Mario
The playable hero. Mario navigates the two depth planes and uses turtle shells to defeat enemies.
Documented for this version
D-pad Left/Right | Move horizontally |
|---|---|
D-pad Up/Down | Move between foreground and background planes when a route is available |
A | Jump |
B | Kick or throw a turtle shell |
START | Pause the game |
How it plays
Each stage is a fixed arena viewed from the side, with platforms arranged across foreground and background planes. Mario moves, jumps between levels, kicks or throws shells, and defeats enemies by striking them with shells or using shell rebounds.
The main objective is to clear every enemy in the arena. Stages become more demanding through denser layouts, faster threats, and more difficult shell trajectories. The game is primarily a single-player score-and-survival experience rather than a traditional scrolling adventure.
Plan your run
Watch both depth planes before moving. A shell can be used from one level to hit an enemy on another, so positioning often matters more than jumping directly at a target.
Clear nearby threats first, then use safe rebounds against enemies at the edges of the arena. Avoid throwing shells without considering where they will travel, since a missed shell can leave Mario exposed.
Meet the cast
The playable hero. Mario navigates the two depth planes and uses turtle shells to defeat enemies.
Before you begin
Use the depth change to evade enemies rather than relying only on horizontal movement.
Line up shell throws carefully; rebounds can defeat enemies that are difficult to reach directly.
Take a moment to read the arena layout before committing to a jump.
Mario Clash is a 1995 Virtual Boy action platformer developed by Nintendo R&D1 and published by Nintendo. It reworks the shell-throwing action of the classic Mario Bros. arcade game into a series of single-screen arenas with two depth planes. Mario must defeat enemies by knocking shells between the foreground and background platforms, then clear each stage before moving on. The stereoscopic display gives the arenas a distinctive sense of depth, while the short stages encourage quick, precise play. Reception was generally positive for its focused mechanics and effective use of the Virtual Boy display, although its small library and the system's limited commercial reach kept it from becoming a major Mario release.
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