Super Mario Bros. 35: Difference between revisions
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! [[Super Mushroom]] || [[File:SMB Supermushroom.png]] | ! [[Super Mushroom]] || [[File:SMB Supermushroom.png]] | ||
| Gives the [[Super Mario (form)|Super]] form, or 15 | | Gives the [[Super Mario (form)|Super]] form, or 15 seconds on the timer if already in that form. Defeating enemies by bouncing on them gives 2 or 3 seconds on the timer based on the type. | ||
|- | |- | ||
! [[Fire Flower]] || [[File:Fire Flower SMB.gif]] | ! [[Fire Flower]] || [[File:Fire Flower SMB.gif]] | ||
| Gives the ability to shoot [[fireball]]s, or 15 | | Gives the ability to shoot [[fireball]]s, or 15 seconds on the timer if already in that form. Defeating Bowser with fireballs will give the player 5 seconds on the timer, while all other enemies give 1. | ||
|- | |- | ||
! [[Super Star]] || [[File:Starman.gif]] | ! [[Super Star]] || [[File:Starman.gif]] | ||
| Gives invincibility for a | | Gives invincibility for a short period of time, and resets the period of invincibility if the player is already under the effects of a Super Star. Each defeated enemy gives 2 seconds on the timer, and if the player defeats several enemies without stopping, the the amount of seconds given will increase more. | ||
|- | |- | ||
! [[1-Up Mushroom|1 up Mushroom]] || [[File:SMB 1-up Mushroom Sprite.png]] | ! [[1-Up Mushroom|1 up Mushroom]] || [[File:SMB 1-up Mushroom Sprite.png]] | ||
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|- | |- | ||
! [[POW Block]] || [[File:NES Mario Bros POW Block.png]] | ! [[POW Block]] || [[File:NES Mario Bros POW Block.png]] | ||
| Defeats all enemies on-screen. Defeated Goombas give 2 | | Defeats all enemies on-screen. Defeated Goombas give 2 seconds on the timer, while stronger enemies like Koopa Troopas give 3. | ||
|} | |} | ||
===Enemies=== | ===Enemies=== | ||
The enemies are the same as in ''[[Super Mario Bros.]]'' (except [[Fake Bowser]]s do not appear) and mostly retain their behavior. Every defeated enemy is transferred to the | The enemies are the same as in ''[[Super Mario Bros.]]'' (except [[Fake Bowser]]s do not appear) and mostly retain their behavior. Every defeated enemy is transferred to the targeted player's enemy queue. This queue is visible at the bottom of the screen. Enemies only appear in the game world as the player moves forward to scroll them into view. An enemy sent by another player appears with a white tinted sprite, however, it behaves exactly like a natural enemy, including the ability to send it to other players. When a player enters a bonus area, the enemy queue is instantly cleared, and any enemies sent while in the bonus area are removed as well. | ||
Enemies that have multiple identical-looking variants (e.g. Green Koopa Paratroopa and Bowser) will have the correct variant appear for the target player. Enemies of the same kind with different behavior will retain their behavior, like Bowsers that throw hammers, for example. Enemies that can be bounced on and then further interacted with (all the shelled enemies) will be transferred and award time on the first bounce, any further interaction with that same enemy will not cause them to be transferred again or award more time, thus also avoiding the "infinite 1-Ups trick" (which in this game would translate into an infinite time trick). | Enemies that have multiple identical-looking variants (e.g. Green Koopa Paratroopa and Bowser) will have the correct variant appear for the target player. Enemies of the same kind with different behavior will retain their behavior, like Bowsers that throw hammers, for example. Enemies that can be bounced on and then further interacted with (all the shelled enemies) will be transferred and award time on the first bounce, any further interaction with that same enemy will not cause them to be transferred again or award more time, thus also avoiding the "infinite 1-Ups trick" (which in this game would translate into an infinite time trick). | ||
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|[[Bowser]] | |[[Bowser]] | ||
!bgcolor=#6B8CFF|[[File:SMB_Bowser_Sprite.png]] | !bgcolor=#6B8CFF|[[File:SMB_Bowser_Sprite.png]] | ||
|There are no Fake Bowsers in this game. Kicking a shell into Bowser will defeat both | |There are no Fake Bowsers in this game. Kicking a shell into Bowser will defeat both the shell and Bowser. Transferred Bowsers throw hammers if they are from World 6-4 and later. | ||
|- | |- | ||
|[[Bullet Bill]] | |[[Bullet Bill]] | ||
!bgcolor=#6B8CFF|[[File:Bullet Bill Super Mario Bros.png]] | !bgcolor=#6B8CFF|[[File:Bullet Bill Super Mario Bros.png]] | ||
| | |When transferred, it will come in from the right side of the screen. | ||
|- | |- | ||
|[[Buzzy Beetle]] | |[[Buzzy Beetle]] | ||
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|[[Cheep Cheep]] | |[[Cheep Cheep]] | ||
!bgcolor=#6B8CFF|[[File:SMB Swimming Cheep Cheep Sprite.gif]] | !bgcolor=#6B8CFF|[[File:SMB Swimming Cheep Cheep Sprite.gif]] | ||
| | |When transferred to a non-water level, it will use its "jumping" behavior. | ||
|- | |||
|[[Goomba]] | |||
!bgcolor=#6B8CFF|[[File:SMB Goomba Sprite.gif]] | |||
| | |||
|- | |- | ||
|[[Hammer Bro]] | |[[Hammer Bro]] | ||
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|[[Lakitu]] | |[[Lakitu]] | ||
!bgcolor=#6B8CFF|[[File:SMB Lakitu Throwing Spiny Sprites.gif]] | !bgcolor=#6B8CFF|[[File:SMB Lakitu Throwing Spiny Sprites.gif]] | ||
| | |If multiple Lakitus are transferred to the same player, they may spawn at different altitudes. | ||
|- | |- | ||
|[[ | |[[Lava Bubble]] | ||
!bgcolor=#6B8CFF|[[File: | !bgcolor=#6B8CFF|[[File:Podoboo Sprite SMB.png]] | ||
| | |Can be defeated with a shell, Super Star, or POW Block. | ||
|- | |- | ||
|[[Piranha Plant]] | |[[Piranha Plant]] | ||
!bgcolor=#6B8CFF|[[File:PiranhaPlant SMB Sprite.gif]] | !bgcolor=#6B8CFF|[[File:PiranhaPlant SMB Sprite.gif]] | ||
|When transferred, they always appear on the ground and don't retract even if they happen to be on the top of a pipe. | |When transferred, they always appear on the ground and don't retract even if they happen to be on the top of a pipe. | ||
|- | |- | ||
|[[Spiny]] | |[[Spiny]] | ||
!bgcolor=#6B8CFF|[[File:SMB Spiny Sprite.gif]] | !bgcolor=#6B8CFF|[[File:SMB Spiny Sprite.gif]] | ||
|Spinies can be transferred independently of | |Spinies can be transferred independently of Lakitus. | ||
|} | |} | ||
Revision as of 20:19, October 17, 2020
This article is about a game that has just been released on October 1, 2020. Major changes should be made by a contributor who has a reliable source. This notice should be removed after a month has passed since the game was first released.
This article is under construction. Therefore, please excuse its informal appearance while it is being worked on. We hope to have it completed as soon as possible.
Template:Infobox Super Mario Bros. 35 is a 2D platformer and battle royale game for the Nintendo Switch created to celebrate the Super Mario Bros. series' 35th anniversary.[1] It is exclusively available to Nintendo Switch Online members and released on October 1, 2020, is available until March 31, 2021.[1] The game's battle royale mechanics are similar to Tetris 99, another game only available to Nintendo Switch Online members.
Controls
Much like in Super Mario Maker 2, the controls can be changed in the settings. In some menus, the player has to hold the button to confirm.
- , or - Move Mario
- or - Jump
- or - Run
- or , , , or Touch Screen - Move target
- or - Use item roulette
The game has rumble support.
Gameplay
Super Mario Bros. 35 is a battle royale where 35 players compete against each other until only a single player is left. In the menu, the player can play a normal game or a special event, if any, along with changing their icon, which is gained by leveling up. Leveling up is earned by obtaining experience points from playing levels.
During a game, players go through levels from Super Mario Bros. Enemies defeated will be sent over to a different player's course. The player can see other players' games. The course the enemies are sent to is determined by which course the player is currently targeting, which is surrounded by a red box. The player can choose between four strategies to determine how they target other players. Other player's enemies can also be sent to the player. On the top-left corner of the screen is the Item Roulette which costs 20 coins to use. Using it gives the player a random item, which can be a Super Mushroom, a Fire Flower, a Super Star, or a POW Block (which defeats all enemies on the screen). The player also has a Time Limit displayed on the top-right corner of their screen. Defeating enemies gives the player more time, up to a maximum of 400 seconds. If the player is the last alive, they win the game. At the end of a game the player's name, rank, number of coins collected, and the number of other players they knocked out, are displayed.[1] The player can also spectate the match after being defeated.
Courses
In a regular 35-Player Battle, the player can pick a course and pay coins to start the game with a power-up. These courses are added to the pool of courses that appear in the battle. To unlock more courses to pick, the player must either complete all of the preceding levels in one of the online modes or beat the course itself when it is chosen by another player who already unlocked it or it appears in a Special Battle. The course order tends to put more difficult levels later, and does not put the same course twice in a row. The course order also has a bias towards putting lower leveled players' selected courses early.[2]
In Special Battle, limited-time events are held where players play through a set order of courses with special conditions, such as starting with 100 coins. The battle can start in any course.
The course order loops to the first level after the last level. This is the only way a course can repeat.
Warp Zones let the player skip forward in the level queue. Warp Zones may include the same level that the Warp Zone is located in, letting the player use Warp Zones again. In World 1-2, the pipes of the warp zone from right to left skip one, two, and three courses respectively. In World 4-2, the single pipe at the end of the main area skips one course, while the overworld Warp Zone pipes from right to left skip one, two, and three courses respectively.[3][4][5]
Items
Coin | ![]() |
Can be used for the Item Roulette. |
---|---|---|
Super Mushroom | ![]() |
Gives the Super form, or 15 seconds on the timer if already in that form. Defeating enemies by bouncing on them gives 2 or 3 seconds on the timer based on the type. |
Fire Flower | ![]() |
Gives the ability to shoot fireballs, or 15 seconds on the timer if already in that form. Defeating Bowser with fireballs will give the player 5 seconds on the timer, while all other enemies give 1. |
Super Star | ![]() |
Gives invincibility for a short period of time, and resets the period of invincibility if the player is already under the effects of a Super Star. Each defeated enemy gives 2 seconds on the timer, and if the player defeats several enemies without stopping, the the amount of seconds given will increase more. |
1 up Mushroom | ![]() |
Gives 20 coins. |
POW Block | ![]() |
Defeats all enemies on-screen. Defeated Goombas give 2 seconds on the timer, while stronger enemies like Koopa Troopas give 3. |
Enemies
The enemies are the same as in Super Mario Bros. (except Fake Bowsers do not appear) and mostly retain their behavior. Every defeated enemy is transferred to the targeted player's enemy queue. This queue is visible at the bottom of the screen. Enemies only appear in the game world as the player moves forward to scroll them into view. An enemy sent by another player appears with a white tinted sprite, however, it behaves exactly like a natural enemy, including the ability to send it to other players. When a player enters a bonus area, the enemy queue is instantly cleared, and any enemies sent while in the bonus area are removed as well.
Enemies that have multiple identical-looking variants (e.g. Green Koopa Paratroopa and Bowser) will have the correct variant appear for the target player. Enemies of the same kind with different behavior will retain their behavior, like Bowsers that throw hammers, for example. Enemies that can be bounced on and then further interacted with (all the shelled enemies) will be transferred and award time on the first bounce, any further interaction with that same enemy will not cause them to be transferred again or award more time, thus also avoiding the "infinite 1-Ups trick" (which in this game would translate into an infinite time trick).
Name | Sprite | Notes |
---|---|---|
Blooper | ![]() |
When transferred to a non-water level, it will still behave as if it was swimming in the water, effectively floating, and can be stomped. (This mechanic exists in the Super Mario Bros. engine but does not appear outside glitch levels. It does appear in Super Mario Bros.: The Lost Levels.) |
Bowser | ![]() |
There are no Fake Bowsers in this game. Kicking a shell into Bowser will defeat both the shell and Bowser. Transferred Bowsers throw hammers if they are from World 6-4 and later. |
Bullet Bill | ![]() |
When transferred, it will come in from the right side of the screen. |
Buzzy Beetle | ![]() |
|
Cheep Cheep | ![]() |
When transferred to a non-water level, it will use its "jumping" behavior. |
Goomba | ![]() |
|
Hammer Bro | ![]() |
|
Koopa Paratroopa | ![]() |
|
Koopa Troopa | ![]() |
|
Lakitu | ![]() |
If multiple Lakitus are transferred to the same player, they may spawn at different altitudes. |
Lava Bubble | ![]() |
Can be defeated with a shell, Super Star, or POW Block. |
Piranha Plant | ![]() |
When transferred, they always appear on the ground and don't retract even if they happen to be on the top of a pipe. |
Spiny | ![]() |
Spinies can be transferred independently of Lakitus. |
The following cannot be defeated:
Name | Sprite | Notes |
---|---|---|
Fire Bar | ![]() |
|
Bill Blaster | ![]() |
Even though it is indestructible, it appears on the enemy bar. |
Mechanic changes from Super Mario Bros.
Super Mario Bros. 35 is based on the NTSC version of Super Mario Bros. Generally, many physics and other mechanics have been altered to fall more in line with newer Mario games, similarly to Super Mario Maker; some examples as follows:
- If Fire Mario takes damage, he reverts to Super Mario instead of Small Mario, as in the international NES and Super Mario All-Stars versions of Super Mario Bros. 3, as well as Super Mario World: Super Mario Advance 2 onward.
- Similarly, if a Fire Flower is grabbed as Small Mario, he will go straight to Fire Mario, as in Super Mario World and later games, instead of only growing to Super Mario like in the original. If the powerup has no effect due to Mario already being in the resulting state or higher, it awards 15 seconds on the timer instead.
- Since lives are no longer present, 1-Up Mushrooms now award 20 coins. The coin counter extends to at least four digits.
- 1-Up Mushrooms needing conditions to appear are now always available.
- Bouncing off an enemy while holding the jump button will cause Mario to bounce very high, like in Super Mario Bros.: The Lost Levels and later games.
- Similarly, the "Super Jump" introduced in Super Mario Bros.: The Lost Levels has been added. Stomping the top of an enemy while moving upwards at the right trajectory will cause Mario to soar very high.
- Sometimes when super jumping off of a Koopa Troopa or Koopa Paratroopa, they will instantly enter their shell and get kicked sideways.
- Similarly, the "Super Jump" introduced in Super Mario Bros.: The Lost Levels has been added. Stomping the top of an enemy while moving upwards at the right trajectory will cause Mario to soar very high.
- Enemies now interact with trampolines, similarly to Super Mario Maker. This is most visible at the end of World 2-1, where enemies may drop from the tall wall of solid blocks and fall on the trampoline. Mario's general physics while interacting with a trampoline is much smoother, akin to other recent platformers.
- Stompable enemies that are transferred to underwater levels are now stompable underwater, like in Super Mario Advance 4: Super Mario Bros. 3.
- The mechanic that pushes Mario out of a solid block has been removed; instead, they act like in Super Mario Bros. 3 onward: If Super/Fire Mario stops in a 1-tall space (or powers up from Small Mario while in one), he will continue to crouch. If the blocks above are Brick Blocks, he can jump and break them, but even if they are solid blocks, he can make small hops to eventually escape.
- The level-ending transitions are shortened. The player moves to the next course after Mario reaches the flagpole or after the bridge collapses from picking up the ax. The cutscenes with Toads and Princess Peach no longer appear, although they cameo in the game's badges.
- The block portion of Fire Bars no longer damages Mario, but instead acts as if he hit a solid block.[6]
- Mario has a proper animation for entering the pipe at the end of an underwater level, instead of simply vanishing as he did in the original game.
- If Mario passes a Hammer Bro. without defeating it, it will begin to chase after him. Hammer Bros. jump more often.
- Almost every glitch from Super Mario Bros. has been fixed. This includes Minus World, Over the Flagpole (there is an invisible wall above the flagpole), Die and Complete Simultaneously, Disappearing Power-Ups (multiple power-ups can appear on screen), Harmless Enemy, Hit the Axe and Keep It There, Invisible Piranha Plant (the Piranha Plant has been removed entirely), Stuck Underwater (Mario's hitbox no longer shrinks after crouching underwater), Walking Through Walls, Wall Jump, and Wrong Warp. However, a few of them have been retained, as detailed in the Glitches section.
- In World 4-1's coin room, which reappears as the second coin room in World 6-2, a Brick Block containing a power-up is one block above the exit pipe. Super Mario and Fire Mario are no longer able to reach the spot under it by crouching and sliding off the row of Brick Blocks to the left of it.
- Bowser's flame hitbox had been increased from just covering the front tip to covering its entire length.
- Enemies no longer turn around off of the defeated bodies of other enemies.
- The Fake Bowsers are all replaced by the genuine Bowser.
- Due to the Nintendo Switch's more powerful hardware, enemies will not despawn if there are too many.
- In World 8-4, the Piranha Plant in the pipe that takes Mario to the second room will not despawn when Mario reaches it, like in Super Mario All-Stars.
- Like in Super Mario All-Stars and Super Mario Bros. Deluxe, an error buzzer sound will be played if Mario goes the wrong way in a castle maze.
- Climbing up vines is fully manual instead of automatic past a certain point up the vine, letting players use the vine longer.
- Getting carried off the top of the screen by a moving platform will make Mario drop down instead of dying, like in Super Mario All-Stars.
- With enough forward momentum, Mario will enter sideways pipes regardless of whether the player holds forward or not.
- Mario cannot defeat enemies by stomping low on their body while moving downwards.
- The staircase with the hidden 1-Up Mushroom in World 6-1 is one block shorter, with its bottom row removed.
- The Goomba that starts above the second Coin Block in World 1-2 starts on the ground.
Coin Ranking
Coin Ranking is unlocked by winning one battle. Coin Ranking is a competition where players are ranked by their highest number of coins in a battle. Players receive a grade based on their rank, with S grade at the top and A through E following it. The top 100 players of the week are listed with their coin scores on online leaderboards. The players' coin score is the sum of the coins collected during the game, coins collected from the chest, and a Rank Bonus. That sum is doubled by the Small Mario Bonus if the player starts without an item. Special Battle has no Small Mario Bonus.
Rank Bonus | |
---|---|
Rank | Coins |
1st | 100 |
2nd | 90 |
3rd | 85 |
4th | 80 |
5th | 75 |
6th | 70 |
7th | 65 |
8th | 60 |
9th | 55 |
10th | 50 |
11th | 48 |
12th | 46 |
13th | 44 |
14th | 42 |
15th | 40 |
16th | 38 |
17th | 36 |
18th | |
19th | 32 |
20th | 30 |
21st | 28 |
22nd | |
23rd | |
24th | |
25th | |
26th | 18 |
27th | |
28th | |
29th | |
30th | |
31st | 9 |
32nd | |
33rd | |
34th | 6 |
35th | 5 |
Icons
Icons of various Super Mario Bros. characters and objects can be unlocked by leveling up, with 64 icons in total. Players start with standing Small Mario as their only icon. The order that the icons are unlocked is random, however, players unlock the last icon at level Level 50★.
Special Battle events
Date | Courses | Order | Form | Coins | Time |
---|---|---|---|---|---|
October 1, 2020 - October 4, 2020 | World 1-1 to World 2-4 | In order | Super Mario | 35 | 100 |
October 9, 2020 - October 11, 2020 | World 1-1, World 1-2, World 1-4, World 2-1, World 3-1, World 4-1 | Random | Small Mario | 35 | 100 |
October 15, 2020 - October 18, 2020 | World 3-1 to World 4-4 | In order | Super Mario | 35 | 100 |
Daily Challenges
Each day, the player gets three random challenges to complete for up to a total of 600 coins. The total list of challenges is below:
- Defeat 20 enemies in 35-Player Battle.
- Use Item Roulette once in 35-Player Battle.
- Clear 30 courses in 35-Player Battle.
- Target and send enemies to "Attackers" 10 times in 35-Player Battle.
- Stomp on three enemies continuously in 35-Player Battle.
- Collect 500 coins in 35-Player Battle.
- Clear four courses in 35-Player Battle.
- Use two Super Stars in a single 35-Player Battle.
- Use shells to defeat 30 enemies in 35-Player Battle.
- Rank in the Top 20 in 35-Player Battle.
- Clear four courses in a single 35-Player Battle.
- Use the Item Roulette 10 times in 35-Player Battle.
- Use a shell to defeat three enemies in a row in 35-Player Battle.
- Rank in the Top 15 two times in 35-Player Battle.
- Stomp 30 enemies in 35-Player Battle.
- Use a Super Star to defeat 10 enemies in a row in 35-Player Battle.
- Use a Mushroom or Fire Flower three times in 35-Player Battle.
- Rank in the Top 15 five times in 35-Player Battle.
- Clear two courses in a single 35-Player Battle.
- Target and send enemies to "Lowest Time" 30 times in a single 35-Player Battle.
- Defeat 200 enemies in 35-Player Battle.
Update history
Version 1.0.1
Release date: October 8, 2020[7]
General Fixes
- Fixed an issue where enemies would continue to appear within the current screen area without the player moving forward.
- Fixed an issue where certain player icons were not displaying correctly in Coin Ranking.
- Fixed other issues to enhance the overall gameplay experience.
- Specific/unlisted changes
- Removed cheated scores from Coin Ranking.
Reception
The game received mixed to positive reviews
Reviews | |||
---|---|---|---|
Release | Reviewer, Publication | Score | Comment |
Nintendo Switch | Chris Carter, Destructoid | 7/10 | Hopefully Nintendo has a change of heart like they did with Jump Rope Challenge and updates the game to address some of its shortcomings: because it has even more potential than a temporary flight of fancy. |
Nintendo Switch | Seth Macy, IGN | 7/10 | Super Mario Bros. 35 is stressful, strategic, and quite a bit of fun, but its repetitive nature makes it feel a little less super after a while. |
Aggregators | |||
Compiler | Platform / Score | ||
Metacrtic | 74 |
Glitches
- The glitch to jump in midair from Super Mario Bros. is retained. When the player obtains a Super Mushroom or Fire Flower in midair and presses while Mario is transforming, he will jump in midair. This works with the Super Mushroom and Fire Flower from the Item Roulette.
- Like Super Mario Bros., jumping into the bottom corner of a ? Block with a power-up on top of it in a specific way causes Mario to get powered up from underneath the block.[8] However, it is much rarer in Super Mario Bros. 35.
- If the player presses a direction and during the same frame, they will be able to advance to a stage adjacent to an unlocked level without unlocking it yet. If that stage is cleared, the player unlocks it.[9]
- Touching a Super Mushroom and an enemy at the same time causes Mario's lower half to briefly enter the ground before reverting to Small Mario.[10]
- Dying as Small Mario and getting a Super Mushroom in the Item Roulette at the same time makes Mario's sprite grow to Super Mario, then move up and down like the death animation.[11] Small Mario can also die while being Invincible Mario from the Item Roulette if hit at the same time.
Gallery
Logos
Play Nintendo
References to other games
- Mario Bros.: The POW Block reuses its sprite from the NES port of this game.
- Super Mario 3D World: The design of the time counter bears a resemblance to the one in this game.
- Super Mario Maker: The design of the coin counter bears a resemblance to the one in this game. The title screen music has similarities to the one in this game.
- Tetris 99: The gameplay concept is similar to the one in this game. Various UI elements appear to be a modified version of this game's UI. Players will reach Level 1★ after Level 99, and Level 1★★ after Level 99★.
External links
References
- ^ a b c Cite error: Invalid
<ref>
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- ^ https://www.youtube.com/watch?v=Gu3_XLipMAo
- ^ https://www.patreon.com/posts/42520265
- ^ https://www.reddit.com/r/NintendoSwitch/comments/j450fn/super_mario_bros_35s_tutorial_is_nonexistent_so/
- ^ https://youtu.be/m6nHWB8J5a0
- ^ https://www.youtube.com/watch?v=OvSa8hoOrSg
- ^ https://en-americas-support.nintendo.com/app/answers/detail/a_id/51137/kw/super%20mario%20bros.%2035#v101
- ^ GloverMist (October 5, 2020). Fire Flower? Eaten it, mate. #SuperMarioBros35 #NintendoSwitchOnline #NintendoSwitch. Twitter. Retrieved October 11, 2020.
- ^ MarioBrothBlog (October 3, 2020). In Super Mario Bros. 35, a glitch allows courses that have not yet been unlocked to be selected. If Down and A are pressed on the same frame, the course below the currently selected one will be chosen, even if it is not unlocked yet. Note how I select 5-2 and 6-2 is then chosen. Twitter. Retrieved October 3, 2020.
- ^ MeesterTweester (October 2, 2020). You can clip into the ground if you get hit by a Mushroom and an enemy simultaneously #SuperMarioBros35 #NintendoSwitch. Twitter. Retrieved October 4, 2020.
- ^ Moosething (October 4, 2020). Did I get the power-up in time? Well yes, but actually no. Reddit. Retrieved October 5, 2020.