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** A round's course progression is based on the course selected beforehand from all players then shuffled. If you chose World 6-2, you'll eventually get that course sometime in the match.
** Unlocking new levels is simply clearing them when it shows up. Should you somehow skip courses, you have to select the earliest uncleared course (denoted by not having a flag symbol) in the course select screen and clear it in the match to unlock those you missed.

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** A round's course progression is based on the course Course progression: Before joining a match, every player selects a course, and all selected beforehand from courses are shuffled (with later courses being biased towards the end of the list, though they still ''can'' show up early) and all players then shuffled. If you chose World 6-2, you'll eventually get that course sometime play through the same "world" of 35 courses in order. Warp Zones allow skipping forward in the match.list by two to five places, depending on which pipe you select.
** Unlocking new levels is simply clearing them when it shows up. Should you somehow skip courses, you have to select the earliest uncleared course (denoted by not having a flag symbol) in the course select screen and clear it in the match to unlock those you missed. Annoyingly, ''winning the match'' before you finish the course will prevent you from earning the clear.

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* GuideDangIt:
** Relating to level selection:
*** A round's course progression is based on the course selected beforehand from all players then shuffled. If you chose World 6-2, you'll eventually get that course sometime in the match.
*** Unlocking new levels is simply clearing them when it shows up. Should you somehow skip courses, you have to select the earliest uncleared course (denoted by not having a flag symbol) in the course select screen and clear it in the match to unlock those you missed.

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* GuideDangIt:
GuideDangIt: The game was released with no documentation whatsoever, leaving the playerbase to figure everything out on their own:
** Relating to level selection:
***
A round's course progression is based on the course selected beforehand from all players then shuffled. If you chose World 6-2, you'll eventually get that course sometime in the match.
***
match.
**
Unlocking new levels is simply clearing them when it shows up. Should you somehow skip courses, you have to select the earliest uncleared course (denoted by not having a flag symbol) in the course select screen and clear it in the match to unlock those you missed.
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* ChangingGameplayPriorities: If a game lasts long enough for the timer to [[SuddenDeath start counting down at 10x speed]], the most important thing becomes lasting out the clock by any means necessary, to the point that ''taking damage'' is a beneficial action, just because the HitStop pauses the timer for a few precious moments.
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if it's not a 1-up anymore it's not a One Up anymore, huh


* OneUp: 1-up Mushrooms are present, but it gives the player twenty coins (enough for an item roulette).
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* ArcNumber: 35, befitting the 35th anniversary of ''Super Mario Bros''.

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* ArcNumber: 35, befitting the 35th anniversary of ''Super Mario Bros''. There are 35 players in a match, you start with 35 seconds of time, and Special Battles frequently have 35 of something (such as starting with 35 coins).
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wrong trope (Bribing Your Way To Victory is about real money)


* BribingYourWayToVictory: For 20 coins, you can spin a roulette that will give you a mushroom, fire flower, star, or a POW block (which removes all onscreen enemies). You can also use the coins you've collected to start with a mushroom (20 coins), star (30 coins) or Fire flower (50 coins).
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* ArtifactTitle: The “Bros.” in the title has become this since Luigi isn’t playable.

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* OneHitKill: All enemies can be defeated by kicking a Koopa shell into them, including Bowser.



* ScrewThisImOuttaHere: Lakitus leave for good once they run out of Spinies to throw.

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* ScrewThisImOuttaHere: Lakitus leave for good once they run out of Spinies to throw. This is likely done to prevent players from camping on an endless supply of Spinies.
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* HoistByHisOwnPetard: Choosing difficult courses can backfire easily, as this makes the match harder for ''everyone'', including the player who picked it. Don't be surprised if you pick a course with Lakitus and minutes later your entire screen is filled with Lakitus.
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* SuddenDeath: If the last two players drag the game on for too long, the timer for both of them will turn red and never stop counting down quickly.

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* SuddenDeath: If the last two players drag the game on for too long, the timer for both of them will turn red and never stop counting down quickly. It initially counts down at quadruple speed, but should both players ''still'' manage to hang on for a long time, it will start counting down at x10 speed.
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* YouKillItYouBoughtIt: KO'ing an opponent with your sent enemies transfers their time and coins to you.

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* YouKillItYouBoughtIt: KO'ing an opponent with your sent enemies transfers their time and coins to you.you.
* ZergRush: The more enemies killed, the more enemies that enter rotation. By the time a match enters the last few players, the duplicate enemies still in rotation will stack up on those players and can cause their queue to be ''swarmed'' by foes. For even more shenanigans, those players can pass the enemies between them by mass-killing them via Fire Flowers, Stars, or POW Blocks.

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* GuideDangIt: Relating to level selection:
** A round's course progression is based on the course selected beforehand from all players then shuffled. If you chose World 6-2, you'll eventually get that course sometime in the match.
** Unlocking new levels is simply clearing them when it shows up. Should you somehow skip courses, you have to select the earliest uncleared course (denoted by not having a flag symbol) in the course select screen and clear it in the match to unlock those you missed.

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* GuideDangIt: GuideDangIt:
**
Relating to level selection:
** *** A round's course progression is based on the course selected beforehand from all players then shuffled. If you chose World 6-2, you'll eventually get that course sometime in the match.
** *** Unlocking new levels is simply clearing them when it shows up. Should you somehow skip courses, you have to select the earliest uncleared course (denoted by not having a flag symbol) in the course select screen and clear it in the match to unlock those you missed.missed.
** The game never mentions that you can stop the roulette sooner by pressing X again while it's spinning.
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* BribingYourWayToVictory: For 20 coins, you can spin a roulette that will give you a mushroom, fire flower, star, or a POW block (which removes all onscreen enemies). You can also use the coins you've collected to start with a mushroom (20 coins), star (30 coins) or Fire flower (50 coins).
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None

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* SuddenDeath: If the last two players drag the game on for too long, the timer for both of them will turn red and never stop counting down quickly.
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* ArcNumber: 35, befitting the 35th anniversary of ''Super Mario Bros.''

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* ArcNumber: 35, befitting the 35th anniversary of ''Super Mario Bros.''Bros''.
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** Enemies will not appear in bonus areas, allowing the player to relax and gather coins and power ups.

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It's the GBA remake of Super Mario World that started this, not the SNES version.


* AndYourRewardIsClothes: Badges are earned by leveling up.

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* AirborneMook: Lakitus native to the course float high up as in the original. Lakitus sent by others can fly in lower altitudes.
* AndYourRewardIsClothes: Badges Icons are earned by leveling up.



** The game uses the power-up tier system introduced in ''VideoGame/SuperMarioWorld''. Fire Mario now goes into Super Mario when hit, and Small Mario instantly transforms into Fire Mario when collecting the Fire Flower.

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** The game uses the power-up tier system introduced in ''VideoGame/SuperMarioWorld''.''[[VideoGame/SuperMarioWorld Super Mario Advance 2]]''. Fire Mario now goes into Super Mario when hit, and Small Mario instantly transforms into Fire Mario when collecting the Fire Flower.



* CompetitiveBalance: Fire Flowers quickly remove enemies from the screen, but because they don't combo they only earn +1 seconds per kill, which will bite you in the ass if you rely on it too much during the endgame when the countdown begins to accelerate.

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* BonusStage: Defeated enemies are never sent in these areas but continue to stack. Once the player returns to the main course, all of them emerge at their positions.
* CompetitiveBalance: Fire Flowers quickly remove enemies from the screen, but because they don't combo combo, they only earn +1 seconds second per kill, which will bite you in the ass if you rely on it too much during the endgame when the countdown begins to accelerate.


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* GameplayGrading: Finishing 1st place enters the player into the Coin Ranking where their best coin total is put against other 1st place finishers. The table goes from E to S Rank.
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i think icons are randomized actually


* DemotedToExtra: Princess Peach doesn't appear in the game if you beat 8-4, but does appear as a selectable icon once you hit Level 65.

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* DemotedToExtra: Luigi, Toad, and Princess Peach doesn't don't appear in the game even if you beat 8-4, but does do appear as a selectable icon once you hit Level 65.icons.
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That started in Super Mario World, not NSMB


** The game uses the power-up tier system introduced in the ''VideoGame/NewSuperMarioBros'' series. Fire Mario now goes into Super Mario when hit, and Small Mario instantly transforms into Fire Mario when collecting the Fire Flower.

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** The game uses the power-up tier system introduced in the ''VideoGame/NewSuperMarioBros'' series.''VideoGame/SuperMarioWorld''. Fire Mario now goes into Super Mario when hit, and Small Mario instantly transforms into Fire Mario when collecting the Fire Flower.
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* DemotedToExtra: Princess Peach doesn't appear in the game if you beat 8-4, but does appear as a selectable icon once you hit Level 65.
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* DevelopersForesight: Koopa Troopas and Buzzy Beetles only earns bonus time for the first stomp, so the player cannot use the InfiniteOneUps stair trick to stack up on time.

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* DevelopersForesight: Koopa Troopas and Buzzy Beetles only earns earn bonus time for the first stomp, so the player cannot use the InfiniteOneUps stair trick to stack up on time.

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* ArcNumber: 35.
* {{Cap}}: 400 seconds is the highest time a player can reach from time bonuses.

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* ArcNumber: 35.
35, befitting the 35th anniversary of ''Super Mario Bros.''
* {{Cap}}: {{Cap}}:
**
400 seconds is the highest time a player can reach from time bonuses.bonuses.
** Level 99☆☆ (299) is the highest player level in the game.



* DegradedBoss: Defeating Bowser sends him into other levels. Multiple Bowsers can be encountered in one screen.



* DegradedBoss: Defeating Bowser sends him into other levels. Multiple Bowsers can be encountered at one screen.

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* DegradedBoss: Defeating Bowser sends him into other {{Determinator}}: Hammer Bros. and Bowsers chase after Mario should he pass them.
* DroughtLevelOfDoom: Any course that doesn't have a line of enemies (native or sent) to chain time is this, particularly in water and castle
levels. Multiple Bowsers can be encountered at one screen.Reaching an empty level with a fast, red timer typically spells doom for the player.



* GimmickLevel: The Special Battles is the same as the 35-Player Battle except with a rigid course set and added special conditions (such as starting with 100 coins or as Super Mario).

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* GimmickLevel: The Special Battles is are the same as the 35-Player Battle except with a rigid course set and added special conditions (such as starting with 100 coins or as Super Mario).Mario).
* GuideDangIt: Relating to level selection:
** A round's course progression is based on the course selected beforehand from all players then shuffled. If you chose World 6-2, you'll eventually get that course sometime in the match.
** Unlocking new levels is simply clearing them when it shows up. Should you somehow skip courses, you have to select the earliest uncleared course (denoted by not having a flag symbol) in the course select screen and clear it in the match to unlock those you missed.
* HardModePerks: Starting a match as Small Mario doubles the player's total coin bonus at the end of the round.



* PaletteSwap: Enemies sent to others and you are tinted gray (as to avoid confusion from red and green Koopa Troopas).

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* PaletteSwap: Enemies sent to others and you are tinted gray (as to avoid confusion from red and green Koopa Troopas).Troopas and Cheep Cheeps).
* ScrewThisImOuttaHere: Lakitus leave for good once they run out of Spinies to throw.



* WarpZone: Present in the same locations. The pipes this time skip one, two or three levels in the course progression instead of going to the first level in a predetermined world.

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* UnwinnableByDesign: There are moments where a load of sent enemies will gang up the player (worse when they're positioned in narrow hallways). The player is ultimately screwed if they're unlucky to not have a Fire Flower, Star, or [=POW=] Block at the moment.
* WarpZone: Present in the same locations. The pipes this time skip one, two or three levels in the course progression instead of going to the first level in a predetermined world.world.
* YouKillItYouBoughtIt: KO'ing an opponent with your sent enemies transfers their time and coins to you.
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* ArcNumber: 35.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/1200px_logo_super_mario_bros_35.png]]
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* CompetitiveBalance: Fire Flowers quickly remove enemies from the screen, but because they don't combo they only earn +1 seconds per kill, which will bite you in the ass if you rely on it too much during the endgame when the countdown begins to accelerate.
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* EarnYourFun: At the beginning, new players will only be playing on the first few levels before they get to play the later ones.
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* WarpZone: Present in the same locations. The pipes this time are three random levels instead of the first level in a predetermined world.

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* WarpZone: Present in the same locations. The pipes this time are skip one, two or three random levels in the course progression instead of going to the first level in a predetermined world.
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* ContinueYourMissionDammit: If you choose to idle to preserve time, the timer will start counting down very quickly as a result.
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Super Mario World turns Fire Mario into Small Mario when hit, so it's not the same system as the one used there


** The game uses the power-up tier system introduced in ''VideoGame/SuperMarioWorld''. Fire Mario now goes into Super Mario when hit, and Small Mario instantly transforms into Fire Mario when collecting the Fire Flower.

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** The game uses the power-up tier system introduced in ''VideoGame/SuperMarioWorld''.the ''VideoGame/NewSuperMarioBros'' series. Fire Mario now goes into Super Mario when hit, and Small Mario instantly transforms into Fire Mario when collecting the Fire Flower.
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''Super Mario Bros. 35'' is a BattleRoyale PlatformGame developed by Arika, who also released ''[[VideoGame/{{Tetris}} Tetris 99]]''. It is available for the [[UsefulNotes/NintendoSwitch Nintendo Switch Online]] service from October 1, 2020 to March 31, 2021.

The player is pit against thirty-four opponents in an endless game of ''VideoGame/SuperMarioBros1'' The goal is to be the last Mario standing by not dying or letting the time run out. Players can prevent others from winning by defeating and sending enemies to the target of their choice. Coins are used to play the roulette block and give the player a random item.

!!''Super Mario Bros. 35'' provides the following tropes:

* AndYourRewardIsClothes: Badges are earned by leveling up.
* AntiFrustrationFeatures: Various gameplay elements from later ''Mario'' games are implemented here:
** Mario can earn [[GoombaSpringboard a higher leap]] by stomping on enemies while holding the jump button.
** Mario is able to stomp on ground enemies underwater.
** The game uses the power-up tier system introduced in ''VideoGame/SuperMarioWorld''. Fire Mario now goes into Super Mario when hit, and Small Mario instantly transforms into Fire Mario when collecting the Fire Flower.
* {{Cap}}: 400 seconds is the highest time a player can reach from time bonuses.
* DevelopersForesight: Koopa Troopas and Buzzy Beetles only earns bonus time for the first stomp, so the player cannot use the InfiniteOneUps stair trick to stack up on time.
* DegradedBoss: Defeating Bowser sends him into other levels. Multiple Bowsers can be encountered at one screen.
* EndlessGame: The players run through the game's 32 courses endlessly until one is the victor. To avoid repetition, the course progression is random.
* EnemyDetectingRadar: The bottom bar locates the enemies' distance from Mario. However, it doesn't locate their positioning; enemies can appear on higher platforms.
* FlyingSeafoodSpecial: Bloopers outside of water act the same as underwater, but they can be stomped on. Defeated Cheep Cheeps jump from the bottom of the screen and don't return.
* GimmickLevel: The Special Battles is the same as the 35-Player Battle except with a rigid course set and added special conditions (such as starting with 100 coins or as Super Mario).
* OneUp: 1-up Mushrooms are present, but it gives the player twenty coins (enough for an item roulette).
* PaletteSwap: Enemies sent to others and you are tinted gray (as to avoid confusion from red and green Koopa Troopas).
* SmartBomb: The [=POW=] Block removes every enemy on screen. Grabbing the flagpole and axe also has the same effect.
* SongsInTheKeyOfPanic: Mixed with NearVictoryFanfare. The music speeds up once five players are left.
* TimedMission: Players can earn time by defeating enemies. Chaining a combo from stomping without touching the ground, shell kicking, or invincibility nets more seconds per enemy. Should a match last too long, the countdown timer turns red and speeds up.
* WarpZone: Present in the same locations. The pipes this time are three random levels instead of the first level in a predetermined world.

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