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*Introduction*
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Vs. Super Mario Brothers was a version of the original Super Mario Brothers
for the NES released in the arcade. It played identically to that game, although
there were some distinct differences between the two games.
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*Comparison Guide*
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Released in the arcade, this version of Super Mario Brothers was not a direct
port of the original NES game. Instead it contains levels from both the first
Super Mario Bros. and the Japanese sequel. The levels used from those games
also tend to be altered in some ways, making them more difficult. Presumably
this was done so that players would lose more often, thereby spending more
quarters in the arcade. The alterations include missing blocks, more pits,
less power-ups, different maze routes in some of the castles, and less choices
at some warp zones.
By and large the levels, though out of order at times, are from the original
Super Mario Bros. Anyone who has carefully played that game will also know
that some of the later levels are repeats of earlier levels, but with more
enemies. World 7, for example, is a repeat of World 2.
Below is a chart comparing other aspects of the "classic-style" Super Mario
Brothers games. The levels designation indicates how many levels are present
in each game, the extra items designation refers to the inclusion of poison
mushrooms and other additions beginning with Super Mario Brothers 2j, and the
Minus World indicates whether or not the elusive glitch level(s) are present
in a given game.
__________________________________________________________________________
| Game | Levels | Extra Items | Minus World |
|==========================================================================|
| All Night Nippon Super Mario Bros. | 48 | Yes | No |
|--------------------------------------------------------------------------|
| Super Mario Bros. (Famicom Disk) | 32 | No | Yes |
|--------------------------------------------------------------------------|
| Super Mario Bros. (NES) | 32 | No | Yes |
|--------------------------------------------------------------------------|
| Super Mario Bros. 2j | 52 | Yes | No |
|--------------------------------------------------------------------------|
| Super Mario Bros. Deluxe | 64 | Yes | No |
|--------------------------------------------------------------------------|
| Vs. Super Mario Bros. | 32 | No | No |
|_____________________________________|________|_____________|_____________|
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*Useful Items*
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Red Mushroom/Fire Flower
As in the original Super Mario Bros, certain blocks in each level contain
red mushrooms that will make Mario big. When Mario is big, he can take an
additional hit (which will make him small again). If a block that normally
contains a red mushroom is hit while Mario is already big, it will produce
a fire flower instead. Grabbing this allows Mario to shoot fireballs by
hitting the dash button. Again, if Mario is hit in this form he will shrink
all the way back to small Mario. Fire flowers do not move from the block
they appear in, but the red mushrooms will begin to move in the direction
opposite that Mario is looking.
Green Mushroom
Green mushrooms are normally the means of gaining an extra life, but they
have all been removed in Vs. Super Mario Bros. Instead your only means of
gaining an extra life is to collect 256 coins.
Super Star
Some blocks also hide super stars (or starmen) that will temporarily make
Mario invincible. While in this state, Mario can run into enemies to kill
them. Super stars, unlike red mushrooms, bounce away in the direction Mario
is facing when he hits the block they are hidden in.
Springboard
Set in particular places in a handful of levels, red springboards allow you
to jump to extra heights. By jumping on them and hitting the jump button
again as you leap off, you can roughly triple the height of your normal jump
and reach places you normally would be unable to. Despite the inclusion of
levels from Super Mario Bros 2j, the green springboards have been removed
from Vs. Super Mario Bros.
Coin Heaven Vines
Returning from the original game, some blocks house vines that reach to the
sky and allow you to go to Coin Heaven. To use these, simply press up while
standing on one to climb up.
Poison Mushroom
Despite the inclusion of levels from Super Mario Bros 2j, all the poison
mushrooms have been removed. Normally these mushrooms, colored purple, would
hurt Mario (or kill him, if he was small).
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*Enemy Types*
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Blooper
Bloopers are white squid enemies that appear in the water stages. Unlike the
Cheep Cheeps, however, these enemies will follow you movements in an attempt
to get you. They will never touch the floor of these water levels though, so
you can stay along the bottom and duck as they approach to avoid them. They
are also relatively slow and can be swam past with relative ease. They can
also be killed with fireballs.
Bullet Bill
Appearing in later levels of the game, Bullet Bills are simply bullets that
fly across the screen at you. The game makes a distinctive sound before they
appear, giving you an audio cue that one is about to come your way, allowing
you to plan your avoidance of them. They can be dispatched by a jump, but
are immune to fireballs.
Buzzy Beetle
Buzzy Beetles are like Koopa Troopas, except they cannot be dispatched by
fireballs. They behave like red Koopa Troopas, meaning that they will walk
back and forth along whatever platform they are standing on and will not
voluntarily walk off an edge. Jumping on them makes them go into their
shells, at which point you can run into them to "kick" them away and into
other enemies.
Cheep Cheep
Cheep Cheeps are fish that appear in water and bridge levels. In water
levels they come in two types: red and green. Red Cheep Cheeps will swim
to the left across the screen and off the other side in a relatively
straight line. Green Cheep Cheeps behave similarly, but they will diverge
their course to make a general movement in your direction. Fireballs can
dispatch both types. On bridge levels, red Cheep Cheeps will leap from the
bottom of the screen at you as you run by. These enemies can be dispatched
by jump or by fireball.
Firebar
Firebars litter most castle stages. They are simply long bars of fire that
circle a block they are attached to. They cannot be hurt in any way and so
must simply be avoided.
Goomba
The most basic type of enemy. Goombas walk to the left and will fall off
whatever ledge they are walking on to do so. They make no concerted effort
to get you, they simply go "to the left, to the left." Fireballs and jumps
easily defeat them.
Hammer Bros
Hammer Bros are probably the most formidable of the regular enemies. They
usually (but not always) come in groups of two and will leap between (and
through) multiple "floors" of blocks. They can be killed by jump, but since
they continually throw hammers at you this will usually result in you
taking a hit at the same time. Fireballs are you best bet, but they can
also be killed by jumping into the block they are standing on (thus killing
them from below). You can also simply run past them when they leap or if
they are above or below your current location.
King Koopa
The "boss" of each castle stage. King Koopa is found on a bridge over lava
in each castle stage and can be killed with either fireballs or by hitting
the axe on the bridge behind him. He always jumps and shoots fireballs, but
in later levels he also throws hammers like the Hammer Bros. If you have
fire power, just shoot him down, but if you do not wait for him to leap and
then run under him and hit the axe.
Koopa Paratroopa
Koopa Paratroopas are Koopa Troopas with wings. This plays out in a couple
of different ways. Some simply "hop" as they move to the left or right, but
others actually fly back and forth or will hover in one spot. Jumping on
one makes them lose their wings, turning them into a normal Koopa Troopa.
Fireballs kill them outright.
Koopa Troopa
Koopa Troopas come in two varieties: red and green. Green Koopa Troopas walk
to the left and will walk off ledges just like Goombas. Red Koopa Troopas
walk back and forth on whatever ledge they are on. Jumping on either forces
them into their shell, at which point they can be kicked at other enemies,
but will bounce of things and come back your way. Fireballs dispatch both
types as well.
Lakitu
Lakitu floats at the top of the screen in World 4-1, World 6-1, and World
8-2. He throws Spiny Eggs down on you that hatch on impact. If you find a
spot high enough, you can jump on him and get a momentary reprieve. Far
easier is to just keep moving as he throws straight down and thus can be
outrun.
Pirahna Plant
Pirahna Plants pop out of pipes and try to bite you. They will not pop out
when you're standing on their pipe though, only if you're close. Just wait
for them to go back down and then jump on top. Fireballs will kill them,
but jumping on them will kill you.
Podoboos
In castle stages, Podoboos are the fireballs that leap out of the lava pits.
They cannot be harmed in any way and must instead be avoided. Wait for them
to leap, then leap over their pits, otherwise you will probably get burned.
Spiny
Spinys hatch out of Spiny Eggs and will immediately walk in whatever
direction Mario is in. At this point they behave like Goombas and will walk
off ledges, however whenever they fall from one place they can change
direction and come straight at you. They cannot be jumped on as the spikes
will hurt you, but fireballs will finish them off.
Spiny Egg
Lakitu throws these down at you. When they hit they become Spinys. The green
bouncing eggs do not appear in this version of the game.
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*Level Guide*
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World 1-1
Identical to the first level of the original NES version. Just run to the end,
avoiding or killing the goombas, and touch the flag to move on.
World 1-2
Very similiar to the original. You cannot go to the Minus World in this
version, but you can access the warp zones to Worlds 2, 3, and 4. When you
reach the elevators at the end of the stage ride the upward one to the top of
the screen and then jump atop the ceiling to get to the warp zones.
The Fraserman writes to add on the specific differences:
> The first [difference is] in the NES version, the goomba is underneath the
> multi coin block, while in VS it is a green turtle.
>
> Second difference is the removal of the second multi coin block just prior
> to the gap at the midway point.
>
> Third is the 1 up block at the top of the screen has been replaced with a
> powerup block.
World 1-3
The first "tree" level. You have to jump from tree to tree to make it through
this level. It isn't too tough and is the same as the original game, except at
the very end there is no ledge below the flag to catch you if you miss the
jump from the platform.
World 1-4
This is the first Bowser castle from Super Mario Brothers 2j, but don't worry
it isn't too bad. There are a few firebars here and a couple of narrow areas,
so there are some timing issues late in the level. At the end you face Bowser.
Rush beneath him when he jumps and hit the axe to send him into the lava and
rescue a toad.
World 2-1
Not too much different from World 1-1. This level is the same as in the
original game. There's a vine to access a coin heaven hidden in a block partway
through the level, so check any suspicious blocks by jumping at them.
World 2-2
This level actually corresponds to World 7-2 of the original game, although
that level is the same as World 2-2 but with more Bloopers. This is your first
swimming level and it isn't too tough. If you have fire power this level is a
walk in the park. If not, hang out on the ground floor all you can. For some
reason the Bloopers can't touch the floor.
World 2-3
Again this level is 7-3 in the original, but that is just a harder version of
World 2-3. The level design is simple, just run right atop the bridges, it is
the enemies that make this level tough. Koopa Troopas of every shape and size
patrol the bridges while Cheep Cheeps leap out of the water. It isn't too
long, just hang in there and you should make it through.
World 2-4
This is World 6-4 from the original game, which is merely World 1-4 but with
firebars. This stage is a lot like World 1-4 and requires about the same sort
of manuevers as that stage. Bowser is handled the same way at the end as
before.
World 3-1
This level mixes bridges with the more standard ground levels. It is virtually
identical to the original World 3-1, meaning it isn't too bad. This also is
the first level to introduce the Hammer Brothers. To deal with them, wait for
them to jump to the upper blocks and run under them. Hit the blocks directly
below them to kill them. Later you'll have to face them on flat ground, making
them a bit more difficult...
World 3-2
This is World 2-2 from Super Mario Brothers 2j, only harder. There are a number
of tricky jumps in this level, including some where you have to bounce off of
Koopa Paratroopas to make it. This is where Nintendo will get you if you
thought you'd save a few quarters and get more gameplay by skipping the warp
zone in World 1-2...
World 3-3
This level is the same as the original. Remember that Cheep-Cheeps will leap
from the water at most every bridge. There is a tricky jump near the end of
the level that requires the use of a springboard. While it can be made
without using one, it is much easier if you can time your jumps right and
use the springboard properly.
World 3-4
Not a whole lot different from the last two Bowser castles. They don't really
change until you get to the mazes later in the game. There are a series of
lava pits and firebars, but that should be small potatoes compared to some of
your previous encounters.
World 4-1
Same as World 4-1 in the original game. Lakitu appears here for the first time
and drops Spiny eggs upon you. Just start running right and don't stop. He'll
give chase, but if you keep moving he'll never catch you.
World 4-2
Although this level looks the same as the original, there are a few subtle
differences. The most notable difference is the first warp zone. To get to it,
make it to the first elevator and jump the pit. Stand three blocks in (from
the pit) and jump. Step forward one block and jump. Jump on top of these blocks
and hit the middle block above them. Climb the vine to get to the first warp
zone of this stage. Originally this warp zone took you to Worlds 6, 7, and 8,
but in this game it only goes to World 6. The other warp zone is at the end of
the stage. Use the elevators to get on the roof and just run to the end. This
warp zone takes you to World 5.
World 4-3
Another tree level that is much the same as World 4-3 of the original. This
time, however, you have to make jumps from Koopa Paratroopas to make it through
much like World 3-2. Another stage Nintendo no doubt made a lot of quarters off
of, there is no easy way through it.
World 4-4
This is actually World 5-4 of the original game, which is a slightly harder
version of World 2-4. Nothing too special, enjoy it while it lasts. Next time
we go to the maze castles...
World 5-1
This level is the same as the original. This stage is fairly standard with your
primary opposition coming in the form of the Bullet Bills. They're not too hard
to deal with as long as there aren't too many on the screen at once. Don't
hesitate to stop and let trailing Bills pass you by on screens with no enemies
if you have to, here or anywhere they appear.
World 5-2
The same as the original World 5-2. There are plenty of Stars hidden in this
level, so be on the lookout. There also are some tight points involving Hammer
Brothers that have no easy around.
World 5-3
This is World 6-3 from the original game. It's not too bad. Again, do not feel
the need to let trailing Bullet Bills chase you through the entire level; stop
and let them pass when you get the chance.
World 5-4
This is World 4-4 from the original and is your first maze. It isn't too bad
though, so don't panic. Jump the initial lava pits and then take the highest
road you can. Run, so as to pass safely over the small gaps, and then drop
down at the big hole to the ground level. Continue forward and you'll soon be
upon Bowser himself.
World 6-1
World 6-1 from the original is about the same as before, which is much the same
as World 4-1. Just keep running right and you'll avoid him no prob.
World 6-2
World 6-2 is about the same as its counterpart from the original. There isn't
a whole lot to say, it's your standard above ground level.
World 6-3
This is World 4-3 from Super Mario Brothers 2j. Nintendo really hates you here.
This level has some very tricky jumps and a few that require you to bounce off
of Koopa Paratroopas again. Good luck getting through it.
World 6-4
Yes, Nintendo screwed up. This level is identical to World 4-4, which in turn
is actually Word 5-4 from the NES version. Ultimately what this means to you
is that you will be playing World 2-4 of the original NES game for the second
time in Vs. Super Mario Bros.
World 7-1
This is the same as World 7-1 in the original. The level is simple enough,
with the only area of remark being the return of the Bullet Bills. If you can
avoid them easily enough, this level will not bother you at all.
World 7-2
This is World 6-2 in Super Mario Brothers 2j. It's the second waterworld of
the game, so enjoy. Again the same tactics apply here as they do in World 2-2.
World 7-3
This is World 6-3 in Super Mario Brothers 2j. You're back to the bridges and
such. Just dodge the Cheep Cheeps and keep going right.
World 7-4
This castle is new to you, although if you played the original game you'll see
that it is World 7-4 from there too. However there is something new about this
one and that is that the correct route through the maze is different from the
NES version. This time you need to cross the initial lava pit and take the
lower route. Follow it to the next opening and jump all the way to the top.
Keep going along there until you see some more lava pits. Drop all the way
down and cross these. At the next split get to the top as quick as you can, but
drop down to the bottom at the sideways "L". Keep going ahead and you'll come
to Bowser.
World 8-1
This entire world remains virtually unchanged from the original game. This
stage is basically an enemy round-robin. Towards the end you get a few tricky
jumps, but for the most part it is an endurance round.
World 8-2
Lakitu makes his final appearance. This time he's joined by a bunch of enemies
and some fairly tricky jumping sequences. Luckily there are no Hammer Brothers
to contend with...
World 8-3
This level is largely a straight stretch. The problem is that it's filled with
enemies, including Hammer Brothers with nowhere to jump. There is no easy way
through this level. Personally I find this level to be harder than the last
one. Good luck.
World 8-4
One last maze stands between you and the Princess. Make your way forward past
the first two pipes and jump the lava pit. There is a secret block in the air
above the landing on the other side. You'll notice this block is one space
higher than in the original game. You have to get a running start, without
losing the block off the side of the screen, and jump to it. From there jump
down the mid-air pipe. Jump out the other side and jump over the next lava pit
you come to. Jump down the next pipe to enter an underwater sequence. Swim to
the end to come out in the last stretch of the castle. A lava pit, some Cheep
Cheeps, and a Hammer Brother are all that stand in your way. Once you get to
Bowser you'll note that he's a bit harder than he was in the original game
because his arena looks like the diagram you see above. The asterisks
represent breakable blocks. If you have fireballs you can take down the King
of the Koopas without much trouble, but if you don't you're going to be in a
world of hurt. Try to run under him when he jumps, dodging the hammers he
throws as you do. If you make it through you win the game and earn a nice
little poem! Sorry, no second quest in this Vs. Super Mario Brothers.
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*Warp Zones*
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Warp zone locations remain the same from the original game, however their
destinations have changed. The first warp zone appears in World 1-2. Near the
end of the level, where the elevator platforms are moving up and down, jump
on a platform that is up high and leap to the right to land on the brick ledge
above the pipe that leads to the stage's exit. Jump the pit (added in this
version of the game) and continue to the left to find a warp to World 3-1
(in the original game you could use this warp zone to go to World 2-1 or World
4-1 as well).
The second and third warp zones are in World 4-2. The first is found in the
blocks overhead after the second pit of the level. Jump below the leftmost
block, then move two spaces over and jump again to hit two invisible blocks.
Jump on top of these and hit the bricks above to reveal a vine. Climb it to
find a warp to World 6-1.
The final warp zone is found at the end of the same level. Use the elevators
later in the stage to get on top of the highest bricks. Run right, jumping the
gaps where necessary, until you reach the end of the stage. This warp zone
will take you to World 5-1.
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*Copyrights*
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Super Mario Brothers and all related game are (c) Nintendo