Super Mario Bros. PAL
Platform
Nintendo Entertainment System, NES/Mattel/European Version.
Release Date
15/5/1987
Timing
Begins upon gaining control of Mario (The frame 400 appears on the timer).
8 frame rules from pressing start on title screen. (-2.88)
Ends upon control loss after touching the Axe in World 8-4
Console frame rate (fps) : 50.006978908189
Frame (ms) = 19.9972088263
Frame rule (ms): (18 frames) 359.949758873
1-2 9248) Collision bypass / ground clip to warp zone
4-1 (341) FPG, full jump from left edge of middle step
4-2 (356) double back bump wrong warp
8-1 (200) FPG
8-2 (342) FPG / (338) BBG
8-3 (244)
8-4 (316)
1-2
Ground clip to warp zone, duck below level 3 pipe to prevent enetering it. jump and shoot middle plant, turn around on far right edge, jump into world 4 pipe.
4-1
FPG from far left edge of fifth step.
4-2
Shoot two goombas in coridoor, ground clip on remaining goomba. 1 full back bump on question block or elevator. bump vine block to prevent lag when shooting plants.
Shoot Koopa Troopa(3). Wait for it to die before shooting next enemy.
Shoot the first Goomba(7) in the trio before Pipe 2. (Despawns Buzzy Beatle and Pipe 3 Piranha Plant)
Jump, shoot plant and land on pipe 2.
Jump over pipes 3, and 5. Stomp koppa Troopa (4) behind pipe 6.
Shoot first Gomba(13) of trio, to make jump to piller easier. Shoot top of piller to bounce fireball into jumping Koopa Troopa.
Jump over enemies up until Pipe 8.
Shoot the plant, land on pipe 8 and jump to pipe 10.
Jump over enemies up until pipe 12.
Shoot the lone Koppa troopa. After it dies, shoot the first in the trio.
Jump, shoot plant and land on pipe 11.
Either shoot plant in pipe 12 or jump over.
8-2
Jump from first background tree to the second step.
Jump to top step, shooting the red spiney and koopa.
Gap- bump pipe, shoot plant, full jump and shoot first koopa, jump to cannon or ground.
Fall from last cannon, jump upon landing to bop the koopa on the way up to the middle step.
Jump to top step
Falling FPG or top of flag.
8-3
8-4
Room 1.
Jump from left edge of lava pit, release A before to prevent hititng roof. Or crouch jump across the lava pit.
Room 2.
Room 3.
Room 4.
Room 5. (King Koopa)
Shoot hammer Bro, crouch under Podoboo, jump over King Koopa.
NO SHOTS
TOP AND MIDDLE (TOP-NO DRAW, TURN, NO DRAW) & MIDDLE(MID-HOPPING UP FROM BOTTOM, DRAW, TURN, THROW)
C3 LEFT SHOT, PASS, RIGHT SHOT
TOP AND BOTTOM (TOP- THROW, TURN, THROW) / (BOTTOM - DRAW, TURN, THROW)
HB1 JUMP, HB4 JUMP
—SIMILAR—
NO SHOTS
TOP AND MIDDLE (TOP-HOP, DRAW, TURN, THROW) & MIDDLE(MID-HOP, DRAW, TURN, THROW)
C3 LEFT
TOP AND BOTTOM (TOP- THROW, TURN, THROW) / (BOTTOM - DRAW, TURN, THROW)
HB1 JUMP, HB4 FALLS (SO JUMP OVER)
C1 [LEFT SHOT], C2 NO SHOT
MIDDLE & TOP (BOTH DRAW, TURN AND THROW)
LEFT SHOT
DOUBLE BOTTOM (MIDDLE FALLING WHILE THROWING, BOTTOM THROW, BOTH TURN AND THROW)
1 JUMP, 4 FALLS (JUMP OVER IT)
—SIMILAR—
C1 LEFT
MID & BOTTOM
C3, PASS RIGHT SHOT
DOUBLE BOTTOM (MIDDLE FALLING WHILE THROWING, BOTTOM THROW, BOTH TURN AND THROW)
1 JUMPS, 4 JUMPS
C1 [LEFT SHOT], C2 NO SHOT
MIDDLE & BOTTOM (BOTH DRAW, TURN AND THROW)
C3 PASS, RIGHT SHOT
TOP AND BOTTOM (TOP-DRAW, THROW, TURN, THROW)(BOTTOM-DRAW, THROW, TURN, THROW)
FALLIN HB1, FALLING HB 2 = JUMP OVER ALL FOUR
C1 LEFT SHOT, C2. RIGHT SHOT
MIDDLE, BOTTOM (BOTH DRAW, TURN, THROW)
C3 LEFT SHOT
MIDDLE FALL TO BOTTOM(LEFT THROW, TURN, THROW / BOTTOM (TURN, THROW)
NO JUMP BROS (ALTHOUGH THE THIRD HOPS AFTER PASSING)
C1 LEFT SHOT, C2. RIGHT SHOT
TOP & MIDDLE (TOP DRAW, TURN, THROW / MID DRAW THROW, TURN, THROW)
C3 LEFT SHOT
MIDDLE FALL TO BOTTOM(LEFT THROW, TURN, THROW / BOTTOM (TURN, THROW)
HB1 JUMPS, HB4 JUMPS
C1 LEFT, PASS, RIGHT C2 NO SHOT
TOP (DRAW, TURN, THROW) & MIDDLE (DRAW, THROW, TURN, THROW)
C3 LEFT, PASS, RIGHT
DOUBLE MIDDLE (FRONT- THROW, DRAW, TURN, THROW / BACK - HOP, TURN, DRAW, THROW)
HB2 JUMPS
TOP & MIDDLE (TOP-DRAW, TUNR, THROW / MID-DRAW, THROW, TURN)
C3 NO SHOT
DOUBBLE BOTTOM (FRONT BRO FALLS FROM MID TO BOTTOM WHILE THROWING, BACK BRO DRAWS AND TURNS)
HB1 JUMPS, HB4 JUMPS
NO THROW DRAW
LOW FIRE
bowser will jump and slightly backwards
must jump over
NO THROW DRAW
MID FIRE
bowser jumps forwards
run under
NO THROW (JUMP)
bowser jumps up and slightly forwards
can run under, tight axe jump
ONE THROW JUMP
bowser jumps slightly forwards
can run under
NO THROW, TURN, ONE THROW JUMP
bowser jumps fowards
can run under
ONE THROW, TURN, DRAW, (NO JUMP)
bowser jumps slightly forwards
run under, tight axe
LOW FIRE
bowser jumps up and slightly back
must jump over
TWO THROW (JUMP)
LOW FIRE
bowser jumps up and slightly back
must jump over
TWO THROW, TURN (NO JUMP)
LOW FIRE
bowser jumps slightly forwards
must jump over
TWO THROW (NO JUMP)
MID FIRE
bowser jumps completly fowards
can run under
THROW TURN THROW NO JUMP
HIGH FIRE
bowser jumps slightly forwards
can run under, tight axe
NO THROW, TURN, TWO THROW JUMP
bowser jumps forwards
go under
THROW, TURN, THROW THROW (JUMP)
MID FIRE
bowser jumps completly fowards
run under
THROW, TURN, THROW THROW (NO JUMP)
MID FIRE
bowser jumps completly fowards
run under
THROW, TURN, THROW THROW (NO JUMP)
LOW FIRE
bowser jumps backwards
must jump over
TURN
DRAW
The hammer bro doesn’t throw yet draws a hammer but de-spawns before it can throw.
JUMP
TIGHT AXE
Mario must do a short low jump in order to touch the axe optimally whilst avoiding hitting king koopas rear.
Post pipe exit
Delay some frames before running at full speed, hit the corner of the brick to the left of the question block, stomp the Goomba on the decline, the next collision should be bypassed. (Sets up Full FPG)
2-1
First brick/ power-up section -must wait for Goomba to walk into position.
Koopa section - use the hidden coin block, then land on the koopa
Spring section - Use bricks before the spring, wait for the Koopa to walk into position. (Sets up Full FPG)
6-2
Buzzy beatle post warp vine - Jump into the lower section following the pirranha plant in the pipe (with gaps either side), hit the brick, then the Buzzy Beatle on the decline, the next collision with the ground should be bypassed. (Sets up Full FPG)
8-2
Post power-up section - hit brick edge then Buzzy Beatle. Effective for manipulating Mario's X position to the right.
Post star/power up section - Combo stomp the Goombas
1-2
Pre warp zone section - jump from last (low) life, early release A.
8-1
Post pipe trio section
2-2
7-2
8-4
Flagpole glitch
Ground clip to full flagpole glitch
Full Flagpole Glitch
Bullet bill Glitch
Mushroom clip through block
Nintendo Entertainment System, NES/Mattel/European Version.
Release Date
15/5/1987
Timing
Begins upon gaining control of Mario (The frame 400 appears on the timer).
8 frame rules from pressing start on title screen. (-2.88)
Ends upon control loss after touching the Axe in World 8-4
Console frame rate (fps) : 50.006978908189
Frame (ms) = 19.9972088263
Frame rule (ms): (18 frames) 359.949758873
Warps
Small Mario
1-1 (370) FPGSmall Mario
1-2 9248) Collision bypass / ground clip to warp zone
4-1 (341) FPG, full jump from left edge of middle step
4-2 (356) double back bump wrong warp
8-1 (200) FPG
8-2 (342) FPG / (338) BBG
8-3 (244)
8-4 (316)
Fire Mario
1-1 Grab mushroom1-2
Ground clip to warp zone, duck below level 3 pipe to prevent enetering it. jump and shoot middle plant, turn around on far right edge, jump into world 4 pipe.
4-1
FPG from far left edge of fifth step.
4-2
Shoot two goombas in coridoor, ground clip on remaining goomba. 1 full back bump on question block or elevator. bump vine block to prevent lag when shooting plants.
8-1
Shoot Koopa Troopa(3). Wait for it to die before shooting next enemy.
Shoot the first Goomba(7) in the trio before Pipe 2. (Despawns Buzzy Beatle and Pipe 3 Piranha Plant)
Jump, shoot plant and land on pipe 2.
Jump over pipes 3, and 5. Stomp koppa Troopa (4) behind pipe 6.
Shoot first Gomba(13) of trio, to make jump to piller easier. Shoot top of piller to bounce fireball into jumping Koopa Troopa.
Jump over enemies up until Pipe 8.
Shoot the plant, land on pipe 8 and jump to pipe 10.
Jump over enemies up until pipe 12.
Shoot the lone Koppa troopa. After it dies, shoot the first in the trio.
Jump, shoot plant and land on pipe 11.
Either shoot plant in pipe 12 or jump over.
8-2
Jump from first background tree to the second step.
Jump to top step, shooting the red spiney and koopa.
Gap- bump pipe, shoot plant, full jump and shoot first koopa, jump to cannon or ground.
Fall from last cannon, jump upon landing to bop the koopa on the way up to the middle step.
Jump to top step
Falling FPG or top of flag.
8-3
8-4
Room 1.
Jump from left edge of lava pit, release A before to prevent hititng roof. Or crouch jump across the lava pit.
Room 2.
Room 3.
Room 4.
Room 5. (King Koopa)
Shoot hammer Bro, crouch under Podoboo, jump over King Koopa.
Warpless
Coming soon.
WORLD 8-3
HAMMER BRO PATTERNS
NO SHOTS
NO SHOTS
TOP AND MIDDLE (TOP-NO DRAW, TURN, NO DRAW) & MIDDLE(MID-HOPPING UP FROM BOTTOM, DRAW, TURN, THROW)
C3 LEFT SHOT, PASS, RIGHT SHOT
TOP AND BOTTOM (TOP- THROW, TURN, THROW) / (BOTTOM - DRAW, TURN, THROW)
HB1 JUMP, HB4 JUMP
—SIMILAR—
NO SHOTS
TOP AND MIDDLE (TOP-HOP, DRAW, TURN, THROW) & MIDDLE(MID-HOP, DRAW, TURN, THROW)
C3 LEFT
TOP AND BOTTOM (TOP- THROW, TURN, THROW) / (BOTTOM - DRAW, TURN, THROW)
HB1 JUMP, HB4 FALLS (SO JUMP OVER)
ONE SHOT
C1 [LEFT SHOT], C2 NO SHOT
MIDDLE & TOP (BOTH DRAW, TURN AND THROW)
LEFT SHOT
DOUBLE BOTTOM (MIDDLE FALLING WHILE THROWING, BOTTOM THROW, BOTH TURN AND THROW)
1 JUMP, 4 FALLS (JUMP OVER IT)
—SIMILAR—
C1 LEFT
MID & BOTTOM
C3, PASS RIGHT SHOT
DOUBLE BOTTOM (MIDDLE FALLING WHILE THROWING, BOTTOM THROW, BOTH TURN AND THROW)
1 JUMPS, 4 JUMPS
C1 [LEFT SHOT], C2 NO SHOT
MIDDLE & BOTTOM (BOTH DRAW, TURN AND THROW)
C3 PASS, RIGHT SHOT
TOP AND BOTTOM (TOP-DRAW, THROW, TURN, THROW)(BOTTOM-DRAW, THROW, TURN, THROW)
FALLIN HB1, FALLING HB 2 = JUMP OVER ALL FOUR
TWO SHOTS
C1 LEFT SHOT, C2. RIGHT SHOT
MIDDLE, BOTTOM (BOTH DRAW, TURN, THROW)
C3 LEFT SHOT
MIDDLE FALL TO BOTTOM(LEFT THROW, TURN, THROW / BOTTOM (TURN, THROW)
NO JUMP BROS (ALTHOUGH THE THIRD HOPS AFTER PASSING)
C1 LEFT SHOT, C2. RIGHT SHOT
TOP & MIDDLE (TOP DRAW, TURN, THROW / MID DRAW THROW, TURN, THROW)
C3 LEFT SHOT
MIDDLE FALL TO BOTTOM(LEFT THROW, TURN, THROW / BOTTOM (TURN, THROW)
HB1 JUMPS, HB4 JUMPS
C1 LEFT, PASS, RIGHT C2 NO SHOT
TOP (DRAW, TURN, THROW) & MIDDLE (DRAW, THROW, TURN, THROW)
C3 LEFT, PASS, RIGHT
DOUBLE MIDDLE (FRONT- THROW, DRAW, TURN, THROW / BACK - HOP, TURN, DRAW, THROW)
HB2 JUMPS
THREE SHOTS
C1 LEFT, PASS, RIGHT C2 RIGHTTOP & MIDDLE (TOP-DRAW, TUNR, THROW / MID-DRAW, THROW, TURN)
C3 NO SHOT
DOUBBLE BOTTOM (FRONT BRO FALLS FROM MID TO BOTTOM WHILE THROWING, BACK BRO DRAWS AND TURNS)
HB1 JUMPS, HB4 JUMPS
WORLD 8-4
BOWSER PATTERNS
NO THROW
NO THROW DRAW
LOW FIRE
bowser will jump and slightly backwards
must jump over
NO THROW DRAW
MID FIRE
bowser jumps forwards
run under
NO THROW (JUMP)
bowser jumps up and slightly forwards
can run under, tight axe jump
ONE THROW
ONE THROW JUMP
bowser jumps slightly forwards
can run under
NO THROW, TURN, ONE THROW JUMP
bowser jumps fowards
can run under
ONE THROW, TURN, DRAW, (NO JUMP)
bowser jumps slightly forwards
run under, tight axe
TWO THROW
TWO THROW JUMP (throw turn throw jump)LOW FIRE
bowser jumps up and slightly back
must jump over
TWO THROW (JUMP)
LOW FIRE
bowser jumps up and slightly back
must jump over
TWO THROW, TURN (NO JUMP)
LOW FIRE
bowser jumps slightly forwards
must jump over
TWO THROW (NO JUMP)
MID FIRE
bowser jumps completly fowards
can run under
THROW TURN THROW NO JUMP
HIGH FIRE
bowser jumps slightly forwards
can run under, tight axe
NO THROW, TURN, TWO THROW JUMP
bowser jumps forwards
go under
THREE THROW
THROW, TURN, THROW THROW (JUMP)
MID FIRE
bowser jumps completly fowards
run under
THROW, TURN, THROW THROW (NO JUMP)
MID FIRE
bowser jumps completly fowards
run under
THROW, TURN, THROW THROW (NO JUMP)
LOW FIRE
bowser jumps backwards
must jump over
KEY:
THROWTURN
DRAW
The hammer bro doesn’t throw yet draws a hammer but de-spawns before it can throw.
JUMP
TIGHT AXE
Mario must do a short low jump in order to touch the axe optimally whilst avoiding hitting king koopas rear.
Glitches
Big Mario Ground Clip
Run at full speed, either continue in the same direction or quickly reverse direction before jumping. Manipulate Big Mario's Y position with responsive objects (brick blocks, question mark blocks) and moving objects (enemies, lifts etc.), bypassing the collision detection when landing a jump.
Known Locations
1-1Post pipe exit
Delay some frames before running at full speed, hit the corner of the brick to the left of the question block, stomp the Goomba on the decline, the next collision should be bypassed. (Sets up Full FPG)
2-1
First brick/ power-up section -must wait for Goomba to walk into position.
Koopa section - use the hidden coin block, then land on the koopa
Spring section - Use bricks before the spring, wait for the Koopa to walk into position. (Sets up Full FPG)
6-2
Buzzy beatle post warp vine - Jump into the lower section following the pirranha plant in the pipe (with gaps either side), hit the brick, then the Buzzy Beatle on the decline, the next collision with the ground should be bypassed. (Sets up Full FPG)
8-2
Post power-up section - hit brick edge then Buzzy Beatle. Effective for manipulating Mario's X position to the right.
Small Mario ground clip
Run at full speed and continue in the same direction. Manipulate Small Mario's Y position with moving objects (jumping on enemies, lifts etc.), to bypass the collision detection when landing a jump on a floor tile.
Known Locations
1-1Post star/power up section - Combo stomp the Goombas
1-2
Pre warp zone section - jump from last (low) life, early release A.
8-1
Post pipe trio section
Exit Water
Known Locations
2-2
7-2
8-4
Flagpole glitch
Ground clip to full flagpole glitch
Full Flagpole Glitch
Bullet bill Glitch
Mushroom clip through block