly switching between "Random" and "Attackers" targeting, you can bait several players into targeting you at once, which quickly results in ''everyone's'' screens being filled with enemies. If you think you can handle this better than your opponents...
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* {{Determinator}}: Hammer Bros. and Bowsers chase after Mario should he pass them.
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* {{Determinator}}: Hammer Bros. and Bowsers chase after Mario should he pass them.
* DroughtLevelOfDoom: Any course that doesn't have a line of enemies (native or sent) to chain time is this, particularly in water and castle levels. Reaching an empty level with a fast, red timer typically spells doom for the player.
* DroughtLevelOfDoom: Any course that doesn't have a line of enemies (native or sent) to chain time is this, particularly in water and castle levels. Reaching an empty level with a fast, red timer typically spells doom for the player.
to:
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* OneHitKill: All enemies can be defeated by kicking a Koopa shell into them, including Bowser.
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* OneHitKill: All enemies can Bowser will instantly be defeated by kicking should a kicked Koopa shell into them, including Bowser.hit him. POW Blocks and Super Stars also defeat him in one hit.
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do not
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* AdaptedOut: The Bowsers at the end of the first 7 castles are no longer [[ActuallyADoombot common enemies in disguise]][[labelnote:*]]as shown when defeated by fireballs[[/labelnote]]; they have all been replaced with the real Bowser.
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* AdaptedOut: The Bowsers at the end of the first 7 castles are no longer [[ActuallyADoombot common enemies in disguise]][[labelnote:*]]as disguise]][[note]]as shown when defeated by fireballs[[/labelnote]]; fireballs[[/note]]; they have all been replaced with the real Bowser.
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* AntiFrustrationFeatures: Various gameplay elements from later ''Mario'' games are implemented here:
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* AntiFrustrationFeatures: Various gameplay elements from later ''Mario'' games games, including revamped versions of the original, are implemented here:
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* ZergRush: The more enemies killed, the more enemies that enter rotation. By the time a match enters the last few players, the duplicate enemies still in rotation will stack up on those players and can cause their queue to be ''swarmed'' by foes. For even more shenanigans, those players can pass the enemies between them by mass-killing them via Fire Flowers, Stars, or POW Blocks.
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* ZergRush: The more enemies killed, the more enemies that enter rotation. By the time a match enters the last few players, the duplicate enemies still in rotation will stack up on those players and can cause their queue to be ''swarmed'' by foes. For even more shenanigans, those players can pass the enemies between them by mass-killing them via Fire Flowers, Stars, or POW Blocks.Blocks.
----
----
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* AdaptedOut: The Bowsers at the end of the first 7 castles are no longer [[ActuallyADoombot common enemies in disguise]][[labelnote:*]]as shown when defeated by fireballs[[/labelnote]]; they have all been replaced with the real Bowser.
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** As in ''VideoGame/SuperMarioAllStars'' and ''Super Mario Bros. Deluxe'', taking the wrong path in a maze castle is indicated by a buzzer sound.
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* DeathThrows: If you knock out an opponent, you'll see Mario getting thrown off that player's spot in the grid, and their KO box will turn orange instead of blue for easy tracking.
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* ArtifactTitle: The “Bros.” in the title has become this since Luigi isn’t playable.
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* ArtifactTitle: The “Bros.” in the title has become this since Luigi isn’t playable.playable in this game, so it's not really Super Mario ''Bros'' anymore.
* AscendedGlitch: This isn't an emulation, but a complete recreation, meaning many glitches were fixed just because the engine doesn't have that weird edge case anymore -- but the power-up double jump remains intact, suggesting it was deliberately implemented.
* AscendedGlitch: This isn't an emulation, but a complete recreation, meaning many glitches were fixed just because the engine doesn't have that weird edge case anymore -- but the power-up double jump remains intact, suggesting it was deliberately implemented.
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* BonusStage: Defeated enemies are never sent in these areas but continue to stack. Once the player returns to the main course, all of them emerge at their positions.
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* DamnYouMuscleMemory: While much of the game is a faithful recreation, there are a few little details that can mess up players very familiar with [[VideoGame/SuperMarioBros1 the original]]:
** Stomping enemies requires you to actually be ''on top'' of them; in the original it was sufficient to collide with them with downward velocity regardless of relative positions.
** Horizontal Warp Pipes will suck Mario in if he has rightward momentum, even if you're not pressing ➡. This is usually convenient for you, but it does make it harder to farm the Multi-Coin Block in the 1-2 bonus room.
** Stomping enemies requires you to actually be ''on top'' of them; in the original it was sufficient to collide with them with downward velocity regardless of relative positions.
** Horizontal Warp Pipes will suck Mario in if he has rightward momentum, even if you're not pressing ➡. This is usually convenient for you, but it does make it harder to farm the Multi-Coin Block in the 1-2 bonus room.