______________________________________________________________________________ | | | OO OO OOOOOO OOOOOO OO OO OOOOO OOOOOO OOOOO | | OO OO OOOO OOOO OO OO OO OO OO OO OO | | OO OO OOOOO OOOOO OO OO OO OO OOOOO OO OO | | OO OO OOOOO OOOOO OO OO OOOOO OOOOO OOOOO | | OOOO OOOO OO OOOO OO OO OO OO OO OO | | OO OOOOOO OO OOOOOO OOOOO OO OOOOOO OO OO | | | | OOOO OOO OOOO OOOOOO OO OOOOO OOOOOO OOOOOO OOOOO OOOOOO | | OOOOOOOOO OOOOOO OOO OOO OO OOOOOOO OOOOOOO OOO OOO OOOOOOO OOOOOOO | | OO OO OO OO OO OOO OOO OO OOO OOO OOO OOO OOO OOO OOO OOO OO | | OO OO OO OO OO OOO OOO OO OOO OOO OOO OOO OOO OOO OOO OOO OOO | | OO OO OO OOOOOO OOOOOO OO OOO OOO OOOOOO OOOOO OOO OOO OOOOO | | OO OO OO OOOOOO OOO OO OO OOO OOO OOO OOO OOO OO OOO OOO OOO | | OO OO OO OO OO OOO OO OO OOO OOO OOO OOO OOO OO OOO OOO OO | | OO OO OO OO OO OOO OO OO OOOOOOO OOOOOOO OOO OO OOOOOOO OOOOOOO OO | | oO OO OO OO OO OOO OO OO OOOOO OOOOOO OOO OO OOOOO OOOOOO OO | |______________________________________________________________________________| FAQ\Walkthrough by Seth0708 ************** *Introduction* ************** 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. ****************** *Comparison Guide* ****************** 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. Here is a level equivalency guide for Vs. Super Mario Brothers: ______________________________________________________________________ | Vs. Level | M1 Level | M2j Level || Vs. Level | M1 Level | M2j Level | |==================================||==================================| | 1-1 | 1-1 | || 5-1 | 5-1 | | | 1-2 | 1-2 | || 5-2 | 5-2 | | | 1-3 | 1-3 | || 5-3 | 6-3 | | | 1-4 | | 1-4 || 5-4 | 4-4 | | |----------------------------------||----------------------------------| | 2-1 | 2-1 | || 6-1 | 6-1 | | | 2-2 | 7-2 | || 6-2 | 6-2 | | | 2-3 | 7-3 | || 6-3 | | 4-3 | | 2-4 | 6-4 | || 6-4 | 5-4 | | |----------------------------------||----------------------------------| | 3-1 | 3-1 | || 7-1 | 7-1 | | | 3-2 | | 2-2 || 7-2 | | 6-2 | | 3-3 | 3-3 | || 7-3 | | 6-3 | | 3-4 | 3-4 | || 7-4 | 7-4 | | |----------------------------------||----------------------------------| | 4-1 | 4-1 | || 8-1 | 8-1 | | | 4-2 | 4-2 | || 8-2 | 8-2 | | | 4-3 | 4-3 | || 8-3 | 8-3 | | | 4-4 | 5-4 | || 8-4 | 8-4 | | |___________|__________|___________||___________|__________|___________| 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 | |_____________________________________|________|_____________|_____________| ************** *Useful Items* ************** 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). ************* *Enemy Types* ************* 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. ************* *Level Guide* ************* 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. ************ *Warp Zones* ************ 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. ************ *Copyrights* ************ Super Mario Brothers and all related game are (c) Nintendo