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Super Mario Bros.

Alternate Title: mario brothers, SMB, black box
Class: Licensed
Cart ID: NES-SM-USA
Publisher: Nintendo
Developer: Hi-Tech
Region: United States (USA)
Rarity:
1  Cart: Very Widespread
2  Box: Widespread
1  Manual: Very Widespread
Peripherals: Standard or Compatible Controller
TV Format: NTSC
Platform: Nintendo Entertainment System (NES)
Released: October, 1985 (10/01/1985)
Pak Type:
Standard Cart
Collector Stats & Tracking:
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Sources of Information

Hardware Profiles
1 - NES-NROM-256-01
PCB
NES-NROM-256-01
UNIF Board
NES-NROM-256
INES Mapper
0
Mirroring
Vertical
Battery-backed
No
WRAM
0
VRAM
0
CIC Type
3193

Rom Sets
Type Name Size CRC32
PRG0 HVC-SM-0 PRG 32 KB 5CF548D3
CHR0 HVC-SM-0 CHR 8 KB 867B51AD
ROMs Combined: 40 KB D445F698
2 - NES-NROM-256-02
PCB
NES-NROM-256-02
UNIF Board
NES-NROM-256
INES Mapper
0
Mirroring
Vertical
Battery-backed
No
WRAM
0
VRAM
0
CIC Type
3193A

Rom Sets
Type Name Size CRC32
PRG0 HVC-SM-0 PRG 32 KB 5CF548D3
CHR0 HVC-SM-0 CHR 8 KB 867B51AD
ROMs Combined: 40 KB D445F698
3 - NES-NROM-256-03
PCB
NES-NROM-256-03
UNIF Board
NES-NROM-256
INES Mapper
0
Mirroring
Vertical
Battery-backed
No
WRAM
0
VRAM
0
CIC Type
6113

Rom Sets
Type Name Size CRC32
PRG0 HVC-SM-0 PRG 32 KB 5CF548D3
CHR0 HVC-SM-0 CHR 8 KB 867B51AD
ROMs Combined: 40 KB D445F698
4 - NES-NROM-256-04
PCB
NES-NROM-256-04
UNIF Board
NES-NROM-256
INES Mapper
0
Mirroring
Vertical
Battery-backed
No
WRAM
0
VRAM
0
CIC Type
6113B1

Rom Sets
Type Name Size CRC32
PRG0 HVC-SM-0 PRG 32 KB 5CF548D3
CHR0 HVC-SM-0 CHR 8 KB 867B51AD
ROMs Combined: 40 KB D445F698

Major Variations for Super Mario Bros.:
Title Code
Super Mario Bros. (3 screw) NES-SM-USA
Super Mario Bros. (New Seal of Quality) NES-SM-USA


Codes, Cheats & Spoilers
 =>Continue: On the title screen, hold A and press STARTx2. You'll continue
from the beginning of the world you were in.
=>Hidden Lives: Every x-1 level contains an invisible block with a green 1up
mushroom, but it is only there if you've warped to that stage! Otherwise,
it isn't. Odd, eh? Even 1-1 has one.
=>100 men: When at the end of a level with a flight of steps and a Koopa
Troopa walking down, if you jump on the left side of the Koopa's shell at
JUST the right time, Mario will bounce up and down as the shell slides from
under his feet, rebounds off of the steps, and slides under his feet JUST as
he lands. Points will build up until they become 1-Ups.
* Tip: In world 3-1, stand on the staircase before the flagpole, as far
to the right on a block as you can. Let the first Koopa Troopa go by,
then jump straight up to stomp on the second one and start up the lives
trick. Try a very short and quick hop.
=>Extra Lives: While almost everyone knows this, someone might not. If you
kick a koopa shell, it will kill enemies. As it hits more and more, the
point values increase. Eventually it will earn extra lives.
=>Kill Bowser: Wanna kill Bowser, King of the Koopa? Instead of grabbing the
axe, zap him with fireballs until he dies. In every level but level 8-4,
the fake Bowser will disappear to reveal who you were really fighting.
=>Fireworks: Touch the flagpole at the end of a level when the timer's last
digit is 1, 3, or 6.
=>Location of Warp Zones:
* World 1-2 to Worlds 2/3/4: Instead of going through the final pipe in the
underground area, use the elevator to jump on top of the brick ceiling.
Run right and you will find the warp zone.
* World 4-2 to Worlds 6/7/8: Right after you find several ? blocks and an
elevator, you will see a platform of 3 bricks high overhead. The first
brick on the left yields a vine leading to the warp zone. To reach the
vine, jump up and hit the 4 invisible blocks found under the platform.
* World 4-2 to World 5: Again, instead of going through the final pipe of
the underground stage, run overhead on the ceiling to reach the warp zone.
=>Minus World: This will only warp you to the inescapable "Minus World" in the
NES Super Mario Bros. This will not work in SMB on Super Mario All*Stars nor
in Super Mario Bros. Deluxe.
1) Stand on top of the exit pipe and scroll the screen as far right as
possible. To scroll the screen, simply run to the right, then back to the
left as far as the end of the pipe, then back again; this must be done
several times. (The screen should move such that you should be able to
see a little bit of the black warp room to the right).
2) Jump up and break the second and third bricks from the right -- be sure
not to break the first brick.
3) Here's the tricky part: have Mario stand on the pipe with one foot off
the edge. Be sure Mario is facing left. Jump up using the A button. When
Mario is in the air, move to the right using the Control Pad. Be sure you
do not break the remaining brick; if you do, you will not be able to
enter the Minus World. If you time this correctly, you will be pulled
into the bricks (the back of Mario's head will catch the brick). NOTE: Do
not move right until AFTER you are in the air, and make sure to never
face right.
4) Walk through the bricks to the right and immediately enter the first pipe
on the left. You will be transported to the Minus World. The second pipe
will lead to world 5 ... just like in the SNES version!
=>Walking Through Bricks: In World 1-4, walk right until you come to the long
hall after the power-up block. Note how the ledge above your head begins a
few blocks after the one you are standing on. Scroll the screen until there
is a small gap in the top left corner between the above ledge and the edge
of the screen. Jump up into the space at the far left of the screen. Mario
needs to be stuck in this space and his head should be touching the top
layer of bricks (if you are not able to get stuck, you must scroll the
screen until the space is narrow enough to get stuck). To enter the bricks,
use the Left arrow of the Control Pad while repeatedly pressing A. Mario
will jump and progress into the bricks - watch out for the Fire Bars!
Continue to press Right and Mario will fall back out. This trick can be
performed in other stages of the game.
=>Little Fiery Mario: You must be Super or Fiery Mario when you reach the
fourth level of any of the first seven worlds. When you get to Bowser, run
past him until you are next to the axe. Wait until Bowser has turned and
has almost reached Mario, then jump! If you touch Bowser and the axe at the
same time, you will beat the level while being partially defeated! When you
start the next world as a "Super" Mario, grab a Super Mushroom to turn into
Little Mario! Now, grab a Fire Flower and become Little Fiery Mario! This
basic effect will last until you die - remember, your final form before
death will be "Super" Mario.
=>Avoid Bloober: In water levels, walk along the floor and the Bloober squids
won't hurt you.
=>Dancin' Mario: Climb a vine into a bonus room, then get back on the vine
and keep climbing up. Mario will start a weird bobbing dance when he reaches
the top.
=>Over the Pole: In level 3-3, you can actually jump OVER the flagpole.
However, you'll be stuck in a neverending level if you do.
Screenshots

Nintendo Power Top 30
We've recreated the Nintendo Power TOP 30 from Player's, Pro's & Dealer's, here on NintendoAge. Following are all of the issue #'s where this game appeared in the TOP 30, what score it received (# of #votes) and the rank it received in that issue.
Issue Date Score Rank
Nintendo Power #001 07/1988 113 4
Nintendo Power #002 09/1988 1,139 3
Nintendo Power #003 11/1988 3,140 11
Nintendo Power #004 01/1989 1,935 16
Nintendo Power #006 05/1989 2,165 17
Nintendo Power #006 05/1989 2,165 17
Nintendo Power #007 07/1989 1,442 24
Nintendo Power #008 09/1989 1,088 27