Steven Kleisath's POW and No POW World Records
Stephen Boyer's MAME World Record 4,260,210
Mario Off #1 3-14-14
Mario Off #2 6-28-14
Tom Votava's Mario Bros Videos
Corey Chambers 2,772,120
Ross Benzinger 2,381,930
Ben Falls 1,960,480 No POW
Ben Falls 1,665,350
Mario Bros Online Open 2017 #1
- Start Time: ??? 6:00 PM Pacific Time (6 pm start to accommodate east coast players)
- End Time: ??? 9:00 PM Pacific time
Welcome to the NO POW Mario Bros One Open 2017 #1!!! This is the first of 4 online open tournaments which will be held during the 2017 Mario Bros League Season. There will be two divisions. The purpose is to allow lower scoring players to compete against one another. Each tournament will have two different division winners. Likewise, the year end will have both a Division 1 and a Division 2 Champion. It is the players choice which division they will compete in. But whichever you choose you will need to keep that commitment for the year.
- Division 1: Players who can consistently play over one million points will compete with one another in this division.
- Division 2: Although you may have a personal best that is over one million, if you are not capable of reasonably achieving one million 70% of the time then you will want to complete in this division.
Please Register with the link below to be added to the tournament streaming page.
Registration List: 0
League Standings after Open #1
- 1 Previous Tournaments
- 2 Previous World Record Holders Perry Rogers & Tom Votava
- 3 World Record Holders Steven Kleisath & Stephen Boyer
- 4 Articles
- 5 Arcade Cabinet Information
- 6 Characters & Objects
- 7 Game Introduction
- 8 Levels of Difficulty
- 9 About Roms and Downloads
- 10 Stage Sequence
- 11 How to Play Doubles
- 12 References
Mario Bros Online Open #1 2015
Mario Bros Online Open #2 2015
Mario Bros Online Open #3 2015
Mario Bros Online Open #1 2016
Mario Bros Online Open #2 2016
Mario Bros Online Open #3 2016
Mario Bros Online Open #4 2016
Mario Bros Online Open #5 2016
Previous World Record Holders Perry Rogers & Tom Votava
World Record Holders Steven Kleisath & Stephen Boyer
- No POW
- Doubles POW w/ Stephen Boyer
- Doubles No Pow w/ Stephen Boyer
- Mario Bros Glitch Video Page
- Wikipedia Article on Development and Reception
- Mario Bros Information on KLOV
- Includes Operation Manuals, Flyers, etc
Arcade Cabinet Information
Characters & Objects
Mario and Luigi
You take control of Mario as player 1, or Luigi as player 2, as they attempt to rid the sewers of the pipe pests. Controlling the brothers is simply a matter of pushing left and right to make them run, or pressing the A button to make them jump. Momentum is a factor in Mario Bros. and the brothers don't exactly stop on a dime, especially if there is ice beneath their feet so plan accordingly. Jumping allows the brothers to reach higher pipes, but if a pipe is overhead, they punch a bump in to the pipe that can knock a pest back, or even on it's head. The only thing that the brothers can safely touch are coins. Mario and Luigi, like everything else in the game (except fireballs,) can wrap around from one side of the screen to the other.
These are the first pests that the brothers will encounter. They are simple enough to defeat. One punch from underneath flips them on to their shells, and one kick after that sends them flying. If they manage to get back on their feet, they go from green to purple and speed up a bit. If flipped and righted once more, they turn red and become exceptionally fast.
These crabby pests begin to show up after the first bonus stage. They are similar to Shellcreepers except they take an extra punch to knock them on their head. They start out calm, but after being punch once, they become angry and speed up. They will only flip over after being punched a second time. If they flip back to their feet, they turn blue and speed up again. If it happens yet again, they turn pink and are at their fastest.
The final pest form arrives in the third stage after the first bonus stage and adds a new wrinkle to Mario and Luigi's job. Like the Shellcreepers, they only require one punch from below to flip them on to their head. But unlike the other pests, they keep bouncing off of the ground, so they are only vulnerable to the brother's attacks when their feet are firmly planted on the ground. Punching them while they're in the air is ineffective. Therefore, time you attacks carefully in order to rid the sewers of this overgrown menace. There are several interesting facts about the Fighterfly:
- If it hits an object in the air, it will drop straight down and do a "half hop" before it continues its normal height hop.
- At normal speed the player can run under it. Easily done going the opposite direction and timing must be perfect if you do it the same direction.
- If it is hit on the edge, often seen on the earliest phases, while mario is on the open side of the edge, the fly will not get hit but drop down on you.
- Similarly, sometimes the fly will land on an edge in a strange way, appear to drop into it, and hop out back up onto the same platform going the opposite direction.
- If the fly is upside down, sometimes a Slipice can move through it a bit, often seem while it is slightly overlapped by a crab.
- Sometimes it appears that despite a perfectly timed POW, the landing fly is not influenced.
If Mario or Luigi sticks around in one stage for too long, things start to heat up, literally. Two forms of fireballs appear, each with a distinct color and behavior. The red fireballs are slow and bounce around diagonally all around the board. If they hit one side of the screen, they ricochet off the side and keep going. On the other hand green fireballs appear on one level and quickly bounce all the way from one side of the screen to the other and disappear. Both pose a threat to the help of the brothers, but both can be eliminated with a well timed punch from below. However, in order for the punch to be effective, either fireball must be touching the pipe when the brothers jump, or the attack is ineffective. After a fireball is destroyed, it stays out of play for a few moments, only to return much faster the next time it appears.
Slipice begins to show up after the second bonus stage. Even then it does not begin to appear on any given phase until all the enemies of that phase have entered the board. Like fireballs, it only takes one hit from below to get rid of him and unlike fireballs, he sticks to the ground, so it's pretty easy to hit him. However, if he is left alone for too long, he will eventually find a platform that isn't yet frozen and freeze it solid, covering the platform with a film of ice. This makes the platform very slippery and gives the brothers a much harder time coming to a stop when they are running. They are a minimal threat, so don't go out of your way to get rid of them, but any chance to do away with one is worth taking. Once all the platforms are frozen the Slipice no longer enters the board. If you kill it from underneath another one will almost immediately appear. There is no end to the Slipice under these conditions so it is often advisable to allow the Slipice to move down to the lower platforms particularly when you are at the top attempting to get the last enemy from the middle platform. There are two anomalies that occur with the Slipice: 1) Sometimes once it hits the middle of a platform will appear transparent and can not be broken when hit from underneath, 2) Sometimes the Slipice will move through an upside down fly, though this never occurs with any other enemies.
After the third bonus stage, the top of the sewers become very cold, and icicles begin to form on the top pipes and highest platform. A drip of water begins to accumulate before it freezes in to a point. After hanging on for a few moments, it drops to the floor, causing harm to Mario or Luigi if they are hit by the falling spike. If the brothers jump up and punch the water before it freezes, they can cancel the formation of the ice. Once the icicle has formed, be sure not to stand underneath its path to the ground. The icicles glitter in the light, so get to know their tell-tale sparkle so that you can avoid them without actively watching them.
In case of emergency the brothers have one extra weapon at their disposal, the POW block. It is always located in the lower center of the screen when it is available, and it can be used three times before being used up. It is refreshed after the second and subsequent bonus stages. Jumping up and punching POW will create an earthquake effect on the entire screen. Any enemy on the ground at that time will behave as if they had received a punch from below. This means that pests knocked on their back or head will be put back on their feet. This is best saved for emergencies or when a high scoring potential becomes available.
The coin usually appears shortly after a normal enemy in the phase is knocked off the board. There are conditions where occasionally the coins will not appear such as knocking off the first two turtles as quickly as possible prior to the first green fireball spawn on the first and fourth boards in the repeating six phase sequence, also known as the turtle stage. When a coin is collected it awards the player 800 points. However, this may not be sufficient compensation for the risk that is incurred in order to chase the coin into a difficult situation or where there is greater risk in remaining on the board to grab an extra coin prior to knocking off the last enemy completing the board. The movement of the coin is the same as other enemies and will not only bounce off enemies, and hop up in the air if hit from underneath, but will cause enemies to stop and turn in the opposite direction if the two collide. However, once a coin exits the board into one of the pipes on the bottom of the screen it will not reappear on the board. Occasionally the coin will seem difficult to collect and despite Mario's approximation to the coin it seems to move straight through him. This is usually associated with multiple factors happening at once. Most of the time coins are collected easily as expected.
- The sewer pipes are infested with pests, and it's up to Mario and Luigi to get rid of them. The pests are deadly if confronted head on, but the brothers can stop them in their tracks if they jump up and hit the pests from underneath in an effort to flip them on their backs. They must then jump up and kick the pests off the pipes before they manage to right themselves and continue marching around at an even faster pace. Mario and Luigi are paid by the pest, so be sure to collect the coins that appear when a pest is removed, but watch out for the blazing fireballs and the chilly icicle.
- You control Mario or Luigi with the joystick. Press the button to jump.
- You must eliminate every enemy to advance to the next stage.
- To eliminate an enemy, you must hit it from underneath until it flips over, then jump up and kick it off the pipe.
- You must avoid touching any enemy that is not flipped over, as well as fireballs, Slipice, and icicles.
- For every enemy that you kick off, a coin will pass through the stage. Collect it for bonus points.
- Use the POW block to create an earthquake that hits every enemy standing on a surface.
- In bonus rounds, collect all ten coins before time runs out for a bonus reward.
- Throughout the game, Mario and Luigi's scenery stays constant. Early in the game the pattern on the platforms change every few rounds but the layout never changes.
- At the top of the screen there are two S shaped pipes from which the pests pour out. At the bottom there are two pipes which the pests use to exit out of the screen before pouring out of the same side pipe at the top and continuing on.
- Pests walk in one direction and drop down to the next level when they reach the end of the pipe they are crawling on. The pests will continue in their direction unless they hit another pest, a coin, or one of the brothers, at which point they will about face and head off in the other direction.
- In order for Mario and Luigi to clear each round they must eliminate every pest that the round contains. To do so they must jump up and punch the platform directly underneath the pest until they flip over on their head, and then jump up and kick the pests off the screen by running into them. If Mario kicks off multiple pests consecutively within a second or two he scores bonus points in multiples of 800 (800, 1600, 2400, up to 3200.)
- Every time one of the brothers removes a pest, a coin enters the level from one of the top pipes and moves in the same fashion as the pests. However, once they reach the bottom pipe, they exit the screen and disappear for good, so collect them if it is safe to do so for 800 points. As soon as the last pest is removed all coins on the screen disappear.
- After Mario and Luigi have occupied a round for a certain period of time fireballs begin to appear. Red fireballs continue to ricochet around the sewer while green fireballs bounce from one side of the screen to the other. At higher levels multiple fireballs begin to appear making it more urgent for the brothers to complete their work quickly.
- After the second Bonus stage, Slipice begins to appear in search of a location to plant itself and freeze a platform. The Slipice is come to a stop only if it reaches the center of an unfrozen platform. Until it manages to completely freeze the platform, the brothers may interrupt it and punch it from underneath. When the Slipice drops down from a higher platform he will bounce a few times which disallows Mario or Luigi from immediately and accurately hitting the platform from underneath to destroy him. The platform will only remain frozen if Slipice has been given enough time to do its work, and will reset itself once the stage is completed. Destroying a Slipice awards 500 points.
- Slipices do not count toward the total number of enemies that must be defeated to clear the stage, and coins do not appear after they are destroyed. As soon as one freezes a platform or is destroyed, another one pops out to take its place. If you allow all the platforms to become iced then the Splipice will no longer enter the board for the remainder of that phase. There is no end to the Slipice if it is continually destroyed so it is often advisable to allow the Slipice to move down to the lower platforms particularly when you are on the middle platform attempting to get the last enemy from the top platform.
- After the third Bonus stage the highest platforms turn blue and Icicles begin to form on the underside of them. They also begin to form on the pipes that sit above the highest platform. The icicles drop and fall directly to the ground and disappear at the bottom. It's important to monitor their position and make sure that Mario or Luigi aren't situated beneath them when they begin their descent. As long as an icicle has not fully formed, it can be destroyed by jumping up and hitting it. Once the Icicles form they remain for about 6 sparkles time and then drop.
- The POW block in the center should only be used in the case of emergencies since it's presence creates a relatively safe island for Mario to stand on and punch pests from underneath. It can be hit three times before it disappears. It is replenished after every bonus stage, with the single exception of the first bonus stage.
- Another semi safe place for the brothers to rest is the middle ledge that occupies the sides of the screen. Other than fireballs, only flies will infrequently make it to this ledge on their own accord. One can also utilize standing on the bottom over the pipe graphic on the edge of the screen. You can jump straight up to avoid all the green fireballs and enemies will simply enter the pipe. In this position there are only two potential threats: 1) Red fireballs which can be easily avoided by crossing over to the other side of the screen, and 2) Icicles that drop from the far edges of the screen which are infrequent.
- Work quickly. The longer it takes you to clear a stage, the more likely you are to become overwhelmed by fireballs or ice. In which case using the POW will help to clear up the board and earn any points from coins and Slipice that may be on the board.
- In round 3, 8 and every seven rounds thereafter (or in the Japanese version, round 4, 9, and every seven rounds thereafter), the brothers are presented with a bonus stage. On this stage the player will have 20 seconds in the first bonus stage and 15 seconds in the second and subsequent bonus stages to collect 10 coins that are placed throughout the stage. The coins will always be in the same place every time.
- A bonus of 800 points is provided for every coin captured, while an additional bonus is awarded if all ten coins are obtained. The first bonus stage gives 5000 points, and every bonus stage thereafter rewards you with 8000 points.
- The second bonus stage is frozen so you must plan carefully because it will be much harder to stop and turn around if you've made a mistake. Often it is better to continue going in the direction you are and loop back around to pick up a missed coin than to try and reverse your direction.
- In the third bonus stage and every bonus stage beyond the platforms become invisible. However this shouldn't be a tremendous problem since the layout of the board never changes. The board appears to start out frozen but you will not slide on the platforms as you would if they were visibly frozen. Interestingly enough the first bonus stage appears to have normal platforms but they act as if they are iced.
Levels of Difficulty
- Since MAME .120 and .121 the dip switches for difficulty are accurate. In previous versions difficulty Medium and Hard were reversed. So in .106 when you play on Medium, you're actually playing on Hard. Therefore, if you want to play on the standard Medium Settings, make sure it is set to hard for these previous versions.
About Roms and Downloads
Rom and Sample Downloads
- Mario.zip file for MAME
- Sound samples for Mario Bros on MAME .106: http://samples.mameworld.info/wav/mario.zip
- Earlier version of MAME are missing some of the sounds in the game. To add missing sounds a samples file is required. Later versions include all the sounds.
- Place this unzipped zip file in the samples folder and then enable samples by going to File: Properties: Sound: Check the box to enable samples.
- View instructions on how to set up MAME
Differences between Roms
- Mario Bros. (Japan)
- The Japan version is almost identical to the US version except that it has an extra turtle board on phase two with four turtles. See Stage Sequence below. It also seems to play with a slightly higher difficulty. As far as we know the Japan version doesn't have a kill screen. It is, to a point, different though. It plays on, I think, HARD but it also plays a little differently in how the green fireballs start out. You do get a extra life at every 30K and that stops around 980K but the game continues on. So you need to stay alive and build your men up and marathon the game as long as you can.
- Mario Bros. (US, Unknown Rev or G)
- The normal rom that is used in competitive gaming, on which the world records are placed. Competitive settings is Medium. See Levels of Difficulty for details.
- Mario Bros. (US, Revision E)
- Unknown differences between Unknown and Revision E at this time.
- Mario Bros. (US, Revision F)
- Revision F awards an extra life every 20k points. When you reach 980k apparently the subroutine that checks for the next extra life gets confused by the score rollover to zero (980k + 20k...). The game slows down dramatically for a few seconds before you die and "GAME OVER" is displayed, regardless of whether you were on your last man or not.
- Mario Bros. (PlayChoice-10)
- Is the NES version of Mario Bros that can be played on arcade hardware.
|US Stage||JP Stage||Total Enemies||Obstacle||Obstacle Frequency|
|3||4||Bonus Stage||No Ice (slippery platforms)||N/A|
|8||9||Bonus Stage||Ice (slippery platforms)||N/A|
|15||16||Bonus Stage||Invisible platforms||N/A|
|22||23||Bonus Stage||Invisible platforms||N/A|
|29||30||Bonus Stage||Invisible platforms||N/A|
How to Play Doubles
Doubles at its Best!
- Download MameHub
- The MAMEHub Instructional Video
- Download MAME32 Plus Plus
- MAME Netplay Tutorial Video
- The Japanese version of the game has one extra phase not present in the American version. After the first phase, the Japanese version includes another phase with four shellcreepers, which was removed from the American version to make the first Bonus Stage appear more quickly.
- The game keeps count in which phase the player is with flags in the form of "tally marks" and showing it on the lower-left corner of the screen. However, when the player reaches Phase 25, the game will display a "K.O." mark instead, and will keep counting the following phases the same way. And every time it sums a group of five, it will show the same "K.O." mark by itself, meaning that Phase 30 looks exactly as Phase 25, 31 as 26, and so on.
- After clearing Phase 35 (or 36 in the Japanese version), the game basically loops between the last Bonus Stage and this last point (i.e., phases 29-35 in the US version, 30-36 in the JP version).