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Super Mario Bros. 35

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Title Screen

Super Mario Bros. 35

Developer: Arika
Publisher: Nintendo
Platform: Nintendo Switch
Released internationally: October 1, 2020


MusicIcon.png This game has unused music.
Carts.png This game has revisional differences.


See, this is why game preservation is important.
This game is defunct.
Do note the game no longer works at all without modifications. This is most likely due to the game's servers being shut down. As a result, further official developments with the game are unlikely to happen.

Super Mario Bros. 35 was a multiplayer battle royale released to celebrate the 35th Anniversary of Super Mario Bros., with the "35" referring to the fact that each match had a maximum of 35 players (see also Tetris 99).

The game used the levels of the original title with a few twists, the biggest being that defeated enemies were sent to other players (denoted by being in grayscale), which could - and very often did - lead to some crazy scenarios (Bowsers in non-castle levels! Hammer Brothers underwater! Two dozen Lakitus on-screen at once, all throwing Spinies!). To help combat this, players could pay 20 coins (collected by playing the levels and placing well in matches; no microtransactions here!) to use a Mario Kart-esque item roulette that would give a Super Mushroom, Fire Flower, Starman, or an automatic POW Block. Coins could also be spent before a match to start Mario off in Super, Fire, or invincible form.

Unfortunately, looming over all the fun and chaos from the start was an inexplicable built-in six-month lifespan, with the game only being playable through March 31, 2021. Nintendo's only explanation for this has been that the game was part of the 35th-Anniversary celebrations. Eyebrows were raised further when Pac-Man 99 was released a week after SMB35 was shut down.

Revisional Differences

Bowser's Fire Position Bug

In the initial release, Bowsers that were sent by your opponents had a weird behavior when they shot their fire at you: their fire always went to the center of the level height, rather than the height they spawned their fire on.

This was fixed in v1.0.1.

SMB35 v1-0-0 BowserFirePositionBug.gif

Koopa Troopa's Shell Sound

Initially, if a kicked Koopa shell got stuck between solid blocks with only 1 tile to move in, the shell's "bump" sound played on every frame the shell hit a solid block - and since it got stuck between two solid blocks, the sound played constantly.

v1.0.2 fixed this by adding a delay for when the Koopa shell bump sound could play again.

Level Differences

For whatever reason, several levels in SMB35 had slight differences from their counterparts in the original game.

World 2-2

Super Mario Bros. 35 Super Mario Bros.
SMB35-World-2-2.jpg SMB35-World-2-2-Compare.png

This group of three coins near the start of the level is one block higher than they are in the original game.

World 4-2

Super Mario Bros. 35 Super Mario Bros.
SMB35-World-4-2.jpg SMB35-World-4-2-Compare.png

In the secret room with the Warp Zone to Worlds 6, 7, and 8, the small cloud next to the first mushroom platform is missing.

World 5-2

Super Mario Bros. 35 Super Mario Bros.
SMB35-World-5-2.jpg SMB35-World-5-2-Compare.png

Around the midpoint of the level is a platform with three Buzzy Beetles. The pit to the right of it is one block wider in the original game.

World 6-1

Super Mario Bros. 35 (pre-v1.0.2) Super Mario Bros.
SMB35-World-6-1.jpg SMB35-World-6-1-Compare.png

In the middle of the level is a set of stairs that has a hidden 1-Up Mushroom. SMB35 originally had the stairs one block too short, which also resulted in the hidden block being lower. This was corrected in v1.0.2.

World 7-2

Super Mario Bros. 35 Super Mario Bros.
SMB35-World-7-2.jpg SMB35-World-7-2-Compare.png

As with World 2-2 (which 7-2 is a clone of), these three coins near the start of the level are one block higher than in the original game.

World 8-1

Super Mario Bros. 35 Super Mario Bros.
SMB35-World-8-1.jpg SMB35-World-8-1-Compare.png

The pair of clouds right before the first pipe has a two-block-wide gap between them. The original game has a one-block-wide gap, which is also the case for the other cloud pairs in SMB1 and SMB35.

Unused Music

While SMB35 removed the intro sequences for the underground and underwater levels, the music used in those portions was still present in the files, along with a "hurry up" version (which in SMB35 would be used once there were 5 players remaining).

Notably, the unused music is stored in sound.fspj (a file used for mainly sound effects) rather than being an audio stream alongside the other background music, and the file names suggest they would have been used when a match was about to start.

Standard
([20] WAV_20_GUESS_SE_GAME_START)
Hurry-Up
([21] WAV_20_GUESS_SE_GAME_START_HURRY)

Internal Project Name

The build path suggests that kuku was the game's internal name.