Power-up
An item that changes the player's abilities when collected, for a time, until the next hit, or for the rest of the game.
A power-up gives the player something new: a bigger body, a new weapon, a stronger shot, or a stretch of invincibility. Games differ in how long it lasts and what a hit takes away.
- Felix the Cat (1992). A power level from 0 to 3 whose 10 units count down every 300 frames.1
- Until hitSuper Mario Bros. 3 (1988). The Fire Flower and the four suits last until a hit, which takes Mario back to Super Mario.2,3,4
Games
| Game | Year | How | Note |
|---|---|---|---|
| Felix the Cat | 1992 | a power level from 0 to 3 whose 10 units count down every 300 frames | |
| Super Mario Bros. 3 | 1988 | Until hit | the Fire Flower and the four suits last until a hit, which takes Mario back to Super Mario |
Every claim about this mechanic, by game (4)
References
- ^
$03C6holds Felix's power level, 0 to 3 in the 1625M run. While it's above 0,$03C0counts down one unit every 300 frames (150 odd frames, counted at$03C1); each change of level in the run that left it above 0 set$03C0back to 10.Code“Felix the Cat (USA)” · 1625M, replayed in FCEUXHow we know
In the cartridge (“Felix the Cat (USA)”): fixed bank $F787-$F7B0: with $03C6 above 0, on odd frames ($37 bit 0), DEC $03C1; at 0, reload $96 and DEC $03C0, floored at 0. We don't reproduce the bytes.
every change of $03C6 Checked against the evidence by its author, an AI model, 2026-10-25.
Checked by a second AI model, 2026-10-25.
- ^The North American manual lists the items that change Mario's form: the Super Leaf makes him Raccoon Mario (spelled "Racoon" there), the Frog Suit Frog Mario, and the Tanooki Suit Tanooki Mario, besides the Super Mushroom and the Fire Flower.ManualSuper Mario Bros. 3 US manualrevised
How we know
Changes Mario into R acoon Mario.
pp. 23-24 (PDF pp. 24-25), items you can use on the map screen · archived copy ↗ Frog Suit Changes Mario into Frog Mario. … Tanooki Suit Changes Mario into Tanooki Mario. … Changes Mario into Fire Mario.
pp. 23-24 (PDF pp. 24-25) · archived copy ↗ The quote matches our archived copy.
Revised after a check by a second AI model, 2026-10-26.
- ^
PowerUp_Abilitygives each form two flags: bit 0, flight and the tail wag, for the Raccoon and Tanooki suits; bit 1, which keeps Mario from starting a slope slide, for the Frog and Hammer suits. Small, Super, and Fire Mario have neither.CodeSouthbird's SMB3 disassemblyHow we know
558PowerUp_Ability: 559 ; Small, Big, Fire, Leaf, Frog, Tanooki, Hammer 560 .byte $00, $00, $00, $01, $02, $01, $02
PRG/prg000.asm lines 558–560 at 09b1bd8 · upstream ↗ 583LevelInit_StartSliding: 584 LDY <Player_Suit 585 LDA PowerUp_Ability,Y 586 AND #$02 587 BNE LevelInit_DoNothing ; If this powerup is not able to slide on slopes, jump to LevelInit_DoNothing ⋮ 589 INC Player_Slide ; Otherwise, begin sliding...
PRG/prg008.asm lines 583–590 at 09b1bd8 · upstream ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^In this release a hit takes Mario down one step: from the Fire Flower or any suit (Raccoon, Frog, Tanooki, Hammer) back to Super Mario, from Super to small, and as small Mario he dies. In Kuribo's Shoe the hit takes the shoe and he keeps his form. A hit is ignored while he blinks from the last one, is a statue, has a Starman, has just lost a suit, or the game is halted, and while the debug no-hit flag is set.CodeSouthbird's SMB3 disassembly
How we know
5620Player_GetHurt: 5621 ; If Player is... 5622 LDA Player_FlashInv ; ... flashing invincible ... 5623 ORA Player_Statue ; ... a statue ... 5624 ORA Player_StarInv ; ... invincible by star ... 5625 ORA Player_SuitLost ; ... just lost a power-up suit ... 5626 ORA <Player_HaltGame ; ... gameplay halted ... 5627 ORA Player_HaltTick ; ... Player halted ... 5628 ORA Player_DebugNoHitFlag ; ... debug invincibility flag is set (unused) ... 5629 BNE PRG000_D9B7 ; ... then jump to PRG000_D9B7 (RTS) ⋮ 5631 JMP PRG000_DA15 ; Jump to PRG000_DA15 (skips lost/dead Japanese version code)
PRG/prg000.asm lines 5620–5632 at 09b1bd8 · upstream ↗ 5673PRG000_DA15: 5674 LDA Player_Kuribo 5675 BNE PRG000_DA32 ; If Player is in Kuribo's shoe, jump to PRG000_DA32 ⋮ 5677 LDA <Player_Suit 5678 CMP #PLAYERSUIT_FIRE ; SB: Change this to "PLAYERSUIT_SUPERSUITBEGIN" and you restore Japanese version's "always shrink" code!! 5679 BLS PRG000_DA4E ; If Player is Big or small, jump to PRG000_DA4E ⋮ 5690 LDA #$02 ; Return to Big (SB: Would be small in Japanese version!!) 5691 JMP PRG000_DA44 ; Jump to PRG000_DA44 ⋮ 5705 LDA #$00 5706 STA <Temp_Var1 ; Temp_Var1 = 0 ⋮ 5708 JSR Player_LoseKuribo ; Setup effect of Kuribo's shoe "flying off" 5709 JMP PRG000_DA47 ; Jump to PRG000_DA47 ⋮
PRG/prg000.asm lines 5673–5755 at 09b1bd8 · upstream ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.