Super Mario Bros. Crossover/Comparisons

From Exploding Rabbit Wiki
Jump to: navigation, search

This page is currently up-to-date as of version 2.1. The latest version with significant additions is version 3.1.2.

This page documents the game-play differences between Super Mario Bros. and Super Mario Bros. Crossover, as well as the differences between characters as they appeared in their game of origin and as they appear in SMBC.


Super Mario Bros. / SMB Crossover

Level Design

SMBC's design layout is very similar to SMB's but differs from it in a few ways:

  • SMBC's screen size is larger than SMB's. It is one tile taller and one tile wider (half a tile larger in each direction). The colors used for backgrounds and tiles are brighter in SMBC. An example comparison screen shot of when you first start World 1-1 is shown below:

World 1-1 Starting Screens: SMB (left) vs. SMBC (right) Smbvssmbc.png

  • Screen scrolling and movement in SMB is smoother and more fluid than in SMBC
  • In SMB, objects that are off the screen continue to move off-screen. In SMBC, objects only move when they are visible on the screen (i.e. off-screen they do not move)
  • Certain counter-measures have been implemented in SMBC to prevent characters other than Mario from getting stuck in levels, or allowing certain characters to reach parts of a level that are beyond their normal reach. Examples include:
    • Platforms have been added in certain locations for all characters except Mario (and maybe SOPHIA III).
    • The properties of certain bricks Bricks.PNG have been changed. Bricks that would normally disappear after being destroyed instead turn into "empty" blocks, as shown in Example 4. These are commonly found over very large jumps (in case a character hits the overhead bricks with an attack and ruins their "bridge") and at the end of underground levels, beneath the exit pipe.
  • In SMB, when you first see warp zone pipes, you can see piranha plants coming out of them. They disappear and are replaced with the warp zone numbers when approached. In SMBC, these piranha plants do not appear at all.
  • At the end of each castle level, Toad/Peach will thank the character you're playing as instead of Mario.

Difficulty Settings

SMBC features four extra difficulty settings (Very Easy, Easy, Hard and Very Hard) that did not appear in the original SMB (Isn't Hard the same as the Second Quest in the original SMB? --Mario-Fan 01:16, 26 December 2010 (PST)). Each difficulty setting changes the game considerably:

  • Hard and Very Hard replace Goombas with Buzzy Beetles and Spike Tops, respectively (the Spike Tops featured in SMBC are a custom made sprite not found in the original game)
  • Enemies require less hits to defeat in Easy and Very Easy, and more hits in Hard and Very Hard.
  • In Very Hard mode, the length of most floating platforms is also shortened.


  • SMB features a two-player alternating mode with Luigi as the second player. SMBC only supports single player mode.
  • SMBC features many unique cheats to enhance gameplay not available in SMB.
  • SMBC conveniently allows you to continue easily at the game over screen; while SMB only allowed you to continue at the character select screen by holding A and pressing START
  • SMBC does not feature the "Minus World"
  • If you will grab the axe without killing the Bowser, the bridge will be removed and Bowser will fall into lava. In SMB, once you hit the axe, Mario is frozen in place until the Bowser falls into lava, only then Mario continues to talk with Toad/Peach. In SMBC, your character is frozen only for the time of removing the bridge.
  • The infamous 1-up trick can't be done.


In general, all extra characters have been adapted to fit SMB game-play. One of the biggest changes is the treatment of damage and lives from their original games.

  • In SMBC, depending on the difficulty setting, each character can only take up to a maximum of three collision hits before losing a life and has multiple lives.
  • In their respective series on the NES, characters such as Ryu and Mega Man have fixed life bars and multiple lives.
  • In their respective series on the NES, characters such as Link and Samus have the ability to extend their initial life bars but only have one life.

Ryu Hayabusa

  • Some of Ryu's Ninpo abilities are not yet featured.
  • Item Pickups from Ninja Gaiden are not featured (Hourglass, Potions).


  • Originally a character based on bird's-eye-view game-play, Link has been adapted for 2D side-scrolling.

Bill Rizer

  • Bill does not immediately respawn after dying.

Mega Man

  • Mega Man does not get weapons by defeating Bowser.

Samus Aran

  • Samus has a custom animation (for climbing vines) that was not featured in Metroid.
  • Bomb jumping to the extent that Samus can in SMBC was extremely difficult, if not impossible in the original Metroid for the NES.
  • Bombs will cause Samus to bounce upward rather than bouncing her away from the explosion.
  • Samus can no longer jump in mid-air after being bounced into the air by a bomb.
  • Samus can Morph into a ball in mid-air.
  • Samus no longer bounces when she hits the floor as a Ball.


This section is currently up-to-date as of version 1.2.03. The latest version with significant additions is version 3.1.2.
Example 1: Only Mario, Luigi and SOPHIA can swim. This platform allows other characters to access these coins
Example 2: This one allows characters to cross a gap that would otherwise be impossible for them.
Example 3: A platform at the end of non-castle levels allow characters who can't jump as far as Mario and Luigi to reach the top of the flag.
Example 4: The character must be standing on something to exit through a side-ways pipe.
Personal tools
Main Site