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The first game in the Super Mario Bros. series, but the fourth game overall that stars Mario, and the game that singlehandedly kicked off The 8-bit Era of Console Video Games. After appearing in Donkey Kong, Mario Bros., and Wrecking Crew, the Mario Brothers moved on to the game that set loads of standards. Not just for platformers, but any genre that used conventions established in this game. Released for the Famicom Disk System on September 13, 1985 in Japan, and for the Nintendo Entertainment System on October 18, 1985 in North America.note 

The general story is that Bowser, the ornery King of the Koopas, has conquered the Mushroom Kingdom and had all of the subjects turned into background textures— er, bricks and shrubbery. The Mushroom Kingdom's Princess is the only one who can revert his black magic, but he has kidnapped her in order to prevent this. Mario, ever the gallant one, storms several castles looking for her. Unfortunately for Mario (and you), Bowser has several body doubles, and there's no way to tell who's the real one, so it's a long road ahead.


This game was highly formative for the later series. Most notably, it introduced the basic storyline of Mario rescuing Princess Toadstool (later Peach) from Bowser that later games would copy, modify, subvert, deconstruct and reconstruct again and again. In addition, it introduced Toadstool and Bowser's characters, alongside the Toads, the Mushroom Kingdom, the basic system of powerups that would become central to later installments' gameplay, and a number of classic enemy types such as Goombas, Koopa Troopas and Paratroopas, Hammer Brothers, Spinies and Bloopers.

The original game was remade with SNES graphics along with the other NES titles in Super Mario All-Stars. There was also a Game Boy Color port called Super Mario Bros. Deluxenote . This included a Challenge Mode where you had to get a high score, collect five Red Coins, and find the Yoshi Egg in each stage; a two-player race mode; badges and other images awarded for achievements; a high-score table; extra utilities and printables; a hidden "You vs. Boo" mode (a one-player version of the two-player game); and a hidden conversion of Super Mario Bros.: The Lost Levels, but only Worlds 1-8. There was also an Arcade Game called VS. Super Mario Bros. and a port for the Game Boy Advance was released as part of the Classic NES Series. For the 35th anniversary release, a Game & Watch version was released as well as an online battle royale version for Nintendo Switch called Super Mario Bros. 35.


Nobuo Uematsu has stated that the theme music, originally created by Koji Kondo, should be Japan's national anthem.

This game provides examples of:

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  • 1-Up: An early example of the collectible kind. The green 1-Up Mushrooms have appeared in almost every other Mario platformer since. There are eight of them in the entire game, and they are all well hidden.
  • Actually a Doombot: The first seven "Bowsers" are actually regular enemies who are somehow disguised as him. Flinging fireballs at the fake Bowsers will reveal their true forms (along with a fat bonus to your score).
  • All There in the Manual: The Koopa are a clan of turtles known for their powerful magic who have brought the Mushroom Kingdom to ruin by transforming its citizens into the powerup bricks you cannot break (and thus the items are "gifts" from the transformed citizens to help you) and various other background objects. The only one who can break this curse is the daughter of the unseen Mushroom Kingnote , Princess Pea..., er "Toadstool"note , which is why Bowser has kidnapped her. This bit of lore was dropped in later games, though the concept of magic being used by Bowser's army lives on through other members of his troop, most notably Kamek and the other Magikoopas.
  • Alternate Company Equivalent:
    • The Great Giana Sisters. So much that Nintendo actually threatened to sue, causing it to be withdrawn from the shelves. The later Giana Sisters games went through Derivative Differentiation.
    • Sega's Alex Kidd in Miracle World was not such an obvious clone, but still fits the trope (and was correspondingly packaged with or built in later models of the Master System).
  • Always Night: Unlike the rest of the worlds which are in broad daylight, Worlds 3 and 6 are set at night. Although strangely, World 6-2 has a pipe leading to an underwater bonus area where it's clearly daytime.
  • American Kirby Is Hardcore: The American instruction manual makes repeated references to enemies being killed. The Japanese manual merely says they are defeated.
  • Animated Adaptation:
  • Antepiece: The game has great level design involving interesting yet accessible setpieces. One tool it'll use is to build up to a complicated setpiece with an "antepiece". For example, in the first level, there's a part with a staircase followed by a pit; jumping up the staircase without falling into the pit, and then getting over the pit, is a rather hard and scary proposition. So there's a part right before it which is mostly the same, except the pit won't kill you. This allows you to practice the setpiece in a safe environment.
  • Anti-Frustration Features:
    • Super Mario Bros. Deluxe, due to its inevitably smaller screen resolution, allows the player to reorient the screen by pressing up, or pressing select so that the camera view stays fixed ahead of Mario. Likewise, the original game's Ratchet Scrolling has been slightly nerfed in this port so that Mario can slightly backtrack in a level, again to accommodate the smaller view of the screen.
    • All-Stars and Deluxe will play a chime when the correct paths are taken in "mazes" like World 7-4.
  • Art Evolution:
    • According to this Iwata Asks, Miyamoto utilised external illustrators to flesh out his rough pencil sketches since Donkey Kong. When it came time to do this game's (Japanese) package illustrationnote , Miyamoto had to do the art himself, since there was no time left for him to hire a mainstream artist. This was the result. It was Yoichi Kotabe who fleshed out the designs of the characters since then. Notable mention goes to Bowser. Miyamoto himself was aiming for the appearance of an ox for Bowser's design, even though he's supposed to be a turtle. Upon reflection on this, Miyamoto remarked, "I'd been drawing something completely incomprehensible - a turtle's body with an ox's head!" In a Mythology Gag, Midbus, Bowser's rival from Mario & Luigi: Bowser's Inside Story, more closely resembles an ox, with some boar characteristics thrown in.
    • Within the game itself, the Super Mushroom, 1-Up Mushroom, and Fire Flower have completely different designs than those that became standard in later games. The mushrooms are much more realistic-looking, have different colors (orange and red for the cap of the Super Mushroom, and green and brown for the 1-Up Mushroom), and lack faces. The Fire Flower is a glowing disk. The mushrooms began to change with Super Mario Bros. 2 before settling into the most familiar design with Super Mario Bros. 3. The Fire Flower changed to its most familiar design with Super Mario World.
  • The Artifact:
    • Mario and Luigi being plumbers and travelling through pipes. This made sense in Mario Bros., which was envisioned as taking place in the New York sewers; not so much in the Mushroom Kingdom. However, it became an integral part of the gameplay and setting, and its incongruous nature helped create the series' World of Chaos reputation.
    • Mario being able to hit enemies on top of a block by hitting the block below them (in fact, the whole concept of hitting blocks from below) is a hold over from the gameplay of the original Mario Bros., where it was your only means of attack (Mario couldn't Goomba Stomp in that game, so he had to knock an enemy on their back by hitting the floor below them, allowing him to run up and then knock them off the screen). Fortunately, this managed to fit in with the more flexible play style of this game (it helps that in this game, the move offs an enemy on the spot instead of just stunning them), so it was carried over into future installments.
  • Artifact Title: Super Mario Bros. is a completely different game from the original Mario Bros., most notably lacking the 2P co-op mode from the original (being replaced by an alternating mode instead). As a result, Luigi's presence in the game feels rather thrown in, since it makes no difference whether the second player controls Luigi or another Mario. The sequels would try to remedy this by either: making Luigi into a selectable character with a different play-style (as seen in both versions of Super Mario Bros. 2) or by allowing both players to split the game's stages among themselves and throwing in a minigame version of the original Mario Bros..
  • Ascended Glitch: The multi-coin blocks were reportedly a programming error that was left in because they liked it.
  • Attract Mode: It features one, and the computer's one of the worst Mario players ever (most likely to minimize spoilers).
  • "Blind Idiot" Translation:
    • In the story provided by the manual, the word "horsetail" (referring to the plants in the background of some courses) was mistranslated as "horse-hair".
    • The Portuguese translation of the manual was based on the English localization. The term "Mushroom Retainers" ended up being translated as "Cogumelos Retardadores" (Mushroom Retardants, in other words).
  • Boss Arena Idiocy: You know this one. You touch the axe to destroy the bridge Bowser is on.
  • Bowdlerise:
    • Inverted; the English manual uses the word "kill" and "die" throughout, but the Japanese manual says "defeated" and the like.
    • Played straight with the Kiraa/Killer enemy, who the English version renames to Bullet Bill.
  • Breakable Power-Up: The Trope Codifier. The Super Mushroom transforms Mario into Super Mario, capable of breaking bricks by jumping into them from below. The Fire Flower transforms Super Mario into Fire Mario (or regular Mario into Super Mario, if you're unlucky enough to get hit after finding one), capable of throwing fireballs. Both powerups act as a Single-Use Shield, and upon being hit Mario reverts to regular Mario, losing the abilities granted him by the powerups.
  • Breakout Character: This game introduces Princess Peach and Toad, who would go on to be iconic mainstays of the series. Peach in particular would replace Pauline as Mario's heroine, and Pauline would be relegated to remakes and a few Mario vs Donkey Kong games before finally reappearing in a main game with Peach 32 years later.
  • Breakout Villain: Mario tangled with some rivals beforehand, like Donkey Kong and Foreman Spike, but the success of this game guaranteed that Bowser and the Koopa Troop would be his eternal enemies from here on out. Bowser in particular would be the plumber's most enduring nemesis.

  • Cap: The maximum lives you can have is 127. Any more and you will overflow into negative lives, triggering a Game Over the next time you die.
  • Cheat Code: If you get a Game Over, press Start while holding down the A button to start at the world you died in. Mercifully, if you forget which button and try pressing Start while holding B, nothing happens.
  • Cheated Angle: In the original game, the Mario Bros. always have their head to the side they're walking towards, even when they aren't moving and the rest of their body is facing the screen. The only time they ever fully face the viewer is if they're dying.
  • Checkpoint Starvation: Most levels have an invisible checkpoint near the middle, except for castle levels and all of World 8. In some later levels, these checkpoints do more harm than good, as they are often located after the one power-up in the level and you can't backtrack.
  • Collision Damage: All of the enemies deal this to you. Getting a Super Star lets you do this to the enemies instead.
  • Color-Coded Multiplayer: There's no difference between Mario and Luigi in terms of playability.
  • Color Contrast: Basic color contrasts such as blue, red green and brown contrasts are abundant (the grass and water levels), sometimes with black and grey (the underground and snow levels) or red, black and grey (the castles). The NES had an extremely limited color palette and they had very little memory to work with on the game.
  • Colour-Coded for Your Convenience: Red mushrooms (extra hit point) vs. green (1-Up), red Koopas (they patrol specific areas) vs. green (they come straight at you).
  • Cut-and-Paste Environments: The game only had 40 KB of memory, so they used repeating patterns three screens wide for decorative backgrounds such as hills and clouds. It also reused about two models for castle exteriors (small and large). On top of that, five entire levels were reused, as well as World 4-4 and 7-4 which would actually loop if the player takes the wrong path, and they used the exact same sprite for the clouds and bushes the only difference being the clouds were white whereas the bushes were green.
  • Demoted to Extra: Luigi only appears as player #2 in a two-player game, which is itself greatly diminished in importance due to the game's lack of co-op play, which was the main draw of the original Mario Bros. He doesn't even appear on the game's cover, nor is he mentioned in the manual's storyline.
  • Deliberately Monochrome: World 6-3 is either this, or simply a representation of snow. The latter case was made more explicit in the All-Stars remake, thanks to the upgraded graphics.
  • Drought Level of Doom: World 8 is scarce in power-ups, particularly 8-1, which has no Super Mushrooms or Fire Flowers, and 8-4, which has no power ups at all.
  • Dub-Induced Plot Hole: The manual references a "Mushroom King", the father of Princess Toadstool. He is never even alluded to in-game or in any subsequent game. The reason for this is that he is the invention of the English localization; the Japanese manual does not mention him.
  • Dub Name Change: Every character other than Mario, Luigi, and Hammer Brother was renamed for the English version.
    • Kame-ichizoku (Turtle Tribe) > Koopas
    • Daimaou Koopa (Demon King Koopa) > Bowser, King of the Koopas
    • Peach-hime (Princess Peach) > Princess Toadstool
    • Kinopio > Mushroom Retainer
    • Kuribo > Little Goomba
    • Nokonoko > Koopa Troopa
    • Patapata > Koopa Paratroopa
    • Gessou > Bloober
    • Pakkun Flower > Pirana [sic] Plant
    • Jugemu > Lakitu
    • Togezou > Spiny
    • Paipo > Spiny's egg
    • Killer > Bullet Bill
    • Killer Taihou > Turtle Cannon
    • Metto > Buzzy Beetle
    • Pukupuku > Cheep Cheep
    • Bubble > Podoboo
    • Star > Starman

  • Early-Bird Cameo: The Disk System version (accidentally) contains Bloopers in the air in World -3, which would made a proper appearance in Super Mario Bros.: The Lost Levels.
  • Early Installment Character Design Difference: Look at Bowser up there. Does he look anything like the Bowser we're all familiar with today? Princess Toadstool got this too.
  • Early Installment Weirdness: This was the first game to truly define Mario platformers as we know them today, and it introduced many iconic elements that have been mainstays in the series since. Despite that, the game also features numerous quirks and oddities that were phased out in later games. A detailed analysis can be found here.
  • Easter Egg: If you wait long enough on the title screen, then a brief demo will start to play.
  • Easy Level Trick: If you're Super Mario or Super Luigi, you can easily bypass large chunks of the underground levels by breaking through the brick ceiling and running along the top to the end.
  • Elite Mooks: Hammer Brothers. They not only strafe back and forth in one spot but usually pop up in groups and throw an endless supply of hammers that are very hard to dodge. If you didn't get a Fire Flower beforehand, youre in for a world of hurt with them.
  • Endless Game: Famous for averting it, although technically, you can play the levels again after the ending.
  • Every 10,000 Points: 100 coins equal a 1-Up.
  • Excuse Plot: One of the classic staples of the video game excuse plot, also codifying one of its subtropes in the process; Bowser has kidnapped the princess and is trying to take over the Mushroom Kingdom, and Mario and Luigi have to save the day! Now press start and go save the day!
  • Fireballs: From the Fire Flower, of course.
  • Flying Seafood Special: Cheep Cheeps, which jump out of the water and into the air.
  • Gameplay and Story Segregation: There is actually only one Buzzy Beetle that can be killed with fireballs in this game. It's disguised as Bowser at the end of World 3-4.
  • Guide Dang It!:
    • Each x-1 level has a hidden 1-Up Mushroom in it. Besides the one in 1-1, they only appear if you've gotten all the coins in the previous x-3 level or used a Warp Pipe (e.g. to get the one in 2-1, you need to get all the coins in 1-3).
    • World 4-4 and 7-4 in the original since there is no chime for a correct passageway. Even if one memorizes the routes for both levels, 7-4's solution has been altered in VS.
  • Handwave: The manual gives a flimsy excuse on why kicked Koopa shells don't affect enemies that are off screen - they simply jumped over the shell when Mario wasn't looking.
  • Hard Mode Filler: Some of the later stages. Namely Worlds 5-3, 5-4, 6-4, 7-2, 7-3 and 7-4, which are harder versions of 1-3, 2-4, 1-4, 2-2, 2-3 and 4-4 respectively. In VS., these harder stages are bumped ahead and replaced with new stages that later formed part of The Lost Levels.
  • Hard Mode Perks: The "hard mode" replaces all Goombas with Buzzy Beetles, which allows the player to get as many lives as they want by having their shells being kicked repeatedly against certain structures, much like a Koopa shell. It also makes clearing a whole row of enemies much easier - stomping a Beetle and kicking it to take out all the others is effortless compared to stomping all Goombas individually.
  • Hitbox Dissonance:
    • Super Mario's hitbox is normally twice as tall as standard Mario's, which makes sense. Crouching eliminates the top half of the hitbox, rendering it the same size as standard Mario's, which also makes sense. Crouching while underwater and then swimming causes Super Mario's hitbox to remain at half-height, causing enemies to pass through his upper half harmlessly, which does not make sense until you realize that you normally stay crouched when you jump this way, but there's no sprite for a crouched swimmer; so what you're actually doing is swimming while crouched, but the lack of sprites causes a visual glitch.
    • Another strange thing related to hitboxes is the game's collision detection. If Mario is rising, he will take damage from hitting an enemy regardless of whether he is on top of the enemy or below it. On the other hand, if he is falling, he will cause damage to the enemy (assuming it's not The Spiny) regardless of whether the enemy is on top or he is. This can be confusing to players who are unfamiliar with the mechanics of the engine, and tool-assisted Speed Runs milk this for all its worth.
  • House Rules: VS. has different DIP Switches to make the game even harder. This includes altering your starting lives, the timer's speed, how many coins for a 1-Up, and the number of lives given after a continue.

  • Idle Animation: Sort of. If you stay in one spot for 30 seconds, with a Hammer Brother nearby, the Hammer Brother will leave its perch, and actively start chasing you. Super Mario Bros.: The Lost Levels would introduce Hammer Brothers that actively chased the player from their first appearance.
  • Infinite 1-Ups: Line a Koopa shell just right against a staircase at the end of 1-1 or 3-1, and your jumps will turn into a chain reaction, triggering loads of points followed by One Ups. But woe to you if you exceed 127 lives, because the life counter will overflow into negative lives, causing your next death to be a Game Over.Details  This was fixed in the Super Mario All-Stars version, which stores the lives in an unsigned integer variable which has a cap of 128 lives.
  • In Name Only: Aside from the presence of Mario, Luigi, turtle enemies, and coins, Super Mario Bros. really doesn't have anything to do with Mario Bros., although it does have some similar elements (you can still attack enemies from below when they are on brick platforms).
  • Invincibility Power-Up: The Super Star (aka Starman) and its famous jingle debut here.
  • Jump Physics: The game has very well thought out jump physics, and the level designs were tailored around it. Mario can jump five times his height, can jump farther when running, and he maintains just enough midair control to cut short a forward jump. Mario holds his momentum for a bit when he's in mid air or lands, even if the D-Pad is released. Even if he bumps into a wall in motion, he still holds his momentum and maintains mid air jump control. If he bumps his head into something, it quickly knocks him back down (the cramped castle levels are specifically designed to use this against you) but it won't stop him from moving.
  • Knight of Cerebus: While the franchise would eventually feature much more wicked villains in the Paper Mario and Mario & Luigi games, Bowser is still this compared to Donkey Kong and Foreman Spike. Donkey was an Anti-Villain who was trying to get back at Mario for abusing him, and Spike was a regular human who also happened to be a jerk and a Bad Boss, but Bowser, the draconic Evil Overlord, is genuinely intimidating.
  • Kung Fu-Proof Mook: Spinies. Mario can't kill them by jumping on them due to the spikes on their backs, so other means like the Fireballs or Koopa Shells are required to deal with them.
  • Late-Arrival Spoiler: The Princess being in castle number 8. This has become so ingrained in our culture that most Mario games onward featuring the Princess being kidnapped also have her appear in World 8.
  • Lava is Boiling Kool-Aid: The sprites for lava use the exact same sprites as water, just colored red.
  • Level 1 Music Represents: The overworld theme has become the iconic theme of the Mario series, as well as nearly every crossover and non video game appearance Mario has had.

  • Magic Mushroom: The Unfortunate Name of the Super Mushroom in the NES version (though not the FC version).
  • Marathon Level: World 8-1 is looooooooooooong. Even harder than making all of the tricky jumps is reaching the end before time runs out!
  • Minus World: A famous example, coined by Nintendo Power's coverage of the glitch. Japan, meanwhile, discovered even more such worlds through a process that involves swapping out the game's cartridge with Tennis while the console's still running.
  • Mood Whiplash: The underwater section of World 8-4 uses the "happy" underwater music. After passing this section, it goes back to the ominous castle music. The All-Stars version uses the castle music throughout the entire level.
  • Never Say "Die": Averted; the English instruction manual uses the words "kill" and "die" throughout, even in places where it wasn't used in the Japanese manual.
  • New Game+: "A new quest", which you unlock by beating the game once and restarting at the title screen. Goombas are replaced with Buzzy Beetles, enemies move faster, and all of the levels with harder counterparts later in the game (e.g. 7-2 is the harder version of 2-2) are replaced with said harder counterparts. Both All-Stars and Deluxe retain this feature.
  • Nintendo Hard: Although at the lower end compared to other infamously hard games, it is the Trope Codifier for this by way of being likely the first to use it for the classic reason. Most 2600 games used the Endless Game model, while Mario is finite, and can be beaten if you don't get any game overs. Hence: a One-Hit Point Wonder protagonist initially, certain difficulty spikes like the lava stages or anything with Lakitu in it, the lack of a mobility powerup, and a rather unforgiving lives system (running out sends you back to the beginning; pretty much every future game just sent you back to the start of the level). A major issue is that 1-Ups are so uncommon; there are exactly eight hidden 1-Up Mushroom Blocks in the game, and Coins are far less common than in later Mario games, making extra lives in a game with no save feature much more precious to have.
    • VS. Super Mario Bros. takes this Up to Eleven. Items and 1-Up Mushrooms are either moved or removed, you need to collect between 100 to 250 coins to earn an extra life, and every infinite lives exploit is removed. As if this wasn't enough, the original levels themselves are edited to be much harder, new levels are added in, and Warp Zones don't take you as far forward as the originals. note 
  • One-Hit Point Wonder: Mario will die in one hit from touching any enemy unless he grabbed an item beforehand.
  • Pac Man Fever: Lots of sound effects from this game have turned up in children's TV shows, particularly in scenes set at arcades (there were arcade cabinet versions of the game, but it's unlikely any of those writers knew that).
  • Palette Swap: Not just with enemies and the Mario Bros.; the bushes and clouds use the same tiles.
  • Pipe Maze: World 8-4. The pipes are the key to progressing through the level, and going down the wrong one will send you back to the beginning.
  • Platform Game: Trope Maker and Trope Codifier for many platform tropes.
  • Player Nudge: The dev team was afraid the player would confuse the mushrooms for something hostile and avoid them. To prevent this they structured the first level so that it was difficult to avoid the mushroom after it was spawned, ensuring the players would see it was not harmful when it struck them.
  • Power-Up: There are three of them:
    • The Super Mushroom, which makes Mario bigger and gives him an extra hit point, as well as allowing him to smash bricks by jumping into them from below, with the only tradeoff being that he's a bigger target for enemies and can't go into smaller spaces without ducking and sliding.
    • The Fire Flower, which gives Mario the ability to shoot fireballs ahead of him, and retains the benefits of the Super Mushroom. However, you need to have grabbed the Super Mushroom beforehand to use it—grabbing it as Small Mario acts the same as grabbing a Super Mushroom.
    • The Starman, a very rare Invincibility Power-Up which makes Mario invincible for a small period of time.

  • Ratchet Scrolling:
    • Required by the way levels were stored. Each "object" in the level had a "page select" flag which, when set, told the game to advance one screenful to the right. There was no code for going back one screen, however, and as there could be a variable number of objects per page, the algorithms involved would have been a bit too complicated for the NES, where every byte and every clock cycle counted (and they were already running low on ROM space as it was). So while the game could be told to go to the next screen, there was no way to start loading objects from the previous screen, hence why you can only go right.
    • Deluxe does allow you to scroll back slightly, but only because the screen is smaller than the NES version's. Internally, it has the exact same scrolling mechanics as the NES version, but since your view is restricted to a small area around Mario, a significant amount of the "screen" is off-screen at any given moment.
  • Rearrange the Song: The VS. version totally redid the ending theme. In addition, a Hi-Score theme was also added.
  • Recurring Boss: The fake Bowsers behave similarly, except the World 6 and 7 ones trade their fire breath for throwing hammers, while the real one has both. Besides those differences, the increase in difficulty comes from the layout of enemies and obstacles in the rooms they reside in.
  • Scoring Points: Treated as an artifact in the NES version, as it doesn't even save your score when turning it off. VS. and Deluxe both have a high-score table. In VS., the player earns 100,000 points for every life retained after rescuing Peach. In Deluxe, ending the game (by Game Over or saving Peach) over the 300,000 and 600,000 point thresholds unlocks the "You vs. Boo" and "Super Players" modes respectively.
  • Screen Crunch: In Super Mario Bros Deluxe, you can only see 1/3 of the original screen.
  • Self-Imposed Challenge:
  • Single-Use Shield: The Super Mushroom and Fire Flower power ups provide this. If Mario gets hit while in big form, he'll automatically revert back to Small Mario instead of dying.
  • Slippy-Slidey Ice World: Worlds 3, 5 and 7, although "snow" in this game is just recolored trees and pipes. The All-Stars version of the game improves on this by making the ground actually look snowy.
  • Super Drowning Skills: On the surface levels, falling into a pit filled with water doesn't even slow your fall.
  • Super Not-Drowning Skills: Conversely, if you're underwater, nothing aside from the standard timer can stop you from staying under for as long as you want.
  • This Was His True Form: If defeated with fireballs rather than being thrown into the lava, the Bowsers of Worlds 1-7 are revealed to be simple minor enemies which have taken Bowser's form, likely using more of that Koopa clan magic you only ever hear about in the manual.
  • Timed Mission: Every level gives you a clock which counts down from either 300 or 400, meaning the level must be completed before the timer hits 0. The timer also counts down faster here than in Mario's later games.
  • Unnaturally Looping Location: In one of the later levels, the level keeps looping unless you take the right corridor out of the three ahead (and in All-Stars and Deluxe, a chime plays when you pick the right one).
  • Unstable Equilibrium: Many parts of the game are much easier as Fire Mario (with the tradeoff being a larger hitbox and cutting you off from going into smaller spaces), but if you do get hit, it takes two power-ups to climb back up to that status.
  • Updated Re-release:
  • Video Game Sliding: Super Mario Bros. is the first game in the franchise to feature a rudimentary sliding move: as Super Mario, you can get a running start and duck to slide through short gaps you couldn't otherwise pass through. Small Mario, however, has no slide move as none is necessary in that state. This slide move has endured in some form throughout all of Mario's 2D platformer games.
  • Violation of Common Sense: In 4-4, the correct route to finishing the level's maze is taking the route that is clearly more dangerous than the routes that are easier to access and pass through.
  • Waltz on Water: The Trope Maker, featuring a now-recognizable waltz in its water levels.
  • Warp Zone: Hidden in World 1-2 and 4-2 which can move the player up to the final world if they find the correct warps. In VS., the furthest a player can warp to is World 6.
  • When All Else Fails, Go Right: The Ratchet Scrolling prevents Mario from going left.
  • A Wizard Did It: As described under All There in the Manual, many of the gameplay abstractions are explained as Koopa magic.
  • Your Princess Is in Another Castle!: There you have the Trope Namer.





Video Example(s):


Turtle-tipping in World 3-1

The staircase at the end of this level is a great place to practice the trick.

How well does it match the trope?

4.94 (17 votes)

Example of:

Main / InfiniteOneUps

Media sources:

Main / InfiniteOneUps