Super Mario Bros. Crossover/Comparisons
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
For normal map sets, 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:
- 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 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 beneath any horizontal 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.
- In SMB, this leads to the infamous "World -1". This world does not exist in SMBC.
- At the end of each castle level, Toad/Peach will thank the character you're playing as instead of Mario.
- In version 3.1.2, each player will have a corresponding set of characters waiting at the end of castles. For example, Jason (SOPHIA III) will meet blue frogs and his green frog.
- In version 3.1.2 of SMBC, there are three difficulty settings of maps for each set. A simple conclude on the difference of sets:
- Easy maps feature more coins, no poison mushrooms and less backward warps (for the Lost Level set).
- Hard maps feature mostly different terrain layouts, more poison mushrooms, and more enemies. Each stage of hard maps contains exactly one hidden bonus, known as the Hudson Bee.
- Attack and defense power can be modified before game start. Even Mario with mushroom can be as fragile as Bill in certain cases.
- It is possible to replace Goombas with stronger enemies, including Spike Top the original creature. There is also a cheat (see below) to replace enemies with Hammer Bros.
The Lost Levels
- In the original game, the accesses to worlds 9, A-D are separated. In SMBC, clearing World 8 of the Lost Levels will result in continue playing the rest of the levels, and to clear the game, players must beat World D.
- The blowing wind in the Lost Levels is not featured. Instead, the terrain layout has been modified.
- SMB features a two-player alternating mode with Luigi as the second player. SMBC only supports single player mode.
- Since version 2.0, Luigi has been featured as a unique character, with his spec taken from the Lost Levels.
- 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 two 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.
- Some 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.
- Partly based on a sequel game which is 2D side-scrolling.
- Bill does not immediately respawn after dying.
- Mega Man does not get weapons by defeating Bowser.
- 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.
- Simon in the original game does not have double jump. This is an adaption to fit SMBC gameplay.