Kosmic Shows off Obscure Super Mario Bros. Quirks

Super Mario Bros. is over 40 years old, and is only 40K in size, and yet there’s still a lot of weird behaviors in it. The old infinite 1UP trick from bouncing repeatedly on a Koopa shell is pretty old hat now; the Minus World trick is slightly less known, but is still not much of an eyeopener these days.

Kosmic, general SMB expert, has a video that shows off ten really obscure tricks, the kinds of things even speedrunners tend not to know. (8 minutes) Note, the video has a sponsored section; if it bothers you, consider installing the SponsorBlock browser extension.)

An overview:

  1. If you’re about to trigger the Minus World glitch (entering the left-most pipe in the World 1-2 Warp Zone before the numbers and “Welcome to Warp Zone!” message appear), but instead of going into the first pipe instead go into the second, you’re sent to World 5. Also, if you have Fire power, and somehow take damage the instant the message appears, Mario keeps his Fiery colors.
  2. Bowser’s normal colors are actually a deeper shade of green, because his green color is the same as the darker color Koopas use in Castle levels. The palette, and this his color, are updated when the level-ending Axe is drawn by the level interpreter off-screen. Usually by the time you see Bowser the Axe has been placed, but if you scroll him on slowly you can sometimes still see him with the earlier color. This is why the extra Bowser in one of the Lost Levels is a different color.
  3. Enemies hit from below while near the left side of the screen turn into Koopas!
  4. Stomped Red Parakoopas are a different enemy type than normal Red Parakoopas, and will walk off ledges. Also Bullet Bills that come out of cannons are different from Bullet Bills that emerge from the side of the screen; screen-side Bills are vulnerable to Koopa shells, while cannon Bills are not.
  5. The bricks that form the walls in the water section of World 8-4 are the result of a special case in the code that draws those bricks if the world number is equal to 8. This can be seen in World 8 of Lost Levels in a pipe outside of a Castle area.
  6. There is a Koopa Troopa in Lost Levels that’s generated over a pit, and immediately falls down into it while offscreen, and so wasn’t known about for over three decades.
  7. There is also a green Cheep Cheep in 2-3 and 7-3 generated high up offscreen and wasn’t known about for a long time.
  8. The point/life award from stomping a Koopa is not awarded on the frame it’s earned, it takes a frame or two to get credit for it. If you stomp it again before it registers, the award will reset. This means if you stomp it very quickly (like if Mario hits his head from the bounce) it’ll look like you’re earning tons of lives but won’t get anything. Also, if you stomp the Koopa that fast, it’s possible to overflow the stomp counter, and go back to earning points (that, because of the first thing, are never awarded anyway).
  9. World 5 doesn’t start with a big Castle! It begins with a little Castle like you were coming into it after the first two levels of a world. Also, one of the bridges in 2-3 and 7-3 has a guardrail that extends an extra block beyond the bridge.
  10. It’s not explained why it happens, but an example is shown of shelled enemies hit from below sliding around on their own, slowly, with active hit boxes. It’s a strange sight to see!

Link Roundup 3/25/2025

Hello! John “rodneylives” Harris here. Let me quickly explain this before I get into it.

I have an overabundance of games links to present through Set Side B. My usual style of doing this is to pick one of them, then maybe write a bit of text introducing it, maybe a bit of a preview, a media embed of it’s a video somewhere (nearly always Youtube), and that’s a complete post. One a day, for approaching four years now. (SSB launched on April 5th, 2022.)

But working this way, I’ve developed quite a backlog! Not all of them are really worthy of a whole post, maybe, or I don’t have a full post’s worth of context to coax out of it.

So in an effort to clean up my link collections, I think I’m going to make regular posts, maybe one a week, that’s just several things that might be interesting. I post them, my link folder get slightly shorter, each individual person might be interested in one or two items in it each, then we move on to more of the usual kind of thing the rest of the week.

Got all that? Here we go:


1. Dave’s Garage interviewed Commodore 64 chip designer Albert Charpentier three years ago (it’s about an 1 hour):

2. On Mastodon, there’s an account, @everybodyvotes@social,miyaku.media, that posts every poll published on the Wii’s “Everybody Votes” channel, back in the days when Nintendo would do fun, free things just for the sake of doing them. You can even vote on them again, using Mastodon’s polling feature.

3. On Balatro creator LocalThunk’s blog, they’ve published a timeline of its history, from original concept to launch, whereupon LocalThunk earned more money than he had ever had before in their entire life.

4. Back on Youtube, speedrunner Kosmic expresses disbelief on the current state of Super Mario Bros. speedrunning (24 minutes), which is more active than you’d think it’d be for a game that’s so old, and has had so much attention poured onto it.

Kosmic Figures Out How To Defeat Donkey Kong’s Kill Screen

Kosmic is a speedrunner who usually focuses on Super Mario Bros., but he’s reached the kill screen in Donkey Kong before. With some help, he’s figured out a way to complete that game’s “kill screen,” the point where it’s usually impossible to continue.

At Level 22 of Donkey Kong, there is a bug that causes the game to only give Mario (nèe Jumpman) 400 bonus timer points to complete the level. (The screen displays 4000, but that’s caused by a different glitch.) Playing normally, that’s not enough time to reach higher than the second girder on-screen.

However. If the player has Mario climb the first broken latter, then hold down for four frames then up for one, Mario will climb up off the top of it by one pixel. Continuing to do this, Mario can continue to ascend the screen. When he reaches Pauline’s height, the game will declare the level completed and move on to the next screen.

As it turns out, the bonus count on the Barrels screen is tied to the barrels that Donkey Kong throws, and the timing on those is somewhat random. If DK is slow at emitting those rolling obstacles, rarely, that will give Mario just enough time to reach Pauline at the top, and advance to the next level.

Doing this physically is essentially impossible. The player would have to waggle the joystick extremely quickly (and loudly), yet with the precise timing to consistently raise Mario’s position, to get him up the screen in time, and even if that worked, he’d still have to be lucky enough that Donkey Kong was slow at rolling barrels. But in emulation, with tool assistance, Kosmic managed to get to the top and finish the level. Then using other tricks and glitches, he managed to finish the next three levels (Elevators, Barrels again and Cement Factory) too, before his luck ran out at the next Barrels screen and he was unable to continue.

Here’s his 29 minute video explaining his feat. Or, if you’d like to avoid the general description of what this means, you could start at this point 11 minutes in.