Super Mario first level 1. Super Mario Secrets

07.08.2019 State

The page contains the entire series of online games with the popular hero. The first parts date back to ancient times, when everyone had Dandy, Sega or Nintendo consoles. Now you can play for free all the presented games that can be played online. Popular adventure games continue to develop, interesting new products are coming out with more beautiful graphics. If you are a fan of the classic version, then be sure to play Super Mario Bros. 1990. This difficult game has always caused difficulties in completing the task, now you won’t find such difficult levels. The legendary character has changed a little over the years, but his features remain easily recognizable. All material is open without registration, and the online games themselves can be expanded to full screen.

A new part of the game that has a long storyline. Main character learned to fly through the air, so you can even study the clouds and fight enemies there.

Modern computer game, which was moved online for quick and free passage. Use your character's new talents for battle!

An interesting reworking of the standard version. Each level retains familiar features, so completing some tasks will be easy.

Two brave heroes set off on a difficult journey. Luigi will help his brother defeat monsters and find the kidnapped princess. Made fun and beautiful!

The second part of the old game, which many have overlooked. Catch up and try to pass difficult levels where many evil monsters live.

A large set of new levels, which are completely designed in a classic style. Make your way through a complex labyrinth and defeat all enemies on the road.

Beautiful online game with improved graphics, where new levels have appeared. Made in the starter style, each task is very difficult to complete.

Revisit the old levels, find the hidden pipes and just reach the ending. The graphics are kept in their original form, but they look great.

The second part has got interesting innovations when you need to use buttons to open hidden coins or blocks. Few were able to go through completely.

An interesting variation of the game where you have to go through an obstacle course. Each level consists of separate parts, so there is a convenient saving system.

Very old game from consoles, which many might have completely forgotten. Try to complete tasks, defeat monsters and collect more coins.

Walkthrough of the game - Super Mario Bros 3 on Nintendo - the secret of the magic flutes revealed. No matter how much I thought, I could not find any serious flaws in this game. This is one of best games on Dendy who I just met. Unlike many others, it doesn't get too difficult at the end and is quite possible to complete. The humorous graphics and sound also do not diminish its merits. And in terms of quantity different secrets and secret places, this game is one of the first in its genre. In general, this game can be recommended to everyone who has not yet lost the desire to run, jump and fight with funny opponents.

To get started, watch the video walkthrough of the game Super Mario Bros. 3:

Control
START– In the menu: start the game with the selected number of players. In game: pause.
SELECT– In the menu: select an item.
UP– In the game: climbing up a vine. On the map: move up, scroll through the list of prizes.
DOWN– In the game: going down the vine, crouching. On the map: move down, scroll through the list of prizes.
LEFT– In game: move left. On the map: move left, select a prize.
RIGHT– In game: move to the right. On the map: move to the right, select a prize.
button A– In the game: jump (the longer you hold the button, the higher and further you can fly), takeoff. On the map: entering the location, using the selected prize.
button IN– In the game: shot, tail strike, picking up and throwing an object. On the map: opening a panel with prizes.
LEFT or RIGHT + IN– In the game: run-up.

Menu
There are only two items in the menu:
1 PLAYER GAME” is a game for one player.
2 PLAYER GAME” is a game for two players.
Select with the “ SELECT” the option you need and press “ START“ to start the game.

Objects and laws of the game world
After pressing the “ START” You will be taken to a map of the first world. The panel at the bottom of the screen is not difficult to figure out. I will note only two images that are not entirely clear: the strip of triangles is a speedometer. The longer you run, the more triangles are painted over. When they are all painted over, you will be able to take off if you are wearing a suitable suit (see below for more on this). The second image that is not entirely clear is the three rectangles on the right. Prizes that you collect at the end of almost every level are entered here. Collecting three pictures there will give you an extra life. If the pictures are the same, there will be more lives.
If you press the “ IN“, while on the map, the panel will turn over, and all the prizes that you have managed to collect in different good places(See further about these places). You can select one of the prizes using the control buttons and apply it by pressing the “ button A“. Pressing the “ button again IN” brings the information panel back.
On the map itself there are a lot of different places. Basically these are stages that need to be completed, but there are squares with images. Visit everything, and over time you will figure out which cell does what. It is in such places that you receive prizes that can be used between levels, and not immediately. I will only say separately about the door blocking the passages. To make it disappear, you must go through the fortress and defeat the guard. It is not necessary to go through some stages on the map - it is enough to go through only one of the two at a fork (this applies to more high levels than the first one).

Description of prizes and characters
Light green fly agaric- a valuable prize. Taking it, you will get an extra life.
Common fly agaric– You are increasing in size. Now you don't push blocks, but break them. You will have to crouch to avoid some dangers, or crawl through a narrow place.
Flower– allows you to shoot at enemies. You shoot fireballs that bounce off the ground and move forward. They are effective against most enemies.
Star– this prize makes you temporarily invulnerable. You will flicker and are able to disable enemies at this time simply by touching them. However, if you fall into an abyss or lava, this protection will not help you.
Sheet– You get a raccoon costume (you get a tail and protruding ears). Now you can fly if you can gain enough speed to take off. Exactly how to fly is described in detail in the Your Abilities section. In addition, you can hit enemies with your tail.
Frog costume– You get a frog costume (with a very funny appearance). Now you move rather poorly on land, but under water you feel right at home. This suit also allows you to swim against the current, which is sometimes very useful.
Tanooki costume- You are turning into Tanooki(in fact, this is the same raccoon, only Tanooki is its Japanese name in English description). You will look like a raccoon, but Brown. In addition to color, you gain the ability to turn into a statue, which is useful when destroying some enemies.
Hammer Suit– in this suit you will have the opportunity to throw hammers at enemies, which can neutralize almost any enemy with one blow. In addition, you gain the ability to protect yourself from the fire that some enemies shoot (you need to crouch for this). You will look quite beautiful - almost all in black - just like some kind of robot.
Wings– wings with the letter “ R” in the middle. Now you are a raccoon, but with the amazing ability to take off straight from a place without a running start (like a helicopter). In addition, the flight time is not limited. So it's an essential prize for getting through some very difficult stages - you just fly over it until the very end.
The remaining prizes are not used when completing stages, but directly on the map.
Cloud– with its help you can bypass any stage without entering it. The cloud then disappears. Keep in mind that if you die on another stage, you will be brought back and you will have to go through the stage you tried to skip.
Hammer– with this prize you can break boulders that sometimes block your path. Thus, sometimes it is possible to skip some stage or find a passage to a secret place.
Music Box- not the most useful item, but often found. If you use it, then all the guards of the passages will fall asleep, and you will pass by them without a fight.
Anchor– this prize is held in one place by the flying ship as you walk along it.
Whistle– with its help you will be taken to a special place from which you can be transported to another world.

Your abilities and some gaming techniques
How to walk and run is written in the “Control” section. But you are capable of performing many different actions.
Big Jump– run while holding the direction button ( LEFT or RIGHT) and the “ button IN“. When the speedometer (the same strip of triangles at the bottom of the screen) turns completely white and a characteristic sound is heard, press the “ button A“. You will make a much longer jump than usual. If you are wearing a raccoon costume or Tanooki, then after such an action you will not jump, but take off. Press the “button” quickly and quickly A“, and you will, waving your tail, gain height. At the same time, you can change the flight direction at will. Since the flight time is not infinite (with the exception of the “wings” prize), sooner or later you will start to fall. By pressing the “ A“, You will swing your tail, which will significantly slow down the speed of your fall.
Slip- run in the right direction. Once you have gained some speed, release the drive button and press DOWN. You will sit down, but by inertia you will continue to move forward. You will need this useful ability when you are big and need to crawl into a narrow gap.
trampling is a signature Mario action. This is how he deals with his many enemies in all parts of the series. Jump on top of the enemy and you will trample him. This way you can deal with many (though not all) enemies. If you hold down the “A” button while landing on an enemy, you will push off from him and jump high up.
Breaking- another way to make your way up or deal with the enemy. Stand under the block and jump up. The block will fly into pieces, and the enemy (if he was on this block) will be neutralized. This maneuver is only available if you are big. Small Mario can push blocks and thus disable enemies, but he cannot break a block. In the same way, you can get prizes and coins from blocks. Please note that some prizes (such as lives) begin to move to the side after being knocked out. So, the direction of movement is not chosen by chance. The prize will move in the direction opposite to the one from which you hit the block. That is, if you push the block closer to the left edge, the prize will move to the right, and vice versa.
Rolling up– standing on the slope of a hill, press DOWN. You will go down the hill, knocking down all the enemies on your way. This technique doesn't work against some enemies, but there aren't many of them.
Tail Strike– you can perform this action only if you have a tail (raccoon costume or Tanooki). Just click the “ IN“. Turning sharply, you hit the enemy with your tail. This way you can not only get rid of enemies, but also break blocks.
Swimming– by pressing the “ button underwater A“You will float up. By holding down the desired direction button, you can jerk forward in the desired direction. To get out of the water onto land, hold UP, pressing “ A“. It's much easier to swim underwater if you're wearing a frog costume. You simply press the desired direction and sail there. If you hold down the “ A“, then you will swim much faster.
Transformation into a statue– press the “ button IN” and, without releasing it, the button DOWN. You will turn into a statue for a few seconds. While you are in this state, enemies do not notice you and pass by. If you can turn into a statue in the air and land directly on an enemy, you will be able to defeat some enemies that cannot simply be trampled.
Pipe and door entries– to get into a pipe that sticks out of the ground, stand on it in the middle and press the button DOWN. To enter the side pipe, simply walk into it. To climb onto the pipe hanging from above, stand under it and jump while holding the button UP. To enter a door, stand in front of it and press UP.
Picking up and throwing an object– you just take the prizes, that’s all. But besides them, you can take, carry and throw some other objects (shells of beetles and turtles, special “silver” blocks, walking bombs). To do this, approach the object with the ““ button pressed. IN“. You will take it in your hands and carry it. At the same time, you can jump and even fly if you know how. Release the “ button IN“, You throw the object in the same direction you were going. This way you can break blocks or break prizes from blocks lying directly on the ground. Just keep in mind that the silver block simply disappears some time after you pick it up, and the enemies are activated (that is, the turtle crawls out of its shell, the bomb explodes, etc.). You can pick up a silver block even just by standing on it. Click the “ IN“, and you will find yourself in his place, and he will be in your hands.

Enemies
Not all enemies are listed here, only those that pose a serious threat or have some kind of ability.
flying mushroom– flies and throws down micro-mushrooms.
Micro mushroom– they cannot harm you very much, but they cling to you and prevent you from walking quickly or jumping normally. Jump up as often as possible to shake them off. They can hide in gold blocks and jump on you. At level 5-3 they hide in a large shoe, but getting rid of them is not difficult.
Skeleton turtle– such turtles are found in almost every fortress. If you jump on it, it will crumble into dust, but after a while it will recover again and crawl further. Such a turtle cannot be hit with its tail. While she lies on the ground and shows no signs of life, you can run past her.
Jugglers– these small plants walk back and forth or sit in the pipe. What they do is throw a small spiky ball into the air. Wait until the ball flies higher and jump over the plant or vice versa, jump over them, the ball will be below. Don't try to trample them.
Rostock– these small plants sit in one place or wander back and forth. When you jump over them, they jump up to bite you. You can't trample them, but it's not very difficult to avoid meeting them.
Little cannibals– they are motionless, but prefer to live in difficult places. They cannot be trampled and it is useless to shoot at them. The only way to get rid of them is to throw a shell or a block at them, or hit them with your tail.
Ghost– he lives only in fortresses and flies towards you when you stand with your back to him, and freezes when you look at him. Very often this can be used to your advantage. The ghost is almost invulnerable, you just have to run away from it.
Ogonyok- a candle flame that jumps down and pursues you. Like a ghost, it freezes when you look at it. Like the ghost, he is almost invulnerable - run away from him. What distinguishes him from a ghost is his inability to overcome even a small obstacle. The wisp cannot fly or jump, so it is not difficult to escape from it.
Drum- a ghost who lives in special white blocks. He sticks out a little from them so that his contours are visible. You can walk on the white blocks themselves calmly, but you must avoid the drums.
Guardian– a fast, rather dangerous enemy who guards all fortresses Bowser. He can have wings and fly, or simply jump high and fall on top of you. I will dwell on his description in a little more detail, because there is a very simple way to neutralize him (it takes a maximum of 10 seconds). To quickly deal with the guard, you need to jump on him three times. After you do this the first time, immediately jump in one place as high as possible. The Guardian will shimmer a little, then turn into a spiky ball, and then become itself again. Just at this moment you will land on him, hitting him a second time. Jump again and everything will repeat. With a little practice, you can do this very easily. After defeating the guard, pick up the prize that remains from him.
walking bomb- a mechanical bomb that sometimes flies out of cannons instead of a core or simply wanders around the ground. If you jump on her, she will stop walking and explode after a while. It can be kicked, picked up, and thrown at enemies (after you've stunned it), but it's best to stay away from it when it explodes.
fire worm- a worm made of fire. Hit it with your tail to disable it, or avoid contact if there is no tail.
Evil Sun– He’s not at all happy to see you. He appears rarely, but constantly spinning around you and his attacks can be very dangerous. Nothing can be done about it.
Mechanics- These are the maintenance personnel of Bowser's warships and tanks. Instead of doing repairs, they lean out of the hatches and throw wrenches at you. You can trample them, you can even stand on them (when only the top of your head is visible from the hatch) and you can shoot them when they stick out.
Bomber- a very unpleasant enemy. He flies on a cloud and drops down thorny cocoons, from which spiky beetles hatch (only from red cocoons). None of the green ones hatch, they just roll along the ground in your direction. You cannot touch the cocoons. You can shoot down a bomber if you jump on top of it (you still have to get there somehow), but this is almost useless - very soon a new one will appear and everything will start all over again.
Comet- a flying beast that spits fire, dragging a fiery tail behind it (which is why it got its name). Shoot her or jump on top of her to neutralize her. Don't touch her tail - jump straight onto the ball. After it has exhausted all its reserves of fire (there are not very many of them - four or five), it self-destructs.
Chain ball– this ball is chained to a wooden block. He can't be stomped and is useless to shoot, so just avoid him. If you stand close to a chain ball for too long, it will eventually break the chain and rush towards you.
Passage Guards– these creatures guard the passages between stages, but can also be found at the stages themselves. They look like turtles standing on their hind legs. Everyone has some kind of weapon that they will throw at you. These could be hammers, boomerangs or fire. Is there some more big turtle with hammers, if she jumps and lands, you will be stunned for a few seconds. Any of these opponents can be shot if you have something.
Level bosses- they are very similar in their habits, and it is not very difficult to defeat them - you just need to hit any of them on the head three times.

The description of each stage indicates only hidden and confusing places, the passage of which may cause problems. In addition to them, each level is usually full of prizes and coins hidden in the blocks. Look for them yourself.
There are different blocks in the game that can be handled in different ways:
Question blocks (with a question mark) may contain hidden prizes or coins and cannot be broken. An empty gold block can be broken if you are big. If there is something hidden in a gold block, then once you knock it out, you will not be able to break it. There are also special P-switches in gold blocks. They look like a raised button with the letter “ R" inside. If you press such a switch, a passage may appear somewhere for a while. Always after pressing such a switch, all gold blocks turn into coins, and coins, on the contrary, into blocks. After a while everything becomes the same again. Some gold blocks contain not one, but several coins. The more often you hit him, the more coins you will be able to knock out. Silver blocks never contain anything, but they can be picked up and thrown at enemies. Note blocks (with a picture of a note) can contain a prize, and they also push you up when you jump on them. If you jump at the right time, you can jump from the note block much higher than usual. You can also knock out a prize from a wooden block if you push it from the side. Be prepared for the fact that he, in turn, will push you away. Falling blocks are not square, but look like crooked donuts. From their name everything is clear - you stand on such a block for years, it begins to tremble and after a while falls down. If you constantly bounce on it, it will not fall.

World 1. Grass Land
Stage 1. Return from the first abyss back to the block lying on the ground, take a running start and fly up and to the right to find coins and life.
Run along the long cloud and fly to the right to the high pipe. Climbing into it, you will find coins.
Stage 2. If you can trample nine or more mushrooms that fall out of the T-shaped pipe without ever touching the ground, you will gain a life.
When you reach numerous coins hanging in the air, do not take them. There is a P-switch hidden in the left block under the pipe. Press it and climb the blocks onto the pipe. Get inside and collect coins. Once outside, press the P-switch again, climb onto the pipe and jump from it to the right and up to knock the life out of the invisible block.
Stage 3. There are a lot of good things hidden in a large group of blocks. Kick the turtle shell to the left and it will make your move. Break all the blocks in a row in search of coins. Jump to the right of the left question block to find an invisible note block. Jumping on it will take you to the sky. Collect coins and take off after the third group to get more coins and life. Get rid of the turtle on the white slab, press DOWN and wait a few seconds. You will fall through it. As a result, you will end up “behind the stage,” that is, you will run behind objects. Finish the level, and instead of the usual ending you will get to a little man who will allow you to pick up a prize from the chest - a whistle.
Fortress. Here you can get a second whistle, provided you can fly. Having reached the end, trample the skeleton turtle, run away from the door to the left and take off. Fly up, off the screen, and then to the right. When you can no longer move to the right, press UP, and enter through the door into the room. There is a whistle hidden in the chest.
Stage 5. At the fork, take the upper path and jump up along the left wall where the corridor turns upward to find a pink music note block. Jumping on it will take you to the sky.
Stage 6. Where there is one narrow gap in the platform, it is not necessary to fall into it. You can run from the edge of the previous platform, jump onto this one, run further and take off (if you can). By collecting coins in the air, you will fly all the way to the Exit.
Castle. Nothing complicated or secret. Get to the pipe and you will get through it to the boss.

World 2. Deser Land
If you defeat the guards of the passage, you will receive a hammer from one of them. Using it, you can break the rubble in the upper left corner of the map (just stand next to the rubble and use the hammer). Then you can go further, to another screen.
Stage 1. After going through the pipe, run back to the left and take off. Break through the blocks and climb into the pipe to use the P-switch to get more coins. Climb into the last pipe before the exit and quickly collect coins.
Stage 2. If you fall into quicksand, jump as often as possible and hold the button UP– You still have a chance to get out.
After passing the turtle, crouch down and, driving under the golden blocks, hit both. Hit the P-switch, jump back onto the platform and collect all the coins you can.
Almost immediately after the switch, past the first four coins (or blocks, if you pressed it) and another cell, there will be an invisible block with life in the air.
Stage 3. If you can fly, then, after collecting three pyramids, return to the left edge of the third pyramid, run to the right and take off. Fly diagonally to the right and up until you reach blocks hanging high in the air. Land on the lower ones and knock out the P-switch above your head. Press it, fall down and collect a bunch of coins and life, which is hidden in one of the blocks of the pyramid.
Desert. Nothing complicated. When the sun starts flying around you, throw a turtle shell at it and it will fall behind. You need to jump over the tornado, otherwise it will pull you back.
Stage 4. This stage can be completed in two different ways. If you cannot fly, then you will have to go down.
To get the prize from the block hanging very low, you need to scare the turtle on the right pillar and kick its shell to the left. It will hit the wall, bounce back, hit the block and a prize will pop out. Until the very end there will be nothing complicated or hidden below.
If you can fly, then, after knocking out a coin from the first block, run back to the left and fly to the upper left corner. After flying through several blocks, you will find yourself at the top. The P-switch is hidden in the third block from the left on the right half of the bridge.
Stage 5. Where there are several gold blocks at the very bottom, you need to kick the turtle shell to the left and it will knock out the vine. Climb it and jump across the platforms. When you reach the pipe, climb into it. The P-switch is hidden in the central block of the bottom row. Click it without collecting the coins below to collect everything that appears. When the switch ends, collect what is left.
Pyramid. If you need a raccoon costume, knock out the prize from the question block and exit the pyramid. Go inside again - the block has been restored. This is a small labyrinth and finding a way out is not at all difficult. Jump to the right of the strip of wooden blocks, next to the pipe hanging from above, and find the invisible block. Climb along it to the pipe, and you will find yourself in a hidden room. The P-switch is hidden in a separate block. There is a life hidden above the fifth block from the right in the top row.
Castle. No secrets. Having reached the pipe, you will get through it to the boss.

World 3. Water Land / Island Land
Actually, the name of this world is translated a little differently, but “ Water Land” – this is somehow wrong. You can knock the hammer out of one of the guards. Using it, you can make a way to a boat (on the right side of the map) and sail on it to an island on which there are a lot of different houses.
Stage 1. Go down along the left edge of the screen to get a prize. You can climb along the right edge of the wooden blocks and jump onto them. By going left, you can get a prize.
Stage 2. On the platform of gold blocks, in the third block from the left, there is a P-switch hidden, but it is better not to press it, because it will become more difficult to get to the exit.
If you can fly, then after getting out of the pipe, fly to the left to collect coins and find invisible life. It is located at the very top of the screen, to the right of the left rod, which supports the platform below. Mentally place two blocks to the right of the top end of this rod. In the place where the second block turns out, there is an invisible one.
Stage 3. Hidden in the first long strip of gold blocks, the second block from the right, is a P-switch. On the site after the rotating platform, in the left block, there is another one hidden. By pressing it, you can quickly run along the platforms to the right and get to the exit.
Fortress. There are a lot of doors here, but you need the fifth one from the beginning (you can knock out life behind it) and the sixth one (it leads to the guard). You can enter the very last door to get coins (jump over the door there to find an invisible block, the second block is located above and to the right of this). If you enter another door by mistake, swim to the left - there is an exit.
Stage 4. To jump onto a high cliff, you need to run along the mountain while holding the “ button IN“, and jump at the last moment. In the left block under the pipe there is a coin, and in the right there is a P-switch that makes many coins appear.
Stage 5. If you go through this stage in a frog costume, you can swim into the second pipe sticking out from below and get three lives. After getting out of there, go back a little and swim against the current to the pipe on the left. Stick with it right side, and knock the life out of the invisible block.
Stage 6. In the area with three gold blocks, throw one block to the right to pop the P-switch. Knock the life out of the block above, press the switch and take the life along with the coins.
Stage 7. There is a life hidden in a rectangle of gold blocks, in the top block of the second column from the left. From the top left block of a group of blocks, in the form of a bracket, you can knock out a vine. Having climbed it into the sky, run to the left. There is a P-switch hidden in the gold block. If you press it and fall down, you can collect coins into which the blocks of the rectangle from which you took life turned. If you go back to the right and jump from the wooden block to the right, you will end up on an empty area. Stand in the middle, knock out the invisible note block and jump into the sky.
Stage 8. It is best to have a tail at this stage, then you can get life from one of the blocks lying on the ground.
Stage 9. There is nothing complicated or hidden.
Second fortress. There are no secrets or difficulties at this stage.
Castle. Nothing complicated - get to the pipe and you will get to the boss.

World 4. Giant Land
Stage 1. If you can fly, then run from the waterfall itself to the left and take off. Fly to the right and up to reach a body of water from which a waterfall flows. Swim left, past the predatory flower, and climb into the pipe to get some lives.
Stage 2. There is nothing overly complicated at this stage. To overcome the shooting flowers, stand near the question block, wait for the flower to shoot and hide in the pipe. Run as hard as you can and jump to the right. You will fly over the second shooting flower and land on the wooden blocks.
Stage 3. After the small island with a question block with a prize hanging on it, get rid of the spiked and regular beetles, run from the left edge and take off. At the top there is a ledge with coins.
Fortress. Having reached the pipes, climb into the middle one (it is the third one at both ends) to complete this stage in more detail. the easy way. To get to the top after the strip of question blocks, find two invisible blocks.
Stage 4. If you have a frog suit, then put it on and you can climb into the second pipe and collect coins there.
Stage 5. You can knock out a vine from the gold block above the cannon. Climb up it (push off the projectiles to get on it) and you can get a Tanooki suit and coins.
Stage 6. There are doors in two places on this level. If you enter one of them, the enemies will turn from huge to ordinary, and some prizes will appear or disappear. If you still enter the door. Then everything will be as it was in the beginning. There is a platform with coins above the first pipe, but you need to fly into it. If your enemies are of normal size, then you can get life here.
In the question block located behind the second pipe, there will be a prize if the enemies are large, and a coin if the enemies are ordinary.
A strip of gold blocks next to a wooden post. If you have big enemies, then you can knock out several coins from the third block on the left. Between the two pipes, where the turtle crawls, there are three invisible blocks. If the enemies are large, then all blocks will have a coin. If the enemies are small, then there will be life in the leftmost one.
Second fortress. Having received the P-switch and pressing it, you will see a previously invisible door. Come to n6ee.
An elevator with an arrow always goes up. An elevator with a light bulb can change direction if you jump on it. If you are pressed against the ceiling while standing on the elevator, it will disappear.
Having reached the very top, climb into the pipe. Stand on the left edge of the pipe and jump up to knock the coin out of the invisible block. Climb onto it and, standing on the very edge to the left, jump up to knock out another one. Climb to the top block and jump again from the very left edge. Life will fly out of the block behind the screen. Take it and climb into the pipe. If you can fly, fly to the left corner to get some coins.
Castle. A very light flying ship. Make your way past the flamethrowers until you reach the pipe that leads to the boss.

World 5. Sky Land
Stage 1. I highly recommend using your wings before entering this stage. You will be able to gain lives, receive a prize and will not experience any problems completing it. Immediately after the start of the stage, fly up, fly a little forward and climb into the pipe. Go down the ledges and climb into the pipe again.
Once in a new place, fly up and slightly to the right. Break the middle gold block and knock out the P-switch from the left block. Click it and collect the numerous coins that appear below. Knock out the lives from the strip of gold blocks that is located to the right of the pipe (next to the wooden blocks). Having collected everything, fly to the right and up. Break the vertical pillar of blocks to go up and fly left to the beginning of the stage.
Climb into the same pipe again as the first time. You need to climb the upper path to get the music box and complete the stage.
Stage 2. Once you climb into the pipe, you will begin to fall down. Don't move and you'll fall onto the music block. From here there are two ways: up and down. The upper path is easier and there are more coins there. Climb up into the first oncoming pipe to get three lives. There's nothing useful or complicated at the bottom.
Stage 3. If you can hit the block from below on which there is a mushroom in the shoe, then take this shoe. You can walk on the plants and pick up coins and life in one of the blocks above them.
Fortress. If you use wings here, you can get better lives. Break the blocks blocking the way up, fly to the pipe and climb into it. There are three invisible blocks with lives hidden in the room. The first block is located above the place where the coin arrow points. The second block is high up to the left of the left coin. The third block to the right of the rightmost coin. To pass the last press, move to the left edge of the island (but do not fall on the ledge), press the “ button IN” and run to the right. Without jumping, you will end up on a small island with a press hanging above it. Before it falls on you, jump further.
Tower. If you really need an extra life, you can sacrifice your wings and you can get it (however, in my opinion, this is not profitable). When you reach the dead end with the pipe, when you first find yourself outside, fly over the wall and fly to the right to find a block with a life. Having climbed the vine and climbed into the pipe, you will find yourself on the second half of the map - in the sky. Do not climb into the pipe you came out of, otherwise you will have to go through the tower again.
Stage 4. Before you come out here, be sure to use something to get big. Once you take the prize from the block, you will be able to fly. Run along the left cloud and fly to the right as far as you can, continuing to plan until the last. You'll land right on the pipe leading from this stage.
Stage 5. You will need the tail again to get through this stage easily. Break the blocks above the second pipe and climb into it to get the Tanooki Suit. To collect coins under falling blocks, fall along with them and jump out at the last moment.
Stage 6. Hidden in the long line of gold blocks, in the second block from the right, is a P-switch. Press it and it will be somewhat easier for you to reach the pipe leading to the exit from here.
Stage 7. Pipe with a plant in the cavity. There is a life hidden in the golden block located to the left of the question mark. You can climb into the pipe and get to the lower tier of this stage. There are more coins at the bottom, so it's better to fall there. If you can fly, then it is not necessary to exit through the pipe on the right. Go all the way to the left, run up, fly up and break the blocks high above. Repeat this action until you can stand on one of the blocks. Jump even higher and run to the right, jumping over the gaps. After running along the blue wall, you will begin to fall down and can glide straight towards the final prize.
Note: Somewhere in the mass of these blocks there is a P-switch that will turn the blocks into coins, but searching for it and collecting coins must be done using the wings, which is not very practical, although it is possible.
Stage 8. There are no secrets at this stage - just run forward, dodging the cocoons.
Stage 9. Nothing complicated - jump on the platforms until you reach the pipe.
Castle. One of the most difficult flying ships. The idea is still the same - run forward and dodge projectiles, but the number of these projectiles is quite impressive.
The boss is quite dangerous because he can jump and paralyze you the moment he lands.

World 6. Ice Land / Ice Land
Stage 1. You must be plus size before entering this stage. Without shooting and a tail, it becomes almost impossible to pass it, but if you can at least somehow attack the enemies, it turns into a simple walk.
Run from the first pipe to the right, take off, and find the door. Enter it and take the upper path to the P-switch. Click it and go back as quickly as possible to collect the coins below.
Stage 2. At this stage it is possible to gain life, but it is difficult. It is in a gold block, which is located in a wooden corner near the exit. If you act quickly, you can jump in there and knock it out.
Stage 3. After the ice wall there will be a turtle. Scare her, take the shell and throw it at the lonely golden block that hangs on the right. A vine will begin to grow from it. Climb along it and climb into the pipe. After taking the Tanooki suit, fly up to the left corner to get coins. After falling back, take off, quickly climb into the pipe and fly all the way to the exit.
Fortress. If you can fly and are willing to risk your tail for the sake of getting a life, then as soon as you pass the disks after the door, run away from the ledge itself and fly up. Life is hidden in the golden block.
Stage 4. Jump onto the rail platform and immediately jump further to the right. A moment before it moves out from under the blocks you are standing on, fall down and immediately jump along the ice block you were standing on to find an invisible music note block. Jumping on it, you will get to the top, where there are a lot of coins and no difficulties.
Stage 5. Climb through the holes in the ceiling to find coins and lives. To leave this stage, you must scare the turtle, take its shell with you and fly into the hole, which is located slightly to the left of where the turtle is crawling. There, throw the shell at the plants - it will knock them down and free up passage for you to the pipe. To get the raccoon costume, climb into the first pipe you come across in this stage. Select a prize from the block and climb back. Repeat this until you get the desired suit.
Stage 6. When you enter the water, move along the ceiling, which will soon begin to rise. Swimming into a dead end, stop not far from the right wall and float up - you will run into an invisible block from which life will jump out.
Stage 7. After a few gold blocks and one question mark, there will be an area where two falling blocks are located near an ice wall. Jump on the right block and a life will appear from the invisible one - it will fall from above, so don't miss it.
Just before leaving the stage you will meet coins frozen into the ice. To release them, you need to shoot at the blocks.
Second fortress. There are no secrets here, there are no very difficult places either, you just have to run carefully, because there is ice all around.
Stage 8. If you want to get a lot of coins, use your wings before entering this stage. Above the right stick of a structure similar to the letter “H”, assembled from silver blocks, there is an invisible block in which a life is hidden.
Not far from the exit, in the gold block, which is located above the silver one, there is a P-switch hidden. Press it and fly up, a lot of coins have appeared there.
Stage 9. If you want, you can spend your wings and skip this stage without any difficulties - just fly over the ice wall on the right, taking a life along the way. If you put on a frog costume before entering the stage, then by swimming into one of the pipes you can get three lives and coins. If you complete the stage in the raccoon costume, fly to the right before exiting to gain a life.
Stage 10. When you grow a vine (from the right block of the pair that is located on the silver blocks), you can climb up it, press the P-switch and collect the coins. If you can shoot, do otherwise. Clear the path to the pipe on the right by shooting the ice. Press the P-switch, run to the pipe, collecting the coins that the plants have turned into, and climb into the pipe to get the Hammer Suit.
Third fortress. If you can fly, then run from the very beginning and fly up and to the right. On the platform high above you will find a golden block from which you can knock out life. You can fly up to the platform above the first press and get coins from the blocks there. There will be a rather difficult place shortly before the exit. Two platforms with drums and discs between them. Jump to the very edge of the white platforms so that Barabashka does not get you. From the left edge of the second platform to the right you need to jump, holding down the “B” button, and immediately jump further to jump past the spikes.
When you enter the door, fall down and immediately run back to the right, and then turn around and look to the left so that the ghosts do not have a chance to get to you. Wait for the door to come down from above and go through it.
Castle. There is nothing particularly complicated. After the pipe, as usual, you will get to the boss.

World 7. Pipe Land
Stage 1. Having climbed out of one of the pipes near the beginning, you will see three blocks above your head. Each of them contains a coin hidden. If you manage to jump through the gap onto these blocks, then by jumping near the right wall, you will knock the life out of the invisible block.
By jumping from the note sign onto the pipe, you can get coins from the gold blocks. To the right of them there is an invisible block in which life is hidden.
Climbing into the narrow passage between the pipes, shoot down the turtle. If you know how to fly, then stand on the right edge of the left pipe and run up. After running over the edge, you will appear on the right. Running up to the gap, take off and fly to the left. After getting lost a little among the pipes, you will have to climb into the one hanging from above. Once you get out from the other end, you can collect a lot of coins.
A turtle flies near the last pipe. Push away from it to jump up vertically and knock the life out of the invisible block.
Stage 2. An absolutely simple stage, especially if you can shoot. Through those pipes that do not rest on the ground, but go down, beyond the edge of the screen, you can go down to the lower tier of this stage. When you find a place where the appearing note blocks prevent you from jumping up, passing over them from above, jump on the seventh block from the left to knock the life out of the invisible block. Once you reach the end, climb into the pipe that goes down to leave this stage.
Stage 3. You must knock out the stars and run forward under their cover. If the action of the star ends before you have time to knock out the next one, then instead of the star you will receive a coin, but it will become almost impossible to complete the stage. Any blocks with other content (including a P-switch) must be ignored in order to make it to the next star.
Stage 4. If you use wings, you can fly over the high wall at the very beginning of the stage and knock out two lives from the gold blocks. There is nothing to say about the stage itself. Just float along with the screen, avoiding enemies.
Stage 5. One of the most confusing stages. It is not very difficult to pass it if you remember the path in the labyrinths well. You will constantly have to move up and down the pipes to move forward, every now and then, bumping into invisible blocks blocking your path. Jump as often as possible so as not to miss some block that will be useful later. The only invisible block with life is located from the pipe, at a dead end, along which you need to go down. It is located between the pipe and the right wall - near the wall.
Fortress. This is an abandoned fortress with no enemies (almost none). After the stage begins, walk forward a little, then count four columns of gold blocks to the right from the two gray blocks and start jumping. From the topmost block you will knock out the P-switch. He turns all the blocks into coins (I don’t even know how many there are). At the same time, a door will appear on the gray area, entering which you can get Tanooki. Press the P-switch, collect as many coins as you can, go through the door on the right and come back out. Everything has been restored - you can knock out the P-switch again and go through the door for the prize.
Taking the suit Tanooki, and having climbed into the pipe, you will have to move to the lower left corner, to the door. Once in the new room, fly up to the ceiling and fly there until you find a pipe embedded in the ceiling - you need to climb into it to get to the guard.
Stage 6. Nothing complicated and no invisible blocks. Just take the elevators up.
Man-eating plants. You need to go to the right and climb into the pipe to get wings. There is absolutely nothing to describe, I don’t go to this stage at all (it’s difficult to go through, but not necessary).
Stage 7. You will have to run through the plants under the cover of the stars. If you are small, it will be easier to go through this stage, because you will not have to crouch to slide under the walls.
Stage 8. A difficult stage, especially if you cannot fly.
Run from the very beginning and fly to the right and up until you reach several question blocks located in a row. Run along them and plan as far to the right as possible. You'll land somewhere near a long row of gold blocks. The fourth one on the left contains life. A little further, jump to the right of the pipe hanging from above to find a pink music note block. Jump on it to get to the sky.
Stage 9. You must find a way out in a maze of pipes. Full description the route would take up too much space, so look for it yourself, but know that it is not outside the labyrinth, but inside. There are no invisible people here, just a lot of coins.
Second fortress. One of the most difficult stages in the entire game. If you can't shoot, it's better to miss it altogether with the help of a cloud. With shooting (or hammers) it is possible to pass it, but not easy.
Second man-eating plants. There's nothing to describe - just move right until you reach the exit.
Castle. As usual, there is nothing to write about the flying ship. The ship itself is not difficult to complete, but the boss is quite difficult - he can paralyze you when he lands after a jump.

World 8. Dark Land / Dark Earth
Tanks. Just move to the right, avoiding the numerous projectiles flying in all directions.
Warships. Although everything looks even worse than before, the good news is that jump into the water after the first ship and swim underwater until the very end. You won't be visible, but that's normal. The main thing is to press the “ button as often as possible.” A” and don’t let go UP.
Giant hands. When you run on a map along a strip of five squares, on the first, third or fifth you may be grabbed by a giant hand and dragged to a small additional stage. Nothing difficult, but you have to get through it. After overcoming all the obstacles in the stage, climb into the pipe and receive a prize - a leaf. To make life easier, use the flower before passing this place - in the first trap you will have to fight with the guards of the passages.
flying ship. At this stage you will learn what real speed is. Everything rushes past you, and you have to jump from platform to platform. Just use your wings and fly over this stage - it's easier and safer.
Stage 1. If you have wings, then the passage of this stage ceases from an almost impossible task into a simple flight from place to place. In addition, having wings, you can get a bunch of extra coins and three lives.
Take off and fly up to find the P-switch. Press it and collect as many coins as you can before everything disappears again. Fly to the top of the fifth pipe, it goes high up, and climb into it to get three lives. As soon as you fall out of the pipe below, fly higher and fly calmly until the very end of the stage. If you don't have wings, it's better to skip this step with the help of a cloud.
Stage 2. A difficult stage if you go through it all on horseback. However, you can shorten the distance very much. Don't jump over the first quicksand pit and allow yourself to be pulled down. You will find yourself in a room with pipes in the left and right corners. If you get into the left pipe, you can knock out a prize from the gold block (I highly recommend this route if you can't fly, but you're big). If you climb into the right pipe, you will be able to collect a decent number of coins while falling down. In any case, you will come out of the pipe not far from the exit from the stage.
After getting out of the pipe and passing the plant, run down the hill and take off once you are at the bottom. Fly as far as you can to the right and land near the exit from the stage. If you cannot fly, then by dialing maximum speed, jump from the very edge of the abyss, and you will jump over it safely.
Fortress. A confusing maze of doors and obstacles. It’s better to spend a cloud on it right away and don’t poke your nose inside. If you do climb, then blame yourself.
Make your way right to capital lettersN“, assembled from gold blocks. The P-switch is hidden in the top block of the right stick. To press it, knock out an invisible block near the wall. After pressing the switch, immediately go through the door under the crossbar.
Jump from the stationary conveyor to the right (it is stationary while the P-switch is in effect) and go through the door (it is also visible only while the switch is in effect). Jump over the door and knock the life out of the coin and go back out the door.
Jump to the next ledge and go through the door. Go right and, after passing four presses, go through the door.
The transporter will drag you to the left, but this is normal. Press and hold the “ button IN“. As soon as you fall down, run forward along the conveyor and jump onto the platform with the door. From this platform, jump even further.
Now you have a choice of path. If you have a tail, then I recommend this option. Jump over the gap with a running start and break the entire wall of gold blocks. Now knock out the star from the question block so that it flies to the right. As she climbs out, position yourself so that you can run in front of her. Don't touch her, but stay close. When you get on the conveyor, drive along it until you hit a question block (don't try to climb under it, there's only a coin in it). Now grab the star and run forward as fast as you can, knocking down everyone in your path until you reach the right wall, where the press is moving below (try to knock it down too). To the left there are two gold blocks. Knock out the right P-switch and break the left one to get to the top. Press the P-switch and quickly run to the right. Skip the first door, jump from the conveyor onto the ledge and go through the door that appears on it.
If you don't have a tail, you won't be able to break the wall. Then fall into the gap and jump up near the right edge to knock the life out of the invisible block. Wait for it to fall towards you, pick it up and jump again to get a few coins from other invisible blocks blocking the exit to the top. After knocking everything out, go through the door. You must go through another door, which is to the right. Get into it, crouch down and roll on the conveyor under the spikes. As soon as the spikes end, run forward and jump from the very edge through the gap. Now work your way up and to the right until you give up over the press moving below. You must rush past him to the left, knock out and press the P-switch and enter the door on the ledge to the right. Wait for the transporter to move, drive under the spikes, and roll straight to the guard. After the fortress, follow the path on the map until you reach a fork, then turn left and climb into the pipe.
Second tanks. Again you must make your way to the right, avoiding the projectiles.
Bowser's Castle. The statues can shoot - run through them at maximum speed.
Take the elevator up and go right. Fall down along with the collapsing block and move to the right to get off it as soon as a passage appears.
When you go up past the discs, do not go down immediately on the other side. Stand on the highest ledge on the right and jump up to knock the life out of the invisible block. Then go down and go right.
After crossing the huge lava lake, you can get into one of four corridors located one above the other. To get to Bowser, You must go through the uppermost or third from the top corridor. The route will be different and the upper path will be easier, but both of them will not be overly complicated.
How to overcome Bowser. If you manage to come to him dressed as a hammerman, then all you need to do is throw five hammers at him.
If you can shoot, then you need to shoot him thirty times.
If you can't attack him, you'll have to wait.
Bowser shoots fire at you, which is quite easy to jump over. He also jumps from time to time and tries to trample you. This is precisely where its weak point lies. As he falls, Bowser breaks several blocks underneath him. Dodge his shots and wait. When it goes all the way through the floor, it will fly into the hole that appears, where it will break. The main thing is that you don’t fall into the hole that he made.
After defeating Bowser come in the door. You will find yourself in a room where, without your participation, Mario will meet the princess.

Super Mario Bros. speedrun video. 3:

You can download the game here http://bit16.ru/index.php?gl=roms&cat=nes&act=comment&id=1548
There is also an emulator there.

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Many of you must remember a simple computer toy about the brave plumber Mario. It was published for many consoles, types of computers and even mobile phones. With its fun and simplicity, it can easily compete with bestsellers like Tetris. I want to tell you a few interesting facts about this game, many of which I didn't know.

In most editions of Super Mario, the graphic images of clouds and bushes are the same, only their colors are different.

The game has a negative world. This is apparently a defect in the program that leads the player to several game locations with negative sequence numbers. At the end of room 2-1 you can go through the solid wall and get into the so-called. “World -1”, which is a distorted version of room 1-3. The action takes place underwater, where you can meet several interesting characters, like a gas station attendant or a toadstool princess.

Perhaps the game character got his name - Mario - thanks to the owner of the building in America, where the local development team was located. In the 1980s, the company's American office was going through difficult times, and at that time the owner of the building, Mario Siegel, came to them with a question about paying another amount of money for renting premises. After short negotiations, an agreement was reached to extend the lease, and as compensation, the hero of the ready-to-release game was named Mario. Before this character was called Jumpman.

There are many similarities between Mario and Carroll's Alice in Wonderland. When game designer Shigeru Miamoto and his colleagues developed the concept of the game, they came to the conclusion that the hero should move by jumping, and the blue sky would serve as the background. After that we assumed that it should increase and decrease. How? And then the idea of ​​using mushrooms came to mind, after which they remembered Alice

Contrary to popular belief, Mario breaks blocks suspended above him not with his head, but with his fist.

Super game Mario Bros in Japan was released on Friday the 13th

Mario wears a headdress because his creator, Shigeru Miamoto, felt that drawing hair would be difficult given the power of the game console and his artistic abilities. Mario got a mustache because it looks better than his mouth in eight-bit graphics.

There are many versions of the game, including the very rare All Night Super Mario Bros, which features characters from the Japanese show All Night Nippon. This version was distributed only on this show in 1986 and was intended for the Famicom Disk System. In the game, the characters were similar to famous Japanese musicians and other famous Japanese people.

Mario is wearing a jumpsuit to make the animation more visual as he moves. Without this workwear, the image would blend together, and it would be difficult to make out the movements of the brave plumber. So the reason is not beauty, but purely convenience for animation.

Who else can add their discoveries to the treasury of secrets of this game?

Ps. For those who want to play, here is the GAME

P.S. My name is Alexander. This is my personal, independent project. I am very glad if you liked the article. Want to help the site? Just look at the advertisement below for what you were recently looking for.

  • Games and game consoles
    • Translation

    World −1 in the original Super Mario Bros. - one of the most famous bugs on the NES. If you enter the Warp Zone in a special way, the game glitches, and when you enter the pipe you find yourself in a strange world.

    You can get to world −1 by almost passing levels 1-2 and standing on the pipe leading to the surface of the earth, to the flagpole and the end of the level. Then you need to move to the left edge of the pipe, bend down and jump to the right so that Mario is almost under the ceiling as he descends. It may take a few tries, but eventually it will hit the right spot and automatically go through the pipe and then through the wall into the room with the transition area. If even one pixel of the pipe is not visible, Mario will be trapped and the player will have to wait until time runs out.

    Another way to get into world −1: break two brick blocks on the ceiling, leaving the one on the right. Then you need to go to the left end of the pipe and jump to the right. Duck is not necessary in this case because Mario can try to hit (without actually destroying him). This will cause the game to crash and allow Mario to pass through the pipe and wall. But this method is more complicated and time-consuming. If everything is done correctly, the player will see three pipes in the transition zone in front of him. If you climb into the left or right pipe, Mario will end up in world −1. If you go down into the middle pipe, he will go to level 5-1. If the right wall of the transition zone becomes visible, the bug stops working.

    But this is not the whole story about why this bug works. Some say this happens because the transition zone screen above the pipe does not display the world number when you enter it. But this is not true, and those who have an understanding of the game's mechanics will never believe such an explanation. After reading this article, you will be able to tell dreamers what is really happening. In this article we will analyze in detail and reveal the secrets of the “world minus one” bug.

    How transition zones work

    To understand how we get to world −1, we need to first understand how Warp Zones work. There are three such zones in the game: one at the end of world 1-2 (to go to worlds 2, 3 or 4), the second at the end of 4-2 (moves to world 5), and the third can be reached via a vine in world 4- 2 (and choose world 6, 7 or 8). Let's look at how the game knows which worlds the jump zone should lead to.


    Picture 1

    Zone numbers are stored starting at offset $87F2 of the running program, the data looks like this: 04 03 02 00 24 05 24 00 08 07 06 00 (00 separates zones from each other). The first 4 bytes are for the zone in world 1-2, the next 4 bytes are for the underground zone in world 4-2, and the last 4 bytes are for the above-ground zone in world 4-2. We can prove this by hacking the game. I used a HEX editor to change the value 04 to 08 and look what happened:

    Using memory editing, you can get into other bug worlds, for example, into world 0.

    The next piece of data (in red in Figure 1) refers to the underground zone in world 4-2, and consists of 24 05 24. This corresponds to the transition to world $24 (36) through the left pipe, to world 5 through the middle pipe and again to world $24 (36) through the right pipe. But the left and right pipes do not exist, so we can only go to world 5. What does 24 mean in the transition zone? By the numbers, $24 in Super Mario Bros. empty spaces are indicated. They are needed because the offset $87F2 indicates not only WHERE the pipes are moved, but also WHAT to write on them. The transition zone object should always draw three tiles corresponding to the zone's pipes, but since there is only one pipe in the second zone, the game draws empty spaces on the left and right. We can show a hack that changes these values ​​on the left and right to draw values ​​we don't need. Therefore, the use of empty space is justified.

    These transitions technically still work, we just can't use them without the pipe. With this hack I inserted another pipe to show you what happens when you enter the pipe that takes you to world 36. Just as a pipe with the number 5 takes us to world 5, so a pipe without a number takes us to world _, that is, to level −1 .

    Since $24 technically means 36, we're actually transported to world 36. But the game represents that number with a blank space, so it looks like we're in world _. In fact, this is world 36. But wait, the values ​​of 24 are only in the second zone. How do we move into this world from level 1-2?

    How the world bug works -1

    In fact, all transition zones are the same object. The game determines which zone to load based on the value at address $06D6. By default, this value is 00, which means it does not correspond to any zone. But that's okay because most of the time we're not near the transition zones. However, near the end of level 1-2 we create a scroll lock object.

    It is created when we are horizontal in this place.

    This object, when created, executes code that also increments the value at $06D6 by one, creating pipes in the transition area. Usually we get into the transition zone by running across the top of the screen, which creates another scroll lock object, which creates correct value transition zones.

    Here's how it works:

    • The game first loads the value 04 at address $06D6. This means that the first transition zone will be used.
    • Then she checks what level the player is at. If the player is in world 1, she uses 04 and stores that value in $06D6, then skips all subsequent code.
    • If the player is in another world, it loads the value 05. The game then checks what type of level the player is on. If the player is on the underground, underwater or castle level, then she stores the value 05 in $06D6.
    As stated above, if we are on level 1-2, this save is not executed because the game skips these instructions and the value remains 04. If the player is on a level above ground, the game writes the value 06 to address $06D6.

    As a result, the value for the level 1-2 zone will be 04, for the underground zone of level 4-2 - 05, and for the above-ground zone - 06. The game displays the message WELCOME TO WARP ZONE if the value at address $06D6 is 04, 05 or 06, which is always true when we create transition zones during normal gameplay. When we pass a jump zone creation object, the game creates a jump zone greeting text.

    After printing the text, the routine determines which transition zone to load by subtracting 04 from the value of $06D6. So if the value is 04 we get 00, if 05 we get 01, and if 06 we get 02. But since we created the scroll lock object and then entered the wall, the value of $06D6 is still 01.

    This value of 01 corresponds to the level 4-2 transition zone, so the game thinks we are in the level 4-2 zone, not 1-2. We can test this by going into the second pipe, which takes us to world 5. If we go into the left or right pipe, we go to world 36, or world −1. This explains how we get to world −1.

    World −1

    Why is this world an endlessly looping copy of world 7-2? First, let's figure out why world −1 is similar to 7-2. When we enter the pipe, the game runs an algorithm that determines which room Mario should be placed in. If the value at address $06D6 is 00, which is most of the time, the game skips this code and sends Mario to the area defined at address $0650.

    This means that when we go through the curved pipe in level 1-2, the value of $06D6 is 00, which is only possible when hacking, we go to where the offset sends us with a value of 25, which corresponds to the end of the level. This happens when Mario walks into a curved pipe. But if the value is not 00, and it's not the case of world −1 because scroll lock sets the value to 01, then the game uses the world number to look up the corresponding region offset in the lookup table to figure out which level's data to load.

    If you set the level number to $24, then the jump zone code that specifies where to jump uses the value of $24 for the world offset and ends up with a value of $33, which tells the game to look for an offset of $33 (51) bytes from the start of the lookup table, which is 01. corresponding to world 7-2. The lookup table is only 34 bytes long because that's usually enough for the game, so the 51 byte offset is outside the lookup table area, in the enemy data table area. We're taking this data from a table that the lookup table shouldn't actually have access to. And other bug worlds work the same way. So the game loads what it thinks is level 36-1, but contains level 7-2 data.

    Now let's find out why the levels are looping. This is because the game changes the objects in the enemy data. Let's see how it works. The scope change object is 3 bytes long. The first byte is the location of the object in the game, the second is the offset of the area address, telling the game where to send the player when going down a pipe or up a vine. The third byte is divided into two parts. The important part is the first three bits: the world number.

    The current world number does not match the number in the object. The area offset is not updated so loads a clone of level 7-2 which is meant to change the area object, but since the area offset is set to $25 we move to world 7. When we are actually in level 7-2 the area offset is set to $25 because the world number matches the object's current world number.

    However, world −1, which reads data from 7-2, is not in world 7, so the game does not load the $25 offset into the offset variable, which would allow us to leave the level. Instead, it still contains the value 01, set to 1-2. Since the offset never changes, instead of exiting to the surface, the level is loaded from the beginning. Therefore, world −1 is infinitely looped.

    This is how we solved the riddle of the World −1 bug in Super Mario Bros.! Now we know what world −1 is and how it appears, and most importantly, how we manage to get there. I hope you found it interesting.