The original SNES controls for movement, carrying objects and using the reserve box.
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SNES controls
| Action | Control |
|---|---|
| Move or enter doors | Directional pad; press Up at a door. |
| Run, carry or use a form ability | Hold Y or X. Release to throw a held object; hold Up while releasing to throw upward. |
| Normal jump | B; hold it longer for more height. |
| Spin jump | A; Super Mario can break eligible turn blocks beneath him. |
| Crouch or enter a pipe | Down; hold the matching direction at a pipe opening. |
| Release reserve item | Select. |
| Pause | Start. |
Run and jump
Run on a clear stretch to build speed before a long gap or cape takeoff. Holding jump changes the height of an ordinary jump. Spin jumping interacts differently with enemies and blocks; it is not protection from every spiked hazard.
Carry and throw
Hold the run button while touching a carryable shell, key,
grab block or disabled enemy. Release to throw; hold Up for an upward throw. Disabled Goombas, Bob-ombs and Mechakoopas can wake up or explode while held.
Reserve box and damage
The top-center box holds one reserve power-up. Press Select to drop it, then catch it before it falls away. On SNES, an ordinary hit takes Fire or Cape Mario straight to Small Mario and automatically drops the reserve. GBA instead downgrades those forms to Super Mario.
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