Super Mario Bros./en

Super Mario Bros. is a NES game so ubiquitous, people can't get rid of these carts once they have them.

Unused Music



 * Track 10: An alternate "Game Over" theme with different, plunkier sounding instruments.




 * Track 18: A "hurry up!" variation of the short clip that is played when Mario enters an underground or water level (such as World 1-2, 2-2, etc.). As the timer is reset between levels, this is never used.

Unused Objects


An object that Mario can climb up or down like a vine. It makes a "buzzing" sound as you climb, as though Mario is repeatedly hitting his head on something. It can still be placed in-game with a level editor. Although it appears as a brown flagpole ball, the actual 16&times;16 metatile that is used is unique to this object.

Unused Firebar Type
Enemy object is a short Firebar that rotates counterclockwise quickly. However, unlike its clockwise counterpart (used only in World 5-4), this type is never used in any valid levels.

Unlike most invalid enemies (such as glitch Firebars, , and ), this type has a valid entry in the setting table:

FirebarSpinSpdData: .db $28, $38, $28, $38, $28 FirebarSpinDirData: .db $00, $00, $10, $10, $00

The settings are stored in this order: Clockwise, Speedy Clockwise , Counterclockwise , Speedy Counterclockwise , and Long Firebar. Firebar has both the faster speed  and counterclockwise rotation  programmed in.

This firebar type also exists in the Game Boy Color remake.

Unused Timer Setting
The upper 2 bits of first level header setting byte determines the starting timer.

The timer starts at 200 if this setting is set to 3 (11xxxxxx), though no valid level actually uses it.

Likewise, the timer starts at 000 (causes instant death on normal levels) if this setting is set to 0 (00xxxxxx). While this setting is used by intros (such as the beginning of World 1-2) the game doesn't care its setting since the game completely disables the timer during those intro levels.

Duplicated Scroll Stop Object
There are two identical scroll stop objects: 46 and 47. Only 47 is used by the game's valid levels.

Unused Pointer
Map 01 (Worlds 2-2 and 7-2) has a 3rd level pointer for World 3, which leads to the same place as the normal World 2 and 7 level pointers. It is possible that levels were rearranged during development, or it could be a simple mistake that was left in.

Unused Variable
RAM address keeps track of the number of blocks hit, though no routine ever reads the value stored here.

Removed Tiles


The bricks and Bowser's bridge may have each used four unique tiles at some point in development, judging by the arrangement of existing tiles in the CHR data. It's possible that the addition of the block behind the title logo necessitated the removal of the extra tiles.

Above-Ground Bloopers


Although Bloopers normally appear only in water levels, they can be placed in non-water levels just fine and will award a whopping 1,000 points when stomped. Most other "impossible" ways to kill enemies, like hitting a Podoboo or Bowser with a Starman, only award the default 200 points.

Given that Bloopers appear in non-water levels (such as World 1-3) in the Japanese Super Mario Bros. 2 and award 1,000 points, this behavior was likely intended all along.