Super Mario Brothers cheats
Note: Button presses are described in NES version format. Use
the equivalent button on the Game Boy Advance keyboard when playing
that version.
Fireworks:
Hit the flagpole at the end of a level when the last
digit of the timer is 1, 3, or 6 to get the corresponding number
of fireworks.
Information in this section was contributed by Ipfree549.
Fire while small:
Go to any Boss level, except for the final level. Make
sure that Mario is big when reaching the Boss. Jump on the little
axe object so you hit the Koopa (Boss) and the axe at the same
instant. You will flash as you were hit but will remain as Super
Mario. On the next level, get a mushroom and it will actually
make Mario small. Finally, get a flower and Mario will have firepower
when he is small.
Information in this section was contributed by MrJoe5523.
When you are about to get hit by any enemy and are big Mario,
jump onto a flower. This will turn you into a small Mario with
fire power.
Information in this section was contributed by Kid49er89.
Play as big Mario and have fire power. When you get to Koopa (Boss),
get hit by him and touch the ax at the same time. This will turn
you into a small Mario with fire power.
Information in this section was contributed by Kid49er89.
Alternate music:
In levels 1-1 and 6-2, wait to collect the Starman
at the last possible moment, and run through the rest of the level.
If you are still flashing when you enter the castle, the music
will change to the Mario theme song.
Information in this section was contributed by Oliver Goste.
On level 1-1, there is a hidden Star about half way through. Hit
the block and let the Star bounce just behind you for a long time.
It helps to have fire power to easily kill the Goombas. You will
find a small set of stair-like blocks. Get the Star there and
sprint to the finish. If done correctly, the music at the end
of the level will change.
Information in this section was contributed by Tim Duncan.
World -1:
Break the second to last and third to last blocks from
the edge, above the exit pipe in World 1-2, while you are Super
or Fire Power Mario. Then walk as far right as you can, then as
far to the left. Repeat this procedure until you can see the edge
of the warp pipe on the right edge of the screen. Stand with your
trailing foot hanging over the edge of the exit pipe, and with
your other foot on the pipe. Then press Down to crouch.
Hold Down, press A, and let Mario jump straight
up while still being crouched. Just before Mario reaches the peak
of his jump, hold Right, which should barely brushing the
back of Mario's head on the remaining block above. Mario will
be able to walk through the wall and enter the warp area. There
will be Piranha Plants in the pipes when you first enter the area.
Before walking to the far right of the warp zone (which will allow
the normal warp zones to appear) enter the far left warp pipe.
The Piranha Plant will still be there, but you should be able
to enter the pipe, leading to World -1.
Information in this section was contributed by Matthew Archambault.
Another description is to stand on top of the exit pipe on world
1-2 and scroll the screen as far right as possible. Run to the
right, then back to the left as far as the end of the pipe, then
back again several times. The screen to reveal a blank space on
the far right side of the bricks. Jump up and break the only second
and third bricks from the right. Place Mario on the pipe with
one foot off the edge and face him to the left. Press A
to jump, and press Right while he is in the air. Do not
break the remaining brick. The back of Mario's head should hit
the brick and pull him in. Walk through the bricks to the right
and immediately enter the first pipe on the left.
Get to the exit pipe in World 1-2 as a Super or Fiery Mario (or
Luigi) and break the second and third block from the right. Then,
stand on the edge of the pipe with one foot hanging over the edge
and one foot on the pipe facing left, Press A to jump.
While in the jump, move to the right so that the back of Mario's
(or Luigi's) head brushes the remaining block (do not break it).
If done correctly he should get pulled through the wall. Then,
enter the far left pipe and it should take you to World -1. Note:
Do not go to the right -- immediately enter the left pipe, the
never-ending water stage.
Information in this section was contributed by wwefanc149.
Note: You must be big Mario to do the following. At the very end
of World 1-2, instead of using the elevator platform to go up
and over the blocks to reach the warp zones, proceed to the pipe
that takes you up to the flag pole. Stand on the pipe and break
all the blocks overhead except for the one that is touching the
wall. Stand over the edge of the pipe so that half of Mario is
hanging off. Face left, squat down, and jump as high as you can
while pressing Right. If done correctly, you will remain
in the squatting position and Mario's head will go through the
block without breaking it. Keep repeating this process until Mario
gets pulled through and slides through the wall. When he lands
on the other side after walking through the wall, instantly go
down the first pipe. Notice that the level will display as "-1".
The level number will continue to change, but the stage will not.
You will continue to do the underwater stage repeatedly.
Information in this section was contributed by Brandon.
Hint: World 1-1: Extra life:
At the end of the first set of pipes, there is a little
mountain just before you jump over a hole. Go to the left end
of the mountain and jump. A 1-Up Mushroom should appear from a
hidden block.
Information in this section was contributed by Josh DeKorte.
Hint: World 1-2 warp zones:
There is an easier way to get to the space beside the
exit pipe in world 1-2. Before reaching the exit pipe, take the
platforms up to the very top of the screen. When reaching the
top, jump to the right. If done correctly, Mario (or Luigi) should
land on top of the bricks. Run to the right to find the warp zone
to levels 2-1, 3-1, and 4-1.
Information in this section was contributed by JBOGGS2000.
Use the following to warp to level 5 from World 1-2. Follow the
instructions to get to World -1, but instead of going down the
first pipe, go down the second one. Make sure to do this before
the plants disappear or you will end up in world 3-1.
Information in this section was contributed by Balloon Fighter.
Hint: World 1-2: Break middle box:
This works best in World 1-2, but can be done elsewhere.
When you encounter the bricks that you must slide under if big,
slide under it, but press Up when under and jump. Instead
of breaking the bottom block, you will break the middle block,
without harming the bottom.
Information in this section was contributed by Juan Uribe.
Hint: World 3-1: Extra lives:
Go to the end where the final stairs with the two turtles
are located. Make sure that Mario is big. Either kill or wait
for the first turtle to pass, then wait on the second, third,
or fourth step for the second turtle to come by. Jump on this
turtle at such an angle that it becomes still with the lip of
its shell just hanging off the stair. Then, go all the way against
the stair below the one with the turtle and jump straight up onto
the turtle's shell lip. If done correctly, you will bounce lightly
in the air, come down back on the turtle, and bounce again. This
should repeat for two to thirty times, during which time you will
gain extra lives repeatedly. If you miss the turtle, but it does
not fall away, just repeat the process and try again. When time
runs out, you should have over 100 lives, and this number will
be represented by a glitch symbol where your life number would
be. Note: This has to be done perfectly in order to work.
Information in this section was contributed by STeven the super mario champion.
Go to the end steps. Kill the first duck, if you have the firepower.
If not, jump over the first duck. Stand on the third step going
up. When the second duck is on the step in front of your character,
jump straight up in the air. When you hit the duck, repeatedly
press A. If done correctly, you should keep jumping on
the duck. After jumping long enough, the extra life sound should
begin to repeat until you stop jumping or miss a jump. If you
miss a jump, you can jump straight back up and repeatedly press
A again. If time runs out while still collecting lives
or while going to the flagpole, all lives collected will be lost.
Information in this section was contributed by JBOGGS2000.
Hint: World 3-2: Extra life:
There is an island toward the middle of the level.
The island has a pole with a brick above it. On the right side
of this island there are turtles. Hit the first turtle twice so
that it goes to the right (and hits the other turtles). This will
give you an extra life. However, this can only be done a certain
way. You have to wait slightly after you hit it so that by the
time you get to the last group of turtles the shell is off the
screen. The shell will then bounce off of the pipe and come back
at you, hitting the last group of turtles in the process. If done
correctly the extra life sound will play.
Information in this section was contributed by warpedhalo.
Hint: World 3-3: Jump over the flagpole:
In World 3-3 (and possibly in World 7-2), there are
two platforms that move up and down when they are stood on, at
the end before the flag. Stand on the left platform until the
last possible moment, then jump to the right platform. Wait again
until the last possible moment to jump to actually go over the
flagpole. If done correctly, you can keep walking past the flagpole.
Note: If you walk to the right of the castle a never ending wall
will appear. You may continue walking until time runs out.
Information in this section was contributed by LtHunter1
and Ipfree549.
Hint: World 4-2: Warp zones:
Go to the first pair of platforms. There will be three
blocks floating in the air to the right of the platforms. Stand
directly under the space to the left of the first block and jump.
If done correctly, you should have made a block under that space.
Then, stand directly under the second block and jump. If done
correctly, you should have made another block right under the
second block. Stand directly under the third block and jump. If
done correctly you should have made another block right under
the third block. Then, jump on to the third block that you have
made then, jump to the second one you made. When you are on top
of the second one you made, walk very slowly just by tapping Left
to reach the edge, then jump. If done correctly you should have
hit the second block that was already there, and a vine will spurt
out. Climb to the top of the vine and then run to the end of the
area where the vine leads you. You will be able to warp to world
6-1, 7-1, or 8-1.
Information in this section was contributed by Max Josephson.
Go to the bricks that lead to the level 6,7, 8. Get the vine unlocked,
but then keep walking until the vine is gone, and only the brick
it was on is one quarter showing. Then, go to where the vine was
and try to jump. It will warp you across the screen, and the next
pipe you encounter will be the warp instead of the vine.
Information in this section was contributed by Juan Uribe.
Hint: World 4-2: Moonwalk:
In World 4-2, enter as small Mario. Hit the box after
the several ledges and run all the way to the left edge of the
screen. Hold this button the entire time. When Mario gets the
mushroom, he will appear to do a moonwalk.
Information in this section was contributed by Scott F.
Hint: World 5-1: Warp zones:
Play the level until you reach the fist pipe. Walk
back about ten steps, then jump. You should hit an invisible block.
Jump onto the block and hit the block on your right. A beanstalk
will appear. Get to the left to find a now visible block. Jump
there and there will be another invisible block. Climb the stalk
and you should be in a mushroom world that is full of coins. Proceed
to the end there to get to a warp point that can be used to go
to World 6, 7, or 8.
Hint: World 8-4: Pipe order:
In the World 8-4 castle, you have to go through certain
pipes to continue to the next area. The order is as follows: 1:
Third pipe; 2: Fifth pipe (in the air); 3: Fourth pipe. Note:
If you used the glitch, the third area path would be through the
thirrd pipe.
Information in this section was contributed by MelloProto.
Hint: World 5 warp from World 1-2:
Use the "World -1" trick, but instead of
going immediately down the first pipe, immediately go down the
middle pipe. If done correctly, "Welcome to Warp Zone"
should suddenly appear and a "5" should also appear
over the pipe you just entered.
Information in this section was contributed by Prince Rabid.
Hint: World 5 warp from World 4-2:
Stay on the ceiling the entire time to find a warp
to world 5. It will appear just like the warp in World 1-2 except
it only has one tube.
Information in this section was contributed by dabomb.
Hint: World 5-1 warp:
To start at World 5-1 from the very beginning of the
game, hold A as soon as you start a game at the title screen
of the Game Boy Advance version of the game.
Hitn: World 6-2: Extra lives:
Go to the duck at the end staircase. Jump on it, then
do so one more time, trying to make his shell land on a step with
a small gap between him and the next staircase. Stand one step
below him. Jump up, and land on the edge of his shell that that
it hits the wall and goes back to you, making you hit it many
times. You might fall off quickly, but go back on and hit it until
you get a large amount of lives.
Information in this section was contributed by Juan Uribe.
Hint: Extra lives:
Find any area with steps and a hard-shelled enemy.
Wait until they are positioned directly above you, then jump on
them. You will bounce on top for extra lives.
Information in this section was contributed by Ipfree549.
Hint: Mario eats donuts:
Play a level that has the platforms that are hooked
to strings. Notice a donut-looking object on each side. Jump on
one platform until the other side goes all the way up, then jump
on it and turn around. If done correctly, you will notice that
the donut will dissapear.
Information in this section was contributed by Juan Uribe.
Hint: Mario slides:
At the beginning of a level when you are big, excluding
caves and water levels, hold A + B before the level
starts and press Left or Right.
Information in this section was contributed by Juan Uribe.
Whenever Mario has Flower Power, hold B and jump when
you exit a pipe or start a new level.
Information in this section was contributed by Ipfree549.
Hint: Mario has fire power while small:
While big, go to a Bowser level (except for the last
one). Get to the other side of him, near the axe. When he comes
after you, try to jump on him and the axe at the same time. If
done correctly, you should glide over to Toad while blinking on
and off. At the next level, get a mushroom. You will turn small.
Then, get a flower, you will have fire power while small. Note:
If you get hit while big, you will die.
Information in this section was contributed by Juan Uribe.
Hint: Mario Double jumps:
When getting a mushroom or flower, try to get it while
falling. Just when you get it, jump again immediately after it
pauses to jump twice.
Information in this section was contributed by Juan Uribe.
Game Boy Advance version cheat codes, hints, FAQs
NES version cheat codes, hints, FAQs
Copyright © 2004,
2005, 2006 Al Amaloo. All rights reserved.
|