Super Mario Bros Tricks
The purpose of this page is to document all of the known tricks
of the games based on the Super Mario Bros engine.
Because of the nature of this site, we concentrate here on tricks
that are nearly impossibly difficult to play in real play, but are useful
in the making of tool-assisted speedruns. For most of the tricks,
a
frame advance feature in an emulator is a definite must-have.
Table of contents [
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- Walljump (SMB1, SMB2j, SMB3)
- Vine teleporting glitch (SMB1, SMB2j)
- Alternate pipe glitches (SMB1, SMB2j)
- Going through bricks (SMB1, SMB2j, SMB3)
- Accelerating faster (SMB1, SMB2j)
- Shooting faster (SMB1, SMB2j)
- "Stomping" enemies from the below (SMB1, SMB2j, SML1)
- Walking inside enemies (SMB1, SMB2j)
- Bouncing high off turtles (SMB1, SMB2j, SMB3)
- Jumping through hammers (SMB1, SMB2j)
- Jumping through fire (SMB1, SMB2j)
- Turning around quickly (SMB1, SMB2j)
- Avoiding fireworks (SMB1, SMB2j)
- Sliding on one foot (SMB1, SMB2j)
- Lip jumps (SMB1, SMB2j, SMB3)
- The "21 frame rule" (SMB1, SMB2j)
- Small fiery Mario / negative Mushroom (SMB1, maybe SMB2j too)
- The Minus World (World -1)
- See also
Games:
- SMB1 = NES Super Mario Bros
- SMB2j = FDS Super Mario Bros 2 (also, SNES Lost Levels)
- SMB3 = NES Super Mario Bros 3
The SNES ports of these games contain almost the same physics
as their NES/FDS counterparts, so you can use most of them
in SNES Super Mario All Stars as well.
Note: To see movies of game completions using these tricks, click here.
The tricks of these games were previously also included on this page,
but now have their own pages:
Walljump (SMB1, SMB2j, SMB3)

Walljump is when you jump towards a wall and somehow Mario's foot catches
the wall and allows to jump again, boosting from the wall.
The walljump in the left image is easy to try even on the real console.
In the right image (using a custom map), three walljumps are performed.
Theory: Walljump happens because the game does a floor check
(a simple "is position divided by 16 even? Is there a solid block below him?" test)
even during a wall-ejection.
Wall-ejection is SMB's mechanism to adjust Mario's horizontal position properly
when his left side and right side have a different inside-wall status. The game
ejects Mario towards the opposite of his steering.

To perform a walljump, you need two things:
- Some horizontal speed (towards the wall)
- Mario's feet must hit the wall exactly at a block boundary (every 16 pixels)
It's possible to perform walljump from any non-lethal solid material
(bricks, pipes, etc).
In SMB3, the trick works exactly the same way as in SMB1, but
is harder to perform, because the game is more effective in
preventing inside-wall situations.
Vine teleporting glitch (SMB1, SMB2j)

If you touch a vine at the extreme left edge of
the screen, you'll be transported to the right edge.
Uses: In 4-2 of SMB1, hit the vine block and get up on the ceiling.
Walk to the right so that about half of the vine block
gets scrolled off the screen, and the vine will dissappear.
Go back to the left and touch the vine, and if you went the correct amount
to the right, you'll be teleported to the extreme right edge of the screen.
If you misestimated the amount, you'll get stuck in the left edge of the screen.
Alternate pipe glitches (SMB1, SMB2j)
The alternate pipe glitch is when a pipe takes you to
somewhere other than where it was intended to.
Let's define a word Entry which can be a pipe or a vine.
Theory: Technically ― the game can have only one Entry per a screenful.
The reason lies in how the game is designed: There is just one global variable
in the game RAM that determines where pipes or vines in the current screen lead.
In the same screen there cannot be Entries to different places.
Once the screen scrolls far enough for the next target label to be
loaded from the level data, all Entries in the current screen will
lead to that place. Thus, the screen scrolling position determines
where the current Entry leads.
- If the screen is behind Mario (Mario is on the right side of screen), you can enter the previous Entry's target.
- In 4-2 of SMB1, after doing the vine teleporting glitch, you can enter the next pipe and it will lead you to where the vine would have led.
- The vine is not pivotal to this glitch. The only thing needed is that the screen hasn't scrolled too far when the pipe is entered.
- If the screen is ahead Mario (Mario is on the left side of screen), you can enter the next Entry's target.
- In 8-4 of SMB1, in the area before the water area, instead of going in the pipe after the lava pit, go a little past the previous pipe, and then turn around and go in that pipe, and it will take you to the water area instead of taking you back to the beginning of the level.
Methods of getting Mario to the left side of the screen
Methods of getting Mario to the right side of the screen
- Teleport to the screen right edge using the vine as explained above.
- If you enter a wall, the wall will automatically transport Mario towards the right edge of the screen without scrolling.
- If Mario bumps into the left edge of an obstacle (wall, pipe, coin block etc.) while jumping, the screen scrolling will momentarily stop even if Mario continues to move to the right. Do this as many times as necessary (note that you have to use a different obstacle every time, because to reuse the same obstacle you would have to move back to the left). (Tip: To regain motion fast after the bump, do the jump backwards, i.e. facing left but moving to the right.)
Going through bricks (SMB1, SMB2j, SMB3)
There are several occassions when Mario can partially or even
completely enter a solid object (brick, question mark block, etc).
The easiest of them, though not very useful, is to stand under a brick
so that less than half of Mario is under the brick, and then jump up.
Mario will not hit the brick, and will get pushed away
from the brick instead.
When the pushing away effect happens, if you try to manually steer away
from the brick, the brick actually pulls you inside instead of ejecting.
This is a basic technique which has many uses.
Application: Catch a fireflower/mushroom/starman before it appears

If you are quick enough, you can catch the bonus item through the block
even before it has completely exited from the block it came from.
In the example image here, also is demonstrated that it's possible
to jump again after picking a mushroom / fire flower (do an extra tall jump).
Application: Jump into a solid object below a floor

For understanding the title, any solid object (including pipes) works as a floor.
This trick is most commonly utilized in the horizontal
pipe at the end of level 1-2 in SMB1 and SMB2j.
It is really difficult to perform (much harder than the walljump),
but here are the instructions.
- You need proper speed. If the object is only 2 blocks tall, such as the pipe in the end of 1-2, you can not jump into it while running. Use the left+right trick to deaccelerate quickly before jumping. If you have too high speed, you'll just find yourself standing on top of the object instead of inside it.
- You need the right position. The right position is: as near as possible. You are too near, if when you jump toward the object, you'll bump into it without getting ejected pixel by pixel.
- Immediately when the wall starts ejecting Mario, start steering away from it at maximum power. This causes the wall to pull you in instead of push you out.
- Immediately after your vertical movement stops, start moving to the direction you want to go. If the wall is ejecting you now, you failed some of the previous steps.
The easiest way to perform this trick is into 2-block tall obstacles at walking speed.
- Do a minimal height jump (hold A for 1 frame) at the exactly right distance.
- You are too close, if you bump into the wall without a chance to counter the ejection.
- You held A for more than 1 frame (or your jumping platform was less than 2 block distance far from the floor), if you land on top of the floor.
- When the wall would start ejecting, hold to the opposite direction from the obstacle.
- Once Mario lands into the wall, start walking normally.
- If the wall just ejects Mario, you were too far from the wall when you jumped.

This trick is apparently also possible in SMB3 (noticed against some water
level end pipes), but the exact function hasn't yet been analyzed.
A special case of this trick is called 'the swim of death', as demonstrated
in the image on the right. The physics of Super Mario Bros is nearly the
same in air and in water, and thus walls can be entered in water too.
Bisqwit discovered the trick accidentally when he tried to enter an
underwater pipe in SMB2j as smoothly as possible. (The animation on the
right is from SMB1 though.)
TODO: Add other swimming tricks.
Application: Jump into a wall just below a solid ceiling and walk through it
With small Mario (SMB1, SMB2j)

To perform the trick, do a walljump into the wall position right
below the ceiling. When you get foothold, jump immediately.
When you land, jump again. When you land again, jump again. Usually
three or four jumps are enough before you can walk through the wall.
Each jump takes you deeper into the wall.
During each of the jumps, you need to steer heavily to the opposite
direction you're going to. Otherwise the wall will eject Mario.
Note: Steering only has effect during a jump (i.e. when Mario is not
standing or walking). If Mario is standing, the direction of ejection
is determined by the location of his upper body in relation to the
left edge of the wall. (If it's partially out from the wall, he'll
be ejected to the left (unstoppable unless you jump).
Otherwise, he'll be ejected to the right (stoppable, speedable).
You need to perform the trick at frame-by-frame precision to do
it optimally.
Note that this trick cannot be done with small Mario in SMB3.
With big Mario (SMB1, SMB2j, SMB3)

As demonstrated in the left image,
big Mario doesn't need to
do any of the complicated stuff that applied to when he is small.
When he is big, he can simply perform a duck-jump into the corner
and start walking. This is because his head will be well inside the
ceiling, enabling the ejection to the right. (If he ducks again before
he is fully inside the wall, he'll be ejected to the left instead.)
This is actually the easiest way to enter the
well-known "Minus World" in SMB1.
Application: Jump into a solid wall and walk through it

It is possible to perform the wall-entry trick even without a ceiling.
However, it requires incredible luck and precision.
This is the hardest of all of the tricks.
The key to perform the trick is to jump into the wall in such curve and
speed that when Mario tries to jump again, he'll hit the upper block
inside the wall, instead of the ceiling that now does not exist.
Currently we don't know how exactly this is done. You just need
to try thousands of times until it happens to go right…
This trick is not available in SMB3.
Application: Off-screen wall climbing (SMB1, SMB2j)

This trick is trivial to perform. When there is a hole on the left side of
the screen, you can cram Mario in between of the screen edge and the wall,
and climb upwards the hole. Mario will be unable to fall down. It can be
used to reach the ceiling of the dungeon in places where there normally
is no route to the ceiling.
By jumping repeatedly and steering to the left, it can also be used to
enter the wall, as shown in the right example image.
Besides brick walls, it works also with castle walls, pipes and other
types of solid walls.
Accelerating faster (SMB1, SMB2j)
TODO: add images (level beginning, walljump)
When you need to accelerate from zero speed, you can do it faster if you
jump a
small jump backwards and steer to the opposite direction Mario
is facing.
This has three uses:
- Starting a level faster
- Exiting a pipe faster
- Completing a walljump faster
This trick obviously can not be used if you are unable to jump
(such as when performing the 'jump into a solid object below a floor' trick).
Shooting faster (SMB1, SMB2j)
By pressing right+left at
the same time, you can shoot to the left and the shots travel
horizontally at twice the normal speed.
It looks very aggressive, compared to the normal
merrily bouncing fire balls. Though, this technique is more userful in water levels
since it doesn't slow down Mario.
"Stomping" enemies from the below (SMB1, SMB2j, SML1)

You don't need to land on the top of an enemy to kill it.
As long as you're moving downward as you hit the enemy, you'll kill it.
If you time it just right, sometimes you can even hit the bottom of the enemy.
This is useful for killing enemies that seem to be too high to jump on.
Special case: Moustache stomp

This is not a walljump.
This image illustrates how "landing" on a turtle at the right time
can save Mario's life, even if it is only his moustache that lands
on the turtle…
Alternative names: koopa jump, belly kick.
Walking inside enemies (SMB1, SMB2j)

When you stomp an enemy, the enemy becomes a friend for a short while,
so if you stomp it from below, you don't need to worry about being
immediately killed by it when you bounce upwards.
In fact, you can sometimes get inside an enemy right after stomping it,
and the enemy doesn't harm you as long as you're inside it.
Bouncing high off turtles (SMB1, SMB2j, SMB3)

How it's done: If you jump toward a turtle while it's in the air,
you can stomp it while moving upward and keep moving upward.
The maximum height that you'll be able to reach if you keep holding
down A depends on the exact frame that you made your jump and which
part of the turtle you hit, so if you aren't bouncing high enough,
keep adjusting your jump one frame at a time.
This is useful for being able to get over an obstacle or landing on
another enemy after bouncing off a turtle.

In SMB2j, a special case was added for flying turtles: When you "stomp"
them in upward motion, you'll gain a
lot of vertical velocity.
In SMB3, the same can be done for a couple of walking enemies too, when
you are running at top speed.
Jumping through hammers (SMB1, SMB2j)
TODO: add image
How it's done: The game does a very poor job of detecting collisions
with hammers, so sometimes you can go through a hammer without getting hit,
and sometimes you can completely miss a hammer and still get hit.
When you reach Bowser in 8-4 or some other castle, even if it looks
like there's no gap in the stream of hammers, it's still likely that
you'll be able to get through without taking a hit.
It is obviously easier if you're small or ducking.
Jumping through fire (SMB1, SMB2j)
TODO: someone should explain this trick…
Turning around quickly (SMB1, SMB2j)
Shortly: Press left and right simultaneously for 1 frame.
When you press left+right, you'll start walking backwards to the right.
How exactly it works is slightly different in SMB1 and SMB2j,
but what is common for both of them is that your running speed
is instantly reduced to a walking speed or even slower.
This allows for a
much more sudden braking. It can be applied
anywhere where you need to brake quickly.
Avoiding fireworks (SMB1, SMB2j)
In SMB1, fireworks come when a level is completed
with the last digit of the timer at 1, 3, or 6.
In SMB2j, fireworks come when the last digit of your coin counter
matches the last digit of the timer.
Getting fireworks wastes time, so you should avoid them.
Sliding on one foot (SMB1, SMB2j)

This is a well-known trick which requires the fiery Mario.
When you start a level or exit from a pipe, hold B and jump, and continue holding B. When you move, Mario will slide instead of running, for some time.
This trick is trivial to do on the real console.
Lip jumps (SMB1, SMB2j, SMB3)

It is possible to stand on the edge of a pipe even where's a plant
coming out of the pipe. There are a few pixels of room at both sides
of the pipe. You can land on it, and jump immediately again.
The "21 frame rule" (SMB1, SMB2j)
In SMB1 and SMB2j, every time the screen blacks out (enter a new level,
enter a pipe, exit a pipe), the game delays for a varying amount of time.
The delay is actually calculated so that the current playing
progress will be rounded up to next 21 frame boundary.
As an example, this means that if you complete a level in
- 1 frames, the level length will be N+21 frames
- 15 frames, the level length will be N+21 frames
- 20 frames, the level length will be N+21 frames
- 21 frames, the level length will be N+21 frames
- 22 frames, the level length will be N+42 frames
- 30 frames, the level length will be N+42 frames
- 42 frames, the level length will be N+42 frames
- 43 frames, the level length will be N+63 frames
And so on, where N is a constant minimum length of the black screen.
Therefore, the only part of the game that can be improved by a time
less than 21 frames is the last part of the last level.
Small fiery Mario / negative Mushroom (SMB1, maybe SMB2j too)
(The following explanation is
copied from Wikipedia. It is a good explanation, but someone seems to stick to that it is “fan cruft” and does not belong into an encyclopedia. Thus copying it here instead of linking to the Wikipedia article.)
Internal to the game, Mario’s powerup state is recorded
in two independent variables; one describes size (0=regular; 1=super) and
the other tracks the ‘upgrade state’ (0=need mushroom; 1=need flower; 2=has flower).
The ‘size’ decides the sprite (small on 0; big on 1) used for Mario;
the ‘upgrade state’ decides what powerup will come out of a block
(mushroom on 0; flower on 1 or 2) and what will happen when Mario
is hit (die on 0; switch ‘size' and clear ‘upgrade state’ on 1).
These states can be knocked out of synchronization.
The game checks for all sprite collisions, knocks the ‘upgrade state’ to 0
if it hits, and switches size only when all checks are done.
If Mario’s sprite strikes the King Koopa sprite and the bridge release
sprite in one frame, the game will register the collision between Mario and Koopa,
knock the ‘upgrade state’ to 0, register the collision between Mario and
the bridge release, and jump into the level complete loop that causes Mario
to walk to the right ― and never switches the ‘size’ variable.
If Mario was naturally large (state 1 or 2, size 1) when he hit the switch
he will stay large (state 0, size 1).
If he strikes an enemy he will die (because his ‘upgrade state’ is 0), but
he can break blocks. If he gets a mushroom, he will shrink and be unable
to hit blocks; if he is hit now, he will grow again.
If he gets a fire flower, his palette will be changed and he will be able
to shoot (but the game will use the large image for shooting; it will, however,
keep Mario’s small feet if Mario is moving). Mario will now be Little Fiery Mario.
If Mario was naturally small (state 0, size 0) when he hit the switch, he
will appear to die but the level will still be beat and he will not lose a life.
If Mario was unnaturally small (state 1 or 2, size 0) when he hit the switch
(that is, if he does this trick twice), he will revert to his normal form.
When Mario dies his size is set small and his state is set unupgraded,
no matter how he died or what his state was before.
Using the third part only of a 3-code Game Genie code for “Always Stay Big”
will produce similar results (the code is SZLIVO). As long as Mario has
gained a power-up, he will become small when hit, then grow when hit a
second time. This is a much simpler way to view the “Little Fiery Mario” quirk.
This glitch appears to have been fixed in the Super Mario All-Stars version,
though the two-variable mechanism behind it still exists.
The Minus World (World -1)
Sharp readers already spotted that an example of how to get
to the "minus world" was shown in the
"Application: Jump into a wall just below a solid ceiling and walk through it"
chapter of this page.
The minus world is basically just a random location of the game ROM,
it is not a real world. It wasn't designed that way ― it's just an oversight
of the programmers that you can get into the pipe before the correct warp labels
are assigned.
In the NES version of Super Mario Bros., the "minus world" was a looping, uncompleteable copy of world 2-2. In the
FDS version, however, it is an underwater 1-3, 2-3, and an underground 4-4, making it completable. Completing the game this way would give the "in another castle" message, but would return to the title screen as if 8-4 had been beaten; hard mode and the level become accessible, as well.
The information shown on the following page is a
hoax.
There really is no exit from "world -1" (which is actually world 36,
technically speaking). It was never designed to be.
- http://www.nestimes.silius.net/editorials/nl/smb/page1/
See also