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[[AC: Paper Mario Color Splash]]

* When Kamek enters a normal battle and messes around with your inventory, some of the effects he has include removing all but six cards from your deck or changing every card you have into a certain attack until the end of the battle. The problem is that the game does not check to see if the cards you get are capable of beating the battle. So sometimes you might end up fighting flying enemies with only hammer cards. Since running and the ability to get new cards in battle are disabled, the only thing you can do is use up all your cards and loose your inventory or reset the game.
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** An example thankfully restricted to one level - in World 7, one level has a Hammer Bros. Suit in it (other than this one, they're only available as world map items found in mushroom houses). If Mario is in statue form from the Tanooki Suit when he grabs it, he becomes a greyscale version of the usual Hammer Bros. Suit that can't use the pipe needed to continue the level. Fortunately, this only makes it impossible to clear that level on that life. This was corrected in the SNES and GBA remakes.

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** An example thankfully restricted to one level - in World 7, one level has a Hammer Bros. Suit in it (other than this one, they're only available as world map items found in mushroom houses). If Mario is in statue form from the Tanooki Suit when he grabs it, he becomes a greyscale version of the usual Hammer Bros. Suit that can't use the pipe needed to continue the level. Fortunately, this only makes it impossible to clear that level on that life.life[[note]]There is also a Hammer Suit obtainable in World 6-10, but it requires a Fire Flower to access and therefore is impossible to collect with a Tanooki Suit on[[/note]]. This was corrected in the SNES and GBA remakes.
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* A mistake of Creator/{{Galoob}} rather than Creator/{{Nintendo}}, there was a set of ''VideoGame/GameGenie'' codes for the NES version that allowed Mario to be, and remain, in a certain suit. However, these codes overwrote additional data that was part of the door animation after the final fight with Bowser, causing the game to freeze if you did not enter the door immediately. The Game Genie code book warned the player to enter the door immediately, or else they would be "caught in Bowzer's Time Trap, and the game will pause forever!"

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* A mistake of Creator/{{Galoob}} rather than Creator/{{Nintendo}}, Creator/{{Nintendo}}: there was a set of ''VideoGame/GameGenie'' codes for the NES version that allowed Mario to be, and remain, in a certain suit. However, these codes overwrote additional data that was part of the door animation after the final fight with Bowser, causing the game to freeze if you did not enter the door immediately. The Game Genie code book warned the player to enter the door immediately, or else they would be "caught in Bowzer's Time Trap, and the game will pause forever!"
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* The players with OCD who must dig out every block of dirt in the pyramid levels can get themselves trapped in the left side of world 2-2.

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* The players with OCD who must dig out every block of dirt in the pyramid levels can get themselves trapped in the left side of world 2-2. [[labelnote:*]]To be fair, that one's kind of [[UnwinnableByInsanity your fault.]][[/labelnote]]
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Added the \"Engrish from Engrish\" game genie text from the manual.


* A mistake of Creator/{{Galoob}} rather than Creator/{{Nintendo}}, there was a set of ''VideoGame/GameGenie'' codes for the NES version that allowed Mario to be, and remain, in a certain suit. However, these codes overwrote additional data that was part of the door animation after the final fight with Bowser, causing the game to freeze if you did not enter the door immediately. The Game Genie code book warned the player to enter the door immediately, or else they would be "caught in Bowser's Time Trap, and the game will pause forever!"

to:

* A mistake of Creator/{{Galoob}} rather than Creator/{{Nintendo}}, there was a set of ''VideoGame/GameGenie'' codes for the NES version that allowed Mario to be, and remain, in a certain suit. However, these codes overwrote additional data that was part of the door animation after the final fight with Bowser, causing the game to freeze if you did not enter the door immediately. The Game Genie code book warned the player to enter the door immediately, or else they would be "caught in Bowser's Bowzer's Time Trap, and the game will pause forever!"
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* A mistake of Creator/{{Galoob}} rather than Creator/{{Nintendo}}, there was a set of ''VideoGame/GameGenie]] codes for the NES version that allowed Mario to be, and remain, in a certain suit. However, these codes overwrote additional data that was part of the door animation after the final fight with Bowser, causing the game to freeze if you did not enter the door immediately. The Game Genie code book warned the player to enter the door immediately, or else they would be "caught in Bowser's Time Trap, and the game will pause forever!"

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* A mistake of Creator/{{Galoob}} rather than Creator/{{Nintendo}}, there was a set of ''VideoGame/GameGenie]] ''VideoGame/GameGenie'' codes for the NES version that allowed Mario to be, and remain, in a certain suit. However, these codes overwrote additional data that was part of the door animation after the final fight with Bowser, causing the game to freeze if you did not enter the door immediately. The Game Genie code book warned the player to enter the door immediately, or else they would be "caught in Bowser's Time Trap, and the game will pause forever!"

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* A mistake of Galoob rather than Nintendo, there was a set of Game Genie codes for the NES version that allowed Mario to be, and remain, in a certain suit. However, these codes overwrote additional data that was part of the door animation after the final fight with Bowser, causing the game to freeze if you did not enter the door immediately. The Game Genie code book warned the player to enter the door immediately, or else they would be "caught in Bowser's Time Trap, and the game will pause forever!"

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* A mistake of Galoob Creator/{{Galoob}} rather than Nintendo, Creator/{{Nintendo}}, there was a set of Game Genie ''VideoGame/GameGenie]] codes for the NES version that allowed Mario to be, and remain, in a certain suit. However, these codes overwrote additional data that was part of the door animation after the final fight with Bowser, causing the game to freeze if you did not enter the door immediately. The Game Genie code book warned the player to enter the door immediately, or else they would be "caught in Bowser's Time Trap, and the game will pause forever!"



To return to top of index, click [[UnwinnableByMistake here.]]

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To return to top of index, click [[UnwinnableByMistake here.]]]]
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* A glitch can cause the game to be unwinnable. In World 5, it is possible for the airship to land on the land-based portion of the map, displayed in miniature in the upper left corner of the sky map. When you then chase it down to ground level, it's nowhere to be found. This would be a good airship to use an [[JunkRare anchor]] on if you've acquired any.

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* A glitch can cause the game to be unwinnable. In World 5, it is possible for the airship to land on the land-based portion of the map, displayed in miniature in the upper left corner of the sky map. When you then chase it down to ground level, it's nowhere to be found. This would be a good airship to use an [[JunkRare anchor]] on if you've acquired any. Fortunately, it is also one of the easier airships.
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* In the room before the Bowser fight, you can crouch and fly into the gap over the Bowser statue to slide through the wall, leading to different layouts of the boss fight. You can do this a couple more times before you are permanently stuck inside the blocks and you have to time out to continue.
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Hold on a second, this isn\'t even a true example to begin with!


[[AC:Super Mario World]]
* Valley of Bowser 2. The second room has a rising/falling wall that requires maneuvering a passageway just right so that you don't get crushed. This part is impossible to do if Mario or Luigi is riding Yoshi, as the passages are too small for both to fit through together, so the wall will invariably crush them both. For that reason a block with Yoshi wings exists right before it. Failing to catch them will force the player to leave Yoshi to finish the level.
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This is a wiki, not a guessing game. Either give detail or don\'t bother adding it at all


* Valley of Bowser 2. The second room has a rising/falling wall that requires maneuvering a passageway just right so that you don't get crushed. This part is impossible to do if Mario or Luigi is riding Yoshi, as the passages are too small for both to fit through together, so the wall will invariably crush them both. For that reason a block with Yoshi wings exists right before it. Failing to catch them however...

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* Valley of Bowser 2. The second room has a rising/falling wall that requires maneuvering a passageway just right so that you don't get crushed. This part is impossible to do if Mario or Luigi is riding Yoshi, as the passages are too small for both to fit through together, so the wall will invariably crush them both. For that reason a block with Yoshi wings exists right before it. Failing to catch them however...
will force the player to leave Yoshi to finish the level.
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* Valley of Bowser 2. The second room has a rising/falling wall that requires maneuvering a passageway just right so that you don't get crushed. This part is impossible to do if Mario or Luigi is riding Yoshi, as the passages are too small for both to fit through together, so the wall will invariably crush them both.

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* Valley of Bowser 2. The second room has a rising/falling wall that requires maneuvering a passageway just right so that you don't get crushed. This part is impossible to do if Mario or Luigi is riding Yoshi, as the passages are too small for both to fit through together, so the wall will invariably crush them both.
both. For that reason a block with Yoshi wings exists right before it. Failing to catch them however...

Changed: 86

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* A glitch can cause the game to be unwinnable. In World 5, it is possible for the airship to land on the land-based portion of the map, displayed in miniature in the upper left corner of the sky map. When you then chase it down to ground level, it's nowhere to be found.

to:

* A glitch can cause the game to be unwinnable. In World 5, it is possible for the airship to land on the land-based portion of the map, displayed in miniature in the upper left corner of the sky map. When you then chase it down to ground level, it's nowhere to be found. This would be a good airship to use an [[JunkRare anchor]] on if you've acquired any.
Is there an issue? Send a MessageReason:
None


* One could make the game unwinnable by crouching and sliding into a passage of only one-block height. Since the player can't auto-slide out as in the rest of the games, the character gets stuck permanently; since there's no time limit, the only solution is to reset the game and start again. The Super NES All-Stars version fixed this so you can attempt to duck and jump whilst pressing left and right.

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* One could make the game unwinnable by crouching and sliding into a passage of only one-block height. Since the player can't auto-slide out as in the rest of the games, the character gets stuck permanently; since there's no time limit, you will have to use the only solution is to suicide code or reset the game and start again. The Super NES All-Stars version fixed this so you can attempt to duck and jump whilst pressing left and right.
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Minus World belongs in Unwinnable by Insanity


* The MinusWorld.
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Fixed a mistake


* One could make the game unwinnable by crouching and sliding into a passage of only one-block height. Since the player can't auto-slide out as in the rest of the games, the character gets stuck permanently; since there's no time limit, the only solution is to reset the game and start again. The Super ES All-Stars version fixed this so you can attempt to duck and jump whilst pressing left and right.

to:

* One could make the game unwinnable by crouching and sliding into a passage of only one-block height. Since the player can't auto-slide out as in the rest of the games, the character gets stuck permanently; since there's no time limit, the only solution is to reset the game and start again. The Super ES NES All-Stars version fixed this so you can attempt to duck and jump whilst pressing left and right.

Added: 342

Changed: 48

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* One could make the game unwinnable by crouching (works with the small characters as well, IIRC) and sliding into a passage of only one-block height. Since the player can't auto-slide out as in the rest of the games, the character gets stuck permanently; since there's no time limit, the only solution is to reset the game and start again. The Super ES All-Stars version fixed this so you can attempt to duck and jump whilst pressing left and right.

to:

* One could make the game unwinnable by crouching (works with the small characters as well, IIRC) and sliding into a passage of only one-block height. Since the player can't auto-slide out as in the rest of the games, the character gets stuck permanently; since there's no time limit, the only solution is to reset the game and start again. The Super ES All-Stars version fixed this so you can attempt to duck and jump whilst pressing left and right.


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[[AC:Super Mario World]]
* Valley of Bowser 2. The second room has a rising/falling wall that requires maneuvering a passageway just right so that you don't get crushed. This part is impossible to do if Mario or Luigi is riding Yoshi, as the passages are too small for both to fit through together, so the wall will invariably crush them both.
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None


** Also seemingly happened to some poor soul who saved and quit between the Tough Possessor and King Boo battles. The game counted the former as complete, but not the latter, meaning that whatever he did, the game would never progress to the final boss. [[http://nintendo3dsdaily.com/nintendoarticles/should-nintendo-release-a-patch-for-luigis-mansion-dark-moon/#comment-17125 hear about this tale of woe here]]

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** Also seemingly happened to some poor soul who saved and quit between the Tough Possessor and King Boo battles. The game counted the former as complete, but not the latter, meaning that whatever he did, the game would never progress to the final boss. [[http://nintendo3dsdaily.com/nintendoarticles/should-nintendo-release-a-patch-for-luigis-mansion-dark-moon/#comment-17125 hear Hear about this tale of woe here]]
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* Happens in many, many ScareScraper games, mostly because a necessary key fails to spawn due to a well known glitch and the ghosts you need to defeat are on the other side of the door.

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* Happens in many, many ScareScraper [=ScareScraper=] games, mostly because a necessary key fails to spawn due to a well known glitch and the ghosts you need to defeat are on the other side of the door.
Is there an issue? Send a MessageReason:
None


* One could make the game unwinnable by crouching (works with the small characters as well, IIRC) and sliding into a passage of only one block height. Since the player can't auto-slide out like in the rest of the games, the character gets stuck permanently; since there's no time limit, the only solution is to reset the game and start again. The Super ES All-Stars version fixed this so you can attempt to duck and jump whilst pressing left and right.
* In the PRG0 version of the cartridge, if you get hit by one of Fryguy's pieces while throwing a mushroom block at another, that piece will be [[DeathThrows thrown off the screen]] rather than disappear, and the game will register it as still alive, so the exit door fails to appear. The only way out is to reset or use the [[PressXToDie suicide code]] (Up+A+B on the pause screen).

to:

* One could make the game unwinnable by crouching (works with the small characters as well, IIRC) and sliding into a passage of only one block one-block height. Since the player can't auto-slide out like as in the rest of the games, the character gets stuck permanently; since there's no time limit, the only solution is to reset the game and start again. The Super ES All-Stars version fixed this so you can attempt to duck and jump whilst pressing left and right.
* In the PRG0 [=PRG0=] version of the cartridge, if you get hit by one of Fryguy's pieces while throwing a mushroom block at another, that piece will be [[DeathThrows thrown off the screen]] rather than disappear, and the game will register it as still alive, so the exit door fails to appear. The only way out is to reset or use the [[PressXToDie suicide code]] (Up+A+B on the pause screen).



* After defeating Wart, scrolling gets disabled, so if you're too far to the left, you won't be able to enter the door under where Wart was standing. What's worse is that you can't die if this happens. Even worse than that, this error was not fixed for the All-Stars version!

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* After defeating Wart, Wart is defeated, scrolling gets disabled, so if you're too far to the left, you won't be able to enter the door under where Wart was standing. What's worse is that you can't die if this happens. Even worse than that, this error was not fixed for the All-Stars version!version!



** If you're ''really'' unlucky, then you can trigger an N-spade to appear on top of a hammer bros, causing [[http://www.youtube.com/watch?v=y3lznozAfYo this]] to happen.

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** If you're ''really'' unlucky, then you can trigger an N-spade to appear on top of a hammer bros, Hammer Bro, causing [[http://www.youtube.com/watch?v=y3lznozAfYo this]] to happen.



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* One could make the game unwinnable by crouching (works with the small characters as well, IIRC) and sliding into a passage of only one block height. Since the player can't auto-slide out like in the rest of the games, the character gets stuck permanently; since there's no time limit, the only solution is to reset the game and start again. The Super ES All-stars version fixed this so you can attempt to duck and jump whilst pressing left and right.

to:

* One could make the game unwinnable by crouching (works with the small characters as well, IIRC) and sliding into a passage of only one block height. Since the player can't auto-slide out like in the rest of the games, the character gets stuck permanently; since there's no time limit, the only solution is to reset the game and start again. The Super ES All-stars All-Stars version fixed this so you can attempt to duck and jump whilst pressing left and right.




to:

* After defeating Wart, scrolling gets disabled, so if you're too far to the left, you won't be able to enter the door under where Wart was standing. What's worse is that you can't die if this happens. Even worse than that, this error was not fixed for the All-Stars version!
Is there an issue? Send a MessageReason:
None



to:

** Also seemingly happened to some poor soul who saved and quit between the Tough Possessor and King Boo battles. The game counted the former as complete, but not the latter, meaning that whatever he did, the game would never progress to the final boss. [[http://nintendo3dsdaily.com/nintendoarticles/should-nintendo-release-a-patch-for-luigis-mansion-dark-moon/#comment-17125 hear about this tale of woe here]]
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None



to:

* In World 7-5, there's an area where you fall into a room where the way out is a one-square-high gap to slide through (if you're big) or walk through (if you're small.) If you enter wearing a Frog Suit and don't keep one of the Bob-Ombs to deliberately get hit and therefore get rid of the Frog Suit, you're stuck and have to wait for the counter to fall down.
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Added DiffLines:

[[AC: Luigi's Mansion Dark Moon]]

* Happens in many, many ScareScraper games, mostly because a necessary key fails to spawn due to a well known glitch and the ghosts you need to defeat are on the other side of the door.
Is there an issue? Send a MessageReason:
None



to:

* A mistake of Galoob rather than Nintendo, there was a set of Game Genie codes for the NES version that allowed Mario to be, and remain, in a certain suit. However, these codes overwrote additional data that was part of the door animation after the final fight with Bowser, causing the game to freeze if you did not enter the door immediately. The Game Genie code book warned the player to enter the door immediately, or else they would be "caught in Bowser's Time Trap, and the game will pause forever!"
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Glitch for Superstar Saga added

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[[AC: Mario & Luigi: Superstar Saga]]

* When you hammer Luigi into a slot on the beach or on the Oho Jee and Oho Jee mini-game islands, Luigi becomes a surfboard for Mario to ride. However, if you slide onto the beach and an enemy runs into you, just as Mario jumps off Luigi for Luigi to become normal again, both will be frozen in that position once the battle finishes and you have no choice but to reset due to the glitch.
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* If Mario ends up inside a block (usually as a result of sliding, jumping, or swimming from a crouched position while Super), the game will push you to the right until you're outside the wall. Usually, this is enough to prevent you from getting trapped; however, if you do this at the end of one of the underwater stages (2-2, 7-2, or the optional underwater section of 6-2), you'll get pushed forward to the edge of the screen and be unable to escape. Later versions of the game (such as ''Vs. Super Mario Bros'' and the ''Lost Levels'' remake) usually add a block above the ending pipe to prevent this from happening.

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* If Mario ends up inside a block (usually as a result of sliding, jumping, or swimming from a crouched position while Super), the game will push you to the right until you're outside the wall. Usually, this is enough to prevent you from getting trapped; however, if you do this at the end of one of the underwater stages (2-2, 7-2, or the optional underwater section of 6-2), you'll get pushed forward to the edge of the screen and be unable to escape. Later versions of the game (such as ''Vs. Super Mario Bros'' and the ''Lost Levels'' ''All Stars'' remake) usually add a block above the ending pipe to prevent this from happening.
Is there an issue? Send a MessageReason:
None



to:

* If Mario ends up inside a block (usually as a result of sliding, jumping, or swimming from a crouched position while Super), the game will push you to the right until you're outside the wall. Usually, this is enough to prevent you from getting trapped; however, if you do this at the end of one of the underwater stages (2-2, 7-2, or the optional underwater section of 6-2), you'll get pushed forward to the edge of the screen and be unable to escape. Later versions of the game (such as ''Vs. Super Mario Bros'' and the ''Lost Levels'' remake) usually add a block above the ending pipe to prevent this from happening.
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Moving from original page to appropriate page.

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[[AC: Super Mario Bros.]]

* The MinusWorld.

[[AC: Super Mario Bros.: The Lost Levels]]

* If you go to an underground bonus room in World 3-1, you'll come out of a pipe below some blocks that you must break to continue. Since only Super or Fire Mario (or Luigi) can break blocks, there's a hidden block with a power-up. However, if you pick up the power-up and then get hurt by the nearby Piranha Plant, you won't be able to get out.
* C-3 and D-2 both have massive jumps that can be cleared only when Mario jumps on a springboard. Sometimes, these springboards fail to spawn due to sprite limits.
** Also happens in the original ''SMB''. If you jump into where the springboard would be, you get stuck until the timer runs out.

[[AC: Super Mario Bros. 2]]

* One could make the game unwinnable by crouching (works with the small characters as well, IIRC) and sliding into a passage of only one block height. Since the player can't auto-slide out like in the rest of the games, the character gets stuck permanently; since there's no time limit, the only solution is to reset the game and start again. The Super ES All-stars version fixed this so you can attempt to duck and jump whilst pressing left and right.
* In the PRG0 version of the cartridge, if you get hit by one of Fryguy's pieces while throwing a mushroom block at another, that piece will be [[DeathThrows thrown off the screen]] rather than disappear, and the game will register it as still alive, so the exit door fails to appear. The only way out is to reset or use the [[PressXToDie suicide code]] (Up+A+B on the pause screen).
* The players with OCD who must dig out every block of dirt in the pyramid levels can get themselves trapped in the left side of world 2-2.

[[AC: Super Mario Bros. 3]]

* A glitch can cause the game to be unwinnable. In World 5, it is possible for the airship to land on the land-based portion of the map, displayed in miniature in the upper left corner of the sky map. When you then chase it down to ground level, it's nowhere to be found.
** If you're ''really'' unlucky, then you can trigger an N-spade to appear on top of a hammer bros, causing [[http://www.youtube.com/watch?v=y3lznozAfYo this]] to happen.
** An example thankfully restricted to one level - in World 7, one level has a Hammer Bros. Suit in it (other than this one, they're only available as world map items found in mushroom houses). If Mario is in statue form from the Tanooki Suit when he grabs it, he becomes a greyscale version of the usual Hammer Bros. Suit that can't use the pipe needed to continue the level. Fortunately, this only makes it impossible to clear that level on that life. This was corrected in the SNES and GBA remakes.
** One fortress requires you to obtain a Tanooki Suit (if you aren't already Raccoon Mario) from a secret room accessed by P-Switch. If you trigger the switch but for some reason let it time out before you reach the bottom of the room, it's LostForever and you can't beat the level on that life. A similar situation can happen at the end of the World 8 fortress, where the boss door is triggered by the switch. In cases of really bad timing, you can get entombed in the blocks until time runs out.
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To return to top of index, click [[UnwinnableByMistake here.]]

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