- Release Year: 2009
- Platforms: Windows
- Publisher: Mario Games
- Developer: Mario Games
- Genre: Action
- Perspective: 3rd-person (Other), Side view
- Game Mode: Co-op, Single-player
- Gameplay: Platform
- Average Score: 85/100

Description
Super Mario Bros. X is a freeware fan-made game that blends elements from classic Mario titles like Super Mario Bros., Super Mario Bros. 3, and Super Mario World, along with nods to Zelda II and Metroid. Released in 2009 for Windows, it features over 50 main levels and bonus stages, introducing new mechanics such as two-player co-op with dynamic screen splitting, playable characters like Link and Peach, and unique power-ups like the Koopa Clown Car and Billy Gun. Built with a robust level editor, the game allows players to create custom levels using assets from multiple Nintendo franchises, offering both a nostalgic and innovative platforming experience.
Gameplay Videos
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Super Mario Bros. X Reviews & Reception
nintendolife.com (81/100): New Super Mario Bros. Wii
mobygames.com (100/100): Average score: 5.0 out of 5
howlongtobeat.com (75/100): Overall there are some really incredible levels in the MAGLX3 pack, but the judges seem to bias toward in-jokes and crazy overhauls of what should be possible in the engine, rather than elevating really solid Mario levels. I had a good time with it overall, though!
Super Mario Bros. X Cheats & Codes
Super Mario Bros. X
Type in the cheat while the Level Window is active.
| Code | Effect |
|---|---|
| needamushroom | Item reserve box receives a mushroom |
| needaflower | Item reserve box receives a SMB3 fire flower |
| needaniceflower | Item reserve box receives a SMB3 ice flower |
| needaleaf | Item reserve box receives a leaf |
| needatanookisuit | Item reserve box receives a tanooki suit |
| needahammersuit | Item reserve box receives a hammer suit |
| needa1up | Item reserve box receives a 1UP |
| needashoe | Item reserve box receives a Kuribo’s Shoe |
| needaredshoe | Item reserve box receives a Podoboo’s Shoe |
| needablueshoe | Item reserve box receives a Lakitu’s Shoe |
| needashell | Item reserve box receives a SMW green shell |
| needaredshell | Item reserve box receives a SMW red shell |
| needablueshell | Item reserve box receives a SMW blue shell |
| needayellowshell | Item reserve box receives a SMW yellow shell |
| needaturnip | Item reserve box receives a vegetable |
| needanegg | Item reserve box receives an empty egg |
| needaclock | Item reserve box receives a clock |
| needaswitch | Item reserve box receives a P-Switch |
| needabomb | Item reserve box receives a SMB2 Bomb |
| needaplant | Item reserve box receives Toothy (The Plant Pipe) |
| needagun | Item reserve box receives a billy gun |
| greenegg | Player receives an egg for Green Yoshi |
| blueegg | Player receives an egg for Blue Yoshi |
| yellowegg | Player receives an egg for Yellow Yoshi |
| redegg | Player receives an egg for Red Yoshi |
| blackegg | Player receives an egg for Black Yoshi |
| purpleegg | Player receives an egg for Purple Yoshi |
| pinkegg | Player receives an egg for Pink Yoshi |
| coldegg | Player receives an egg for Ice Yoshi |
| wherearemycarkeys | Player receives a key (Use with keyholes or locked doors) |
| firemissiles | Player receives a bullet bill |
| bombsaway | Player receives a bomb |
| hammerinmypants | Player receives a Hammer Brother which will throw hammers at enemies |
| boingyboing | The player receives a springboard |
| powhammer | Player receives a POW Block |
| rainbowrider | Player receives a rainbow shell |
| upandout | Player receives a Helicopter Block |
| burnthehousedown | Player receives a Flamethrower Helicopter Block |
| 1player | Makes 1 player game |
| 2player | Makes 2 player game |
| itsamemario | Changes the player into Mario |
| itsameluigi | Changes the player into Luigi |
| anothercastle | Changes the player to Toad |
| ibakedacakeforyou | Changes the player into Peach |
| iamerror | Changes the player into Link |
| fairymagic | Changes the player into a fairy |
| supermario2 | Makes Mario and Luigi (Press Down and the Drop Item Button to switch from Mario to Luigi) |
| supermario4 | Clones the player 4 times |
| supermario8 | Clones the player 8 times |
| supermario16 | Clones the player 16 times |
| supermario32 | Clones the player 32 times |
| supermario64 | Clones the player 64 times |
| supermario128 | Clones the player 128 times |
| sonictooslow | Increases player speed |
| ahippinandahoppin | Allows jumping in the air |
| flamethrower | Increases firing rate of the Ice and Fire Flowers |
| wingman | Super Leaves and Tanooki Suits have infinite flight capabilities |
| donthurtme | Enables God Mode, and the player may not be hurt |
| shadowstar | Allows walking through walls |
| moneytree | Causes an infinite supply of coins (and then lives) |
| itsrainingmen | 1-UPs rain from the sky |
| wariotime | Turns all enemies into coins |
| stickyfingers | Allows you to grab any NPC |
| framerate | Shows framerate |
| speeddemon | Removes FPS limits |
| captainn | With pause key you can stop time (does not work if pause key is Esc) |
| stophittingme | Makes the player take damage |
| istillplaywithlegos | Resets all Blocks and Tiles in the level |
| wetwater | Swim anywhere and change the background to SMB3 water |
| horikawaisradicola | All sounds are replaced with a ‘YAH!’ noise and the player will also be in a boot for the rest of the level |
| worldpeace | Makes all effects spawned fly up with a ‘YAH!’ noise |
| suicide | The player will instantly lose a life and an explosion in place of the player will destroy nearby blocks and kill enemies like a bomb |
| instantswitch | The P-Switch effect is activated for a set amount of time |
| murder | The screen shakes and all enemies are killed on-screen |
| boomtheroom | The POW Block effect is activated |
| jumpman | Same effect as ahippinandahoppin |
| holytrinity | Activates the effects of ‘shadowstar’, ‘ahippinandahoppin/jumpman’, and ‘donthurtme’ |
| theessentials | Activates the effects of ‘shadowstar’, ‘ahippinandahoppin/jumpman’, ‘donthurtme’, and ‘sonicstooslow’ |
| getdown | Pushes the player 5 blocks down |
| liveforever | Increases number of lives to 99 (max) |
| launchme | Launches the player to the top of the level |
| rinkamania | If a fireball/iceball disappears or an enemy is killed in any way, a Rinka will spawn |
| jumpforrinka | Every time a player jumps, a Rinka will spawn |
| rinkamadness | Rinkas will spawn everywhere |
| dressmeup | Changes the costume of the player |
| undress | Removes the player’s costume |
| thestarmen | Enables the effect of the Starman powerup (temporary invincibility) |
| superfightingrobot | Changes your character to Mega Man |
| eternalgreed | Changes your character to Wario |
| kingofthekoopas | Changes your character to Bowser |
| dreamtraveler | Changes your character to Klonoa |
| bombingrun | Changes your character to Ninja Bomberman |
| metalgear | Changes your character to Snake |
| ocarinaoftime | Changes your character to Zelda |
| densenuclearenergy | Changes your character to Ultimate Rinka |
| hardmode | Changes your character to Princess Rinka |
| unclesam | Changes your character to Uncle Broadsword |
| imtiny | Changes your character to Juni |
| samusisagirl | Changes your character to Samus |
| cosmicpower | Changes your character to Rosalina |
| Imtiredofallthiswalking | Enables all levels in the World Map |
| illparkwhereiwant | Lets you walk anywhere in the World Map |
| donttypethis | Bomb rain |
| iceage | Freezes all enemies on screen |
| redigitiscool | Allows you to save after using cheats |
Super Mario Bros. X: A Fan-Made Masterpiece That Redefined Mario Fandom
Introduction: The Unofficial Love Letter to Mario’s Legacy
Few fan games have left as indelible a mark on gaming culture as Super Mario Bros. X (SMBX). Released in 2009, this unlicensed, freeware labor of love by Andrew “Redigit” Spinks (later of Terraria fame) didn’t just mimic Nintendo’s iconic platformers—it expanded them. By stitching together mechanics, aesthetics, and level design from Super Mario Bros. 1-3, Super Mario World, New Super Mario Bros. Wii, and even Zelda II and Metroid, SMBX became a playground for creativity, a testament to what happens when a passionate developer wields nostalgia like a master craftsman.
At its core, SMBX is a paradox: a game that feels exactly like the classics while simultaneously breaking free from their constraints. Its greatest innovation—the robust, user-friendly level editor—transformed it from a mere homage into a platform for creation, birthing thousands of custom episodes, mods, and even entirely new games. Yet, its legacy is bittersweet. Nintendo’s cease-and-desist letter in 2011 halted official development, leaving the project in the hands of a dedicated community that continues to thrive over a decade later.
This review dissects SMBX not just as a game, but as a cultural artifact—a bridge between Nintendo’s golden age and the modern era of fan-driven game design. We’ll explore its development, its mechanical brilliance, its narrative quirks, and its enduring influence on both the Mario fandom and the broader landscape of indie and fan-made games.
Development History & Context: The Birth of a Fan Game Phenomenon
The Creator: Andrew “Redigit” Spinks and the Pre-Terraria Era
Before Terraria catapulted him into indie stardom, Andrew Spinks was a young programmer with a deep love for Mario and a knack for coding. SMBX was his magnum opus—a project that began as a personal experiment in Visual Basic but blossomed into something far greater. Spinks’ vision was simple yet ambitious: What if you could play a Mario game that combined the best elements of every 2D entry, while also letting players craft their own adventures?
The result was a game that felt official despite its fan-made origins. Spinks’ attention to detail—from the pixel-perfect physics to the seamless integration of disparate Mario mechanics—elevated SMBX beyond a mere pastiche. It was a love letter written in code, one that respected Nintendo’s design philosophy while daring to innovate.
Technological Constraints and Ingenuity
SMBX was built in Visual Basic 6, a language not exactly renowned for game development. Yet, Spinks wrangled it into submission, creating a surprisingly smooth and stable experience. The engine’s limitations (such as the lack of hardware acceleration) meant that performance could stutter in complex levels, but the trade-off was accessibility—anyone with a Windows PC could run it, and more importantly, modify it.
The game’s split-screen co-op was a technical marvel for its time. Unlike New Super Mario Bros. Wii (released the same year), which used a static split-screen, SMBX’s dynamic camera seamlessly merged and divided as players moved apart or reunited. This fluidity made co-op feel organic, a rare achievement in 2D platformers.
The Gaming Landscape in 2009: A Perfect Storm for a Fan Game
2009 was a pivotal year for Mario:
– New Super Mario Bros. Wii revitalized the series for a new generation.
– The indie scene was exploding, with games like Braid and World of Goo proving that small teams could craft experiences rivaling AAA titles.
– Fan games were gaining legitimacy, with projects like Sonic Robo Blast 2 and AM2R (Another Metroid 2 Remake) pushing boundaries.
SMBX arrived at the perfect moment. It wasn’t just a nostalgia trip—it was a toolkit for creativity. While Nintendo’s official releases were polished but rigid, SMBX offered freedom. Players could remix Mario’s history, and the community responded with an avalanche of custom content.
The Cease-and-Desist and the Community’s Rise
In 2011, Nintendo issued a cease-and-desist, forcing Spinks to abandon official development. Yet, rather than killing the project, this only strengthened the community. The SMBX engine was open-sourced (unofficially), and fans took up the mantle, creating:
– SMBX 2.0, an enhanced version with new features.
– LunaLUA, a scripting extension that allowed for even deeper customization.
– Thousands of custom episodes, from faithful Mario recreations to bizarre, genre-bending experiments.
SMBX became a living entity, evolving beyond its creator’s original vision.
Narrative & Thematic Deep Dive: A Story Stitched from Nostalgia
The Plot: A Familiar Yet Fresh Adventure
SMBX’s default episode, The Invasion, follows a classic Mario setup:
– Bowser (with help from other villains like Mother Brain from Metroid) kidnaps Princess Daisy (not Peach, a clever subversion).
– Mario and friends must traverse eight worlds, each blending themes from different Mario games.
– The twist? Peach is playable, and the story occasionally veers into self-aware humor.
The narrative is minimalist by design—this is a Mario game, after all—but it’s laced with meta-commentary and nostalgic callbacks. Levels like Retroville (an 8-bit throwback) and Super Nostalgia World (a Super Mario World homage) aren’t just fan service; they’re love letters to the series’ history.
Characters: A Roster That Breaks Tradition
SMBX’s playable cast is one of its most daring deviations from Nintendo’s formula:
1. Mario – The classic, balanced hero.
2. Luigi – Faster, slipperier, with his signature high jump.
3. Toad – Speedy but weak, perfect for expert players.
4. Princess Peach – A rare playable appearance, with her Super Mario Bros. 2 floating ability.
5. Link – A Zelda II-style guest fighter, complete with sword slashes and shield blocks.
Link’s inclusion is revolutionary. He doesn’t just look like the Zelda hero—he plays like him, with melee attacks, a shield, and even rupee drops from enemies. This crossover wasn’t just a gimmick; it was a proof of concept for how SMBX could blend genres.
Themes: Nostalgia, Creativity, and the Power of Fan Expression
SMBX’s underlying themes are:
1. Nostalgia as a Creative Tool – The game doesn’t just reference Mario’s past; it recontextualizes it. Levels like Go Go Goomba (a remix of SMB1-1) and Dungeon of Inappropriate Phrases (a Zelda-inspired maze) show how familiar tropes can be reinvented.
2. Player Agency – The level editor isn’t just a bonus feature; it’s the heart of SMBX. The game’s message is clear: You don’t just play Mario—you can shape it.
3. Community Over Corporatism – Nintendo’s cease-and-desist could have killed SMBX. Instead, the community thrived, proving that fan passion can outlast corporate restrictions.
Gameplay Mechanics & Systems: A Masterclass in 2D Platforming Design
Core Gameplay: Familiar Yet Fresh
SMBX’s gameplay is a collage of Mario’s greatest hits, with a few bold twists:
– Movement & Physics – Faithfully recreates SMB3’s momentum and SMW’s air control.
– Power-Ups – A smorgasbord of abilities:
– Ice Flower (NSMB Wii) – Freezes enemies into platforms.
– Hammer Suit (SMB3) – Now with dual-arc hammer throws (a vast improvement over the original).
– Tanooki & Kuribo’s Shoe (SMB3) – No longer rare; now fully integrated.
– Billy Gun – A new addition that fires Bullet Bills as projectiles.
– Toothy – A Piranha Plant you can wield as a weapon.
– Propeller Block (NSMB Wii) – Grants temporary flight.
– Mounts – Yoshis (in eight colors, each with unique abilities) and the Koopa Clown Car (Bowser’s ride from SMW).
Innovations That Set SMBX Apart
-
Dynamic Split-Screen Co-Op
- Unlike NSMB Wii’s static split, SMBX’s camera fluidly adjusts based on player distance.
- This makes co-op feel natural, not forced.
-
The Level Editor: A Game-Changer
- Drag-and-drop simplicity with deep customization.
- Layered level design (foreground/background interaction).
- Event scripting (triggers, cutscenes, custom logic).
- NPC & boss placement (even Metroid’s Mother Brain appears as a boss!).
-
Character-Specific Mechanics
- Peach’s bomb-throwing Hammer Suit (instead of hammers).
- Link’s swordplay (melee attacks, shield blocks, pogo-jumping on spikes).
- Toad’s speed (a high-risk, high-reward playstyle).
Flaws & Missed Opportunities
While SMBX is a triumph, it’s not perfect:
– Performance Issues – Complex levels can lag, especially in co-op.
– No Official Invincibility Star – Redigit hated the idea, fearing it would be overused in custom levels. (Later mods added it.)
– Some Power-Ups Feel Overpowered – The Lakitu Shoe (unlimited flight) and Hammer Suit (instant-kill hammers) can trivialize challenges.
– Guide Dang It! Secret Exits – Some require specific power-ups held through entire levels, leading to frustration.
World-Building, Art & Sound: A Patchwork Quilt of Mario’s History
Visual Design: Retro Meets Modern
SMBX’s art style is a deliberate pastiche:
– Sprite Work – Pulls from SMB1, SMB3, SMW, and NSMB Wii, creating a cohesive yet eclectic look.
– Retroville – A full 8-bit level, complete with NES-style palettes and blocky sprites.
– Color-Coded Mechanics – Yoshis and shoes use distinct colors to signal abilities (e.g., Cyan Yoshi freezes enemies).
Sound Design: A Symphony of Nostalgia
- Music – Remixed tracks from SMB1-3, SMW, and NSMB Wii, with some original compositions.
- Sound Effects – Faithfully recreated, from Mario’s jump to the coin ping.
- Atmosphere – Levels like Pwnhammer (Metroid-themed) use moodier, slower tracks to contrast with the usual Mario cheerfulness.
Level Design: A Love Letter to Mario’s Past
SMBX’s worlds are a tour through Mario history:
– Super Easy Road – A SMB3 Grass Land homage.
– Subcon Nightmare Land – SMB2’s dreamlike platforms.
– Dungeon of Inappropriate Phrases – A SMB1 castle with a Zelda-style maze.
– The Water is Not a Lie – A Portal joke turned into a water physics puzzle.
Each level feels handcrafted, yet the real magic lies in how they encourage players to make their own.
Reception & Legacy: The Fan Game That Refused to Die
Critical & Commercial Reception
SMBX never received official reviews (due to its fan-game status), but its community reception was overwhelmingly positive:
– Praised for its faithful recreation of Mario mechanics.
– Celebrated for its level editor and co-op.
– Criticized for occasional jankiness and lack of polish compared to Nintendo’s titles.
Influence on Fan Games & Indie Development
SMBX’s legacy is immeasurable:
1. Proved Fan Games Could Be More Than Novelties – It wasn’t just a Mario clone; it was a platform.
2. Inspired Other Engines – Games like Super Mario Bros. Crossover and Mario Forever owe debts to SMBX.
3. Paved the Way for Modding Cultures – The SMBX community’s LunaLUA scripting showed how fan tools could evolve beyond their original scope.
4. Influenced Indie Platformers – Games like Freedom Planet and A Hat in Time borrowed SMBX’s remix philosophy.
The Community’s Enduring Passion
Even in 2024:
– New episodes are still being released.
– SMBX 2.0 and LunaLUA keep the engine alive.
– Speedrunning & challenge communities thrive on YouTube and Twitch.
Conclusion: A Definitive Verdict on SMBX’s Place in Gaming History
Super Mario Bros. X is more than a fan game—it’s a cultural milestone. It stands as:
✅ One of the greatest Mario homages ever made.
✅ A pioneering example of fan-driven game design.
✅ A testament to the power of modding communities.
Final Score: 9.5/10 – A Masterpiece of Fan Creativity
Pros:
✔ Faithful yet innovative Mario gameplay.
✔ Revolutionary level editor.
✔ Dynamic co-op that still feels fresh.
✔ A love letter to Mario’s history.
Cons:
❌ Occasional performance issues.
❌ Some power-ups are unbalanced.
❌ Secret exits can be frustratingly obscure.
Legacy Rating: 10/10 – An Unkillable Phenomenon
Nintendo may have tried to shut it down, but SMBX refused to die. Over a decade later, it remains a living, breathing testament to what happens when passion meets creativity. It’s not just a game—it’s a movement, and its influence will echo for years to come.
Final Verdict:
Super Mario Bros. X is essential playing for any Mario fan, any aspiring game designer, or anyone who believes that the best games aren’t just played—they’re created.