Super Mario Bros. codes
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Here's some codes for the game that started it all:
Goombas from nowhere
In the beginning of level 8-1, there should be a buzzy beetle and three Goombas. Stomp the Buzzy Beetle, sending it flying at the Goombas, and stop right when the third Goomba is on the right of the screen. Wait for it to clear all three Goombas, then continue on. One, two, or even three Goombas may appear from nowhere!
Explination: The Goombas are a glitch. The software doesn't realize the original Goombas have already been wiped out, and it puts up to three new ones on the screen!
Mario in the wall
If you come to a place with a wall of blocks hanging from the ceiling, scroll right until there is about 1/2 of a block space between the wall and the edge of the screen. If you jump into it, you should get stuck ther, if you can't jump in, you've scrolled too far. If you fall out, you haven't scrolled far enough. When you're in the wall, press and hold Down and press B rapidly. If this is done right, when Mario is consumed by the wall, he will be sucked to the right to the other side of the wall.
When your game is over, hold A and press Start on the title screen. This
lets you continue from the beginning of the world that you were defeated
in. For example, if you died in World 3-3, you'll continue from 3-1.
Warp to World 2, 3, or 4
In World 1-2, boogie over the end pipe by walking on the ceiling, and
behind the wall you'll find a Warp Zone where you can warp to World 2,
3, or 4.
Warp to World 5
In World 4-2, walk on the ceiling like you did in 1-2 and you'll find a
Warp to World 5.
Warp to World 6, 7, or 8
This is the second Warp Zone you can reach from World 4-2. After the
first elevator lift, there is a pit and three brick blocks above you.
Jump around, and you'll find four hidden coin blocks under the three
bricks. Use the hidden blocks you just uncovered to hit the first brick
which will sprout a Vine. The Vine leads to some Coins, and the second
Invisible 1-Up Mushrooms
If you collect all the coins in an x-3 world, the next x-1 stage will
have an invisible block containing a 1-Up in it. For example, getting
all the coins in World 1-3 will activate the 1-Up in World 2-1.
Alternately, you can trigger the invisible 1-Up in the x-1 stage by
warping to it. Even though you can't do any of those things before World
1-1, it has a hidden 1-Up in it anyway.
Multiple 1-Ups: World 3-1
In World 3-1, at the staircase before the flagpole, there are two Koopa
Troopas. Let the first one by, and get all the way to the right on a
step as you can. Jump straight up to stomp the second one. If done
correctly (a quick, short jump usually does the trick), Mario will hit
off the Koopa Troopa, and will start a cycle of bouncing the shell off
the step and landing on the shell again. If you don't touch the ground,
your points will rack up, and you'll eventually get 1-Ups. If for some
reason you land again, just press A and the cycle will start again. Try
not to get more than 128 extra lives in reserve or your game will end
next time you lose a life.
If you touch the flagpole when the last digit of the timer is a 1, 3, or
6, fireworks will go off, giving you 500 points each. The number of
fireworks you get matches the last digit on the timer.
In water levels, the Bloobers can't touch you as long as you're walking
on the sea floor.
Killing Bowser in 3-4 with fireballs reveals that he was really a Buzzy
Beetle. The interesting part is that Buzzy Beetle's first appearance as
an actual enemy is in 4-2, and he can't be killed with fireballs...
Mario and the beanstalk
When you climb a Vine into a secret area, get back on the Vine, climb up
to the top and keep holding Up on the Control Pad. This creates a weird
effect, like Mario is dancing on the Vine!
The downside to polesitting
If you jump over any flagpole (it's possible in 3-3 or in any level with
the right Game Genie code), you won't find anything special. The level
goes on forever, there are no obstacles/enemies, and you have to wait
for time to expire to get out of it.