Как пишется супер марио на английском

Super Mario
Mario Series Logo.svg

Logo since 2011

Genre(s) Platform
Developer(s)
  • Nintendo EAD (1985–2015)
  • Nintendo EPD (2016–present)
Publisher(s) Nintendo
Creator(s) Shigeru Miyamoto
Artist(s)
  • Yoichi Kotabe
  • Shigehisa Nakaue
Composer(s)
  • Koji Kondo
  • Mahito Yokota
Platform(s)
  • Game & Watch
  • NES
  • Famicom Disk System
  • Arcade
  • Game Boy
  • Super NES
  • Nintendo 64
  • Game Boy Color
  • Game Boy Advance
  • GameCube
  • Nintendo DS
  • Wii
  • Nintendo 3DS
  • Wii U
  • iOS
  • Android
  • Nintendo Switch
First release Super Mario Bros.
September 13, 1985
Latest release Super Mario 3D World + Bowser’s Fury
February 12, 2021
Spin-offs Luigi
Yoshi
Wario
Mario Kart
Mario Party
Paper Mario
Mario & Luigi

Super Mario[a] (also known as Super Mario Bros.[b] and Mario[c]) is a platform game series created by Nintendo starring their mascot, Mario. It is the central series of the greater Mario franchise. At least one Super Mario game has been released for every major Nintendo video game console. There are more than 20 games in the series.

The Super Mario games are set primarily in the fictional Mushroom Kingdom, typically with Mario as the player character. He is usually joined by his brother, Luigi, and often by other members of the Mario cast. As platform games, they involve the player character running and jumping across platforms and atop enemies in themed levels. The games have simple plots, typically with Mario and Luigi rescuing the kidnapped Princess Peach from the primary antagonist, Bowser. The first game in the series, Super Mario Bros., released for the Nintendo Entertainment System (NES) in 1985, established the series’ core gameplay concepts and elements. These include a multitude of power-ups and items that give the character special powers such as fireball-throwing and size-changing.[1]

The Super Mario series is part of the greater Mario franchise, which includes other video game genres and media such as film, television, printed media, and merchandise. More than 380 million copies of Super Mario games have been sold worldwide, making it the fifth-bestselling video game series, behind the larger Mario franchise, the puzzle series Tetris, the series Pokémon video games, and first-person shooter series Call of Duty.[2]

Gameplay

The objective of the game is to progress through levels by defeating enemies, collecting items and solving puzzles without dying. Power-up use is integral to the series. The series has installments featuring both two and three-dimensional gameplay. In the 2D games, the player character (usually Mario) jumps on platforms and enemies while avoiding their attacks and moving to the right of the scrolling screen. 2D Super Mario game levels have single-exit objectives, which must be reached within a time limit and lead to the next sequential level. Super Mario Bros. 3 introduced the overworld, a map of nonlinear levels that branches according to the player’s choice.[3] Super Mario World introduced levels with multiple exits.

3D installments in the series have had two subgenres: open world exploration based games and more linear 3D games with a predetermined path.[4] Levels in the open world games, 64, Sunshine and Odyssey, allow the player to freely explore multiple enclosed environments in 360 degree movement. As the game progresses, more environments become accessible.[5] The linear 3D games, Galaxy, Galaxy 2, 3D Land and 3D World, feature more fixed camera angles and a predetermined path to a single goal.

Playable characters

The series often features the option to play as characters other than Mario, usually Luigi. Earlier games have offered an alternating multiplayer mode in which the second player controls Luigi on their turn. Luigi is often only playable by player one in a second, more challenging iteration of the base game, such as in The Lost Levels, Galaxy 2, New Super Luigi U and the special worlds in 3D Land; these feature lower gravity and reduced friction for Luigi. Later games allow four player simultaneous play. Playable characters other than Mario and Luigi have included Toads, Peach, Yoshi, Wario, Rosalina, Miis, Toadette, Nabbit, Daisy, and Bowser Jr. Characters are sometimes differentiated by special abilities. Super Mario Maker (though not Super Mario Maker 2) includes costumes that depict many more characters.

Power-ups and transformations

Mushroom power-ups appear in almost every Super Mario game. The most iconic of these is the Super Mushroom.[6][7] The Super Mushroom increases the character’s size, turning them into a «Super» variant, and allows them to break certain blocks. When hit by an enemy, the character reverts to their smaller size instead of losing a life.[6] When the character is in their «Super» form, most blocks that would contain a Super Mushroom instead offer a more powerful power-up such as the Fire Flower. The Super Mushroom is similar in appearance to the Amanita muscaria, with an ivory stalk below a most commonly red and white (originally red and orange) spotted cap. Created by chance, Shigeru Miyamoto stated in an interview that beta tests of Super Mario Bros. proved Mario too tall, so the development team implemented mushrooms to grow and shrink Mario.[8] Different variants of mushroom power-ups appear in the series. For example, Super Mario Bros.: The Lost Levels introduces the Poison Mushroom, which causes damage when collected; and New Super Mario Bros. introduces the Mini Mushroom, which shrinks the character to miniature size; and the Mega Mushroom, grows the character into a towering, invulnerable giant who destroys enemies and the environment by running through them.[9]

Super Mario Bros. 3 introduces suits to the Super Mario series, many of which are based on animals or Mario enemies. The Raccoon Suit (provisioned by a Super Leaf) and the Tanooki Suit each provide the character with a tail that enables flight. In addition, the Tanooki Suit lets the character spontaneously change into an invincible statue for about five seconds. Super Mario Bros. 3 includes a Hammer Bros. suit, which allows Mario and Luigi to throw hammers as projectiles to defeat enemies at a distance. Other suits in later games in the series include the Frog Suit, Penguin Suit, Cat Suit, Boomerang Suit, and Bee Suit.

Projectiles

The flower power-ups let the player character shoot projectiles. The Fire Flower, introduced in Super Mario Bros., transforms the character into a Fire variant who can throw bouncing fireballs at enemies. Galaxy is the first 3D Super Mario game to have the Fire Flower. In Land and Maker 2, the Superball is a bouncing ball obtained from a Super Flower, which the character can use to defeat enemies and collect coins. The Ice Flower transforms the character into an Ice variant who can shoot balls of ice as projectiles similar to those of the Fire Flower; they freeze enemies in blocks of ice that can used as platforms or thrown as projectiles, as seen in New Super Mario Bros. Wii and New Super Mario Bros. U.[10] In Galaxy, the Ice Flower turns Mario or Luigi into ice and lets him walk on lava or water for a limited time by freezing the surface. Lastly, New Super Mario Bros. 2s Gold Flower lets Mario or Luigi turn bricks into coins and earn bonus coins for defeating enemies.

Koopa Shells serve as a major projectile in the series, featuring since the original game. The character can throw them to defeat enemies, collect coins, and activate the functions of blocks. Power-ups are available for Yoshi to breathe fire in World, Yoshi’s Island, and 64 DS, breathe freezing air and spit seeds in Yoshi’s Island, spit out enemies in the World games, and spit juice in Sunshine. Other power-ups let the character throw bombs, boomerangs, and baseballs and shoot cannonballs. In Odyssey, Mario can possess characters, some of which can launch various projectiles. Flying shoot ’em up gameplay also appears in the series. Mario pilots the armed Sky Pop biplane and Marine Pop submarine in Land. The Koopa Clown Car, aircraft of Bowser and the Koopalings, can sometimes shoot fireballs in Maker.

Ridable animals and vehicles

Apart from automated objects in levels that may transport the player character, certain ridable animals and vehicles have appeared that the player controls. Mario’s dinosaur friend Yoshi has appeared as a mount to the player character in several Super Mario games since Super Mario World. In Yoshi’s Island and 64 DS, instead of the player character merely riding on Yoshi’s back, Yoshi is the player character. Yoshis generally have abilities including eating enemies, flying, and breathing fire. Miyamoto had originally wished for Mario to be able to ride a dinosaur in Super Mario Bros., but this wasn’t possible due to the technical restraints of the system.[citation needed] Poochi is a dog featuring in Yoshi’s Island who Yoshi can ride. Plesiosaurs Dorrie and Plessie can be ridden by the player characters in 64 and 3D World respectively,[11][12] with Plessie serving a larger role in Bowser’s Fury.[13]

Various vehicles that the player character can control have also appeared. These include a magic carpet in 2, flying clouds in several 2D games, submarines in Land and Yoshi’s Island, an airplane in Land, a helicopter, train, and mole tank in Yoshi’s Island, cars in Yoshi’s Island and Maker 2, and the Koopa Clown Car aircraft in the Maker games.

Blocks

Most items in the Super Mario series appear from item blocks when hit, which originated in Super Mario Bros. and have persisted throughout the series, where the character hits a block to receive either coins or power-ups. Variations include those that are invisible until hit, advice dispensers, produce another block, move, frozen, contingent on a switch, bouncy, etc. The propeller block lets the character spin up into the air and slowly descend, and the Gold Block generates coins through running. A single block is the unit of measurement in the design of Super Mario levels.

Player characters can gain extra lives in most of the games. The 1-Up mushroom was introduced in Super Mario Bros., with the term 1-up subsequently being used generically in other video game series to refer to extra lives. In the monochromatic Super Mario Land and Super Mario Land 2, instead of a differently colored mushroom, the 1-Up is shown as a heart. Super Mario World introduced the 3-Up Moon. 1-Ups can also be earned through collecting a certain number of coins or playing minigames.

Invincibility

Invincibility is an effect first appearing in the three Super Mario Bros. games, where it is granted by a «Starman»,[14][15][16] an anthropomorphized, flashing star. The star has also been named the «Super Star» in the two Super Mario World games as well as the New Super Mario Bros. games[17][18] and the «Rainbow Star» in the two Super Mario Galaxy games. Picking up the star makes the character temporarily invincible, able to resist any harm. Use of the item is accompanied by a distinctive music track that appears consistently across most of the games. The player character flickers a variety of colors — and in some games, moves with increased speed and enhanced jumping ability — while under the Star’s influence. While invincible, the character defeats any enemy upon contact with it. In Super Mario World 2: Yoshi’s Island, the star gives the normally immobile baby Mario the ability to run as well as become invincible. In Super Mario 64 and 64 DS, invincibility is provided when the character becomes metal or intangible. The Mega Mushroom provides temporary invincibility with the addition of giant size and environment destruction (see Power-ups and transformations).

Collectibles

Super Mario level design traditionally incorporates many distributed coins as puzzles and rewards. Most Super Mario games award the player an extra life once a certain amount of gold coins are collected, commonly 50 or 100. Several coin variants exist, such as silver coins, dragon coins, star coins, and more. In 64, Sunshine, Galaxy, and Galaxy 2, coins replenish health (and air, when the character is underwater). In 64 and Sunshine, collecting 100 coins in a level results in a Power Star or Shine Sprite respectively. There are also stages in that game reward a Power Star for collecting eight red coins in a level, worth two normal coins each. In 64, a blue coin is worth five normal coins. In Sunshine, blue coins act as a side quest when brought to the Delfino Bank and for every ten blue coins deposited, Mario will earn a Shine Sprite. In the Galaxy series, after finishing each game once, stages unlock where Mario or Luigi can collect 100 purple coins to earn a Power Star. In Galaxy 2, they can also be used to feed some hungry «Luma» characters that can turn into either an item or another planet.

The games often feature other tokens found in levels in order to progress in the overworld, most frequently with the visual motif of a star. They are typically situated in locations that are not readily found or reached, or awarded for completing stunts, or objectives given by NPCs. They include the Power Stars in Super Mario 64 and the Super Mario Galaxy games, Shine Sprites in Super Mario Sunshine and Bowser’s Fury, Star Coins in the New Super Mario Bros. series and Super Mario 3D Land, Green Stars in the Galaxy games and Super Mario 3D World, and Power Moons in Super Mario Odyssey. In Super Mario Land 2, there are six Golden Coin tokens that must be collected to finish the game.

Warp Pipes and Warp Cannons

The Warp Pipe is a common method of transportation used in many of the Mario series games. Warp Pipes are most often green but also appear in other colors (early games included silver pipes, newer games have introduced red, green, blue and yellow pipes), and have many uses in the series. Warp Pipes can also contain enemies, usually Piranha Plants, and sometimes launch the player into the air (most commonly seen in the New Super Mario Bros. series). In early Mario games such as Super Mario Bros., special, well-hidden areas known as Warp Zones contain pipes that allow players to skip several worlds (handfuls of levels) at once.[19] In the New Super Mario Bros. series, pipe-shaped Warp Cannons work similarly to the Warp Zones of the earlier games and are unlocked by finding secret exits in levels. Cannons appear in most of the 3D games in the series starting with Super Mario 64. The character uses the cannon by jumping into the barrel, aiming themself and being fired at a distant target. This allows the character to progress through a level or reach otherwise inaccessible areas.

Minigames

Many games in the series feature minigames supplemental to the platforming gameplay, usually offering the chance to win extra lives or power-ups. Super Mario Bros. 2 and 3D World feature slot machines. Super Mario Bros. 3 and the New Super Mario Bros. games contain Toad Houses that host skill- and luck-based activities such as shell games. The Land games feature end-of-level minigames for acquiring extra lives. The Battle Mode in the All-Stars version of Super Mario Bros. 3 and the Advance series of remakes all feature versions of Mario Bros. as a minigame. Yoshi’s Island enables a minigame when certain conditions are met when completing a level. 64 DS contains over 30 minigames that can be accessed independently of the original mode of play. 3D World contains Luigi Bros., a version of Mario Bros. with two Luigis, and the Switch version of 3D World includes Bowser’s Fury, a 3D platformer of smaller size in one enclosed environment.[citation needed]

Music

Much of the original Super Mario Bros. music and sound effects have become iconic to the series and incorporated into modern games. The original Super Mario Bros. theme, composed by Koji Kondo, has become one of the most well known video game themes around the world.[20]

Super Mario Galaxy, released in 2007, became the first game in the Super Mario series to feature orchestrated music,[21] which would return in its sequel and other subsequent games such as Super Mario 3D World.[22]

Development

Release timeline

1985 Super Mario Bros.
1986 Super Mario Bros.: The Lost Levels
1987
1988 Super Mario Bros. 2
Super Mario Bros. 3
1989 Super Mario Land
1990 Super Mario World
1991
1992 Super Mario Land 2: 6 Golden Coins
1993
1994
1995 Super Mario World 2: Yoshi’s Island
1996 Super Mario 64
1997
1998
1999
2000
2001
2002 Super Mario Sunshine
2003
2004
2005
2006 New Super Mario Bros.
2007 Super Mario Galaxy
2008
2009 New Super Mario Bros. Wii
2010 Super Mario Galaxy 2
2011 Super Mario 3D Land
2012 New Super Mario Bros. 2
New Super Mario Bros. U
2013 Super Mario 3D World
2014
2015 Super Mario Maker
2016 Super Mario Run
2017 Super Mario Odyssey
2018
2019 Super Mario Maker 2
2020
2021 Super Mario 3D World + Bowser’s Fury

1985–1995: 2D origins

An image of the three integral staff who worked on the game: director Takashi Tezuka, producer Shigeru Miyamoto, and composer Koji Kondo.

Super Mario Bros., the first side-scrolling 2D platform game to feature Mario, was released for the Nintendo Entertainment System (NES) in 1985. It was derived through collaboration by Nintendo’s Shigeru Miyamoto and Takashi Tezuka as a successor to the 1983 arcade game Mario Bros., which starred two characters: Mario, the titular character that first appeared in Donkey Kong as the original player character and its sequel where he was a final boss, and Luigi, who first appeared in Mario Bros.[23] Super Mario Bros. established many core Mario elements, such as Goombas, Koopa Troopas, Bowser, Peach, and its three power-ups: the Super Mushroom, increasing the character’s size and providing an extra hit point, Fire Flower, allowing the character to throw fireballs as weapons, and Super Star, granting temporary invincibility. The «Super» in the title came from the integration of the Super Mushroom into the game.[24] The brothers Mario and Luigi must rescue Princess Toadstool/Peach from Bowser/King Koopa in the Mushroom Kingdom. The game consists of eight worlds of four levels each, totaling 32 levels altogether. Though the worlds differ in themes, the fourth level is always a fortress or castle that ends with a fight against Bowser (or one of his minions disguised as him).[25] Super Mario Bros. is one of the best-selling video games of all time.[26]

Super Mario Bros: The Lost Levels (known as Super Mario Bros. 2 in Japan) is the first sequel to the original Super Mario Bros. It uses the Super Mario Bros. engine, with additions such as weather, character movements, and more complex levels, altogether yielding a much higher difficulty. The game follows the same style of level progression as Super Mario Bros., with eight initial worlds of four levels each. At that time, this sequel was not released outside Japan since Nintendo of America did not want the Super Mario series to be known to players outside of Japan for frustrating difficulty. It remained inaccessible to a steadily broadening market of American video game players, becoming stylistically outdated by the time the Japanese Super Mario Bros. 2 could be eventually delivered to America.[27] The game later debuted outside Japan in 1993 as Super Mario Bros.: The Lost Levels in the compilation game Super Mario All-Stars for the Super Nintendo Entertainment System (SNES).

In Super Mario Bros. 2 (known as Super Mario USA in Japan), Mario and his companions seek to defeat the evil frog Wart in the Subcon dreamland. Based on a discarded prototype,[28] the game was instead originally released as Yume Kōjō: Doki Doki Panic in Japan, and was ultimately converted into a Mario game for the rest of the world as Super Mario Bros. 2, before being released in Japan as Super Mario USA as part of Super Mario All-Stars. One of the game’s most defining aspects is the four player characters: not only Mario, but Luigi, Princess Peach and Toad are available for single-player gameplay, each with defined character movements: Luigi jumps higher, the Princess can hover in the air for a short amount of time, and Toad is the fastest. Characters here also can pluck items from the ground to throw at enemies. This is also the first Super Mario game to use a life meter, which allows the characters to be hit up to four times before dying.[27]

Super Mario Bros. 3 is divided into eight themed worlds, each with 6–10 levels and several bonus stages displayed as locations on a mapped overworld. These locations are not necessarily in a linear order, and the player is occasionally permitted to skip levels or play the game out of order. Completed levels cannot be replayed. The penultimate boss stage in each world is a side-scrolling level atop an airship («Doom Ship») with a fight against one of Bowser’s seven Koopalings. The game introduced a diverse array of new power-ups, including flight as Raccoon Mario and Raccoon Luigi or the level-long P-Wing allowing flight through a whole level. Bowser is again the final boss.

Super Mario Land is the first handheld Super Mario game apart from the Game & Watch conversion of Super Mario Bros., and was released for the Game Boy in 1989. Like the Super Mario Bros. games, it is a sidescrolling platformer. Mario sets out to save Princess Daisy from the spaceman Tatanga. Items include the Super Mushroom, Super Flower,[29] which allows Mario to shoot projectiles, Super Star, and hearts, which give Mario an extra life. The game consists of twelve levels split across four worlds. Reaching the higher of two exits at each level’s end activates a minigame where the player can try to get extra lives.

Super Mario World for the Super Nintendo Entertainment System is the best-selling game of the system.

Super Mario World was released for the Super Nintendo Entertainment System and consists of nine worlds displayed via a world map. It is a direct successor to the Super Mario Bros. games, bearing the subtitle Super Mario Bros. 4 in Japan. Unlike Super Mario Bros. 3, however, where each world map is separate, the world map here covers the whole game. Some of the levels have hidden alternate exits leading to different areas. New abilities include a spin jump and the rideable Yoshi, who can eat enemies and either swallow or spit them out. Power-ups include the new Cape Feather, which lets Mario and Luigi fly with a cape, and the P-balloon, which inflates the player character to allow him to float.

Super Mario Land 2: 6 Golden Coins was released for the Game Boy in 1992. It introduces Mario’s rival, Wario, who took over Mario’s castle during the events of Super Mario Land and forces Mario to collect the six golden coins in order to reenter and reclaim his castle. While its predecessor is similar to the original Super Mario Bros., Super Mario Land 2 has more in common with Super Mario World, featuring a world map and the ability to move back to the left within levels. There are 32 levels, divided into several themed worlds that each have their own boss. Three power-ups return: the Super Mushroom, Fire Flower, and Super Star. The game also introduces the Carrot power-up, which gives Mario large rabbit ears that let him glide when falling for a limited time. Its story was continued in Wario Land: Super Mario Land 3, which retroactively became the first of a spin-off series, Wario Land.

Super Mario World 2: Yoshi’s Island was released for the SNES in 1995. To reunite baby Mario with his brother Luigi, who has been kidnapped by Kamek, the player controls Yoshi as the primary character through 48 levels while carrying Baby Mario. Yoshi runs and jumps to reach the end of the level while solving puzzles and collecting items. In a style new to the series, the game has a hand-drawn aesthetic. The game introduces his signature abilities to flutter jump and produce eggs from swallowed enemies. Yoshi’s Island received «instant» and «universal acclaim», according to IGN and review aggregator Metacritic, and sold over four million copies. Yoshi’s signature characteristics established in Yoshi’s Island would carry throughout a series of cameos, spin-offs, and sequels. Sources have debated on whether Super Mario World 2: Yoshi’s Island, where the player primarily controls a Yoshi carrying Baby Mario, should count as a Super Mario game,[30][31][32] with some sources considering it strictly a Yoshi game. Miyamoto responded affirmatively when asked if Yoshi’s Island is a Super Mario game, with Tezuka later adding:

«When that game debuted, I wanted people to understand that Yoshi was part of the Mario world, and that be conveyed whether through title or gameplay. To me, it’s part of the Mario series, but today’s Yoshi games? They’ve changed from those origins, so I think it’s okay to think of Yoshi living in his own universe. You can think of it separately from Mario’s world.»[33]

1996–2005: Introduction of 3D and open-ended exploration

Super Mario 64 for the Nintendo 64 (pictured) is the first 3D and open world entry.

In the early 1990s, director and producer Shigeru Miyamoto had conceived a 3D Mario design during development of the Super Nintendo Entertainment System (SNES) game Star Fox (1993). He considered using the Super FX chip to develop a SNES game, Super Mario FX, with gameplay based on «an entire world in miniature, like miniature trains».[34] He eventually reformulated the idea for the Nintendo 64, not for its substantially greater power, but because its controller has more buttons for gameplay.[35][36] Super Mario 64 was developed over approximately three years, with one year spent on the design concept and approximately two years on production.[34] Production began on September 7, 1994, and concluded on May 20, 1996.[37] Super Mario 64 is the first 3D and open world game in the series, and a launch game for the Nintendo 64 home console. Each level is an enclosed environment where the player is free to explore in all directions without time limits. The player collects Power Stars from the paintings in Peach’s castle to unlock later courses and areas.[38] The Nintendo 64’s analog stick makes an extensive repertoire of precise movements in all directions possible. The game introduced moves such as punching, triple jumping, and using a Wing Cap to fly. It is the first Super Mario series game to feature Charles Martinet’s voice acting for Mario. Mario must once again save Princess Peach from Bowser. The game’s power-ups differ from previous games, now being three different hats with temporary powers: the Wing Cap, allowing Mario to fly; the Metal Cap, turning him into metal; and the Vanish Cap, allowing him to walk through obstacles. Super Mario 64 is considered seminal to 3D video games.[39][40][41] A remake of the game called Super Mario 64 DS was released for Nintendo DS in 2004 and 2005, adding Yoshi, Luigi, and Wario as playable characters, new abilities, new objectives, multiplayer, and minigames.

Super Mario Sunshine is the second 3D Super Mario game. It was released in 2002 for the GameCube. In it, Mario and Peach travel to Isle Delfino for a vacation when a Mario doppelgänger, going by the name of Shadow Mario, appears and vandalizes the entire island. Mario is sentenced to clean the island with a water-squirting accessory called F.L.U.D.D. Super Mario Sunshine shares many similar gameplay elements with its predecessor Super Mario 64, yet introduces moves, like spinning while jumping, and several other actions through the use of F.L.U.D.D. The game contains a number of independent levels, which can be reached from the hub, Delfino Plaza. Mario collects Shine Sprites by completing tasks in the levels, which in return unlock levels in Delfino Plaza by way of abilities and plot-related events.[42] Sunshine introduces the last of Bowser’s eight children, Bowser Jr., as an antagonist. Yoshi also appears again for Mario to ride in certain sections.

2006–2016: 2D revival and path-focused 3D games

After no original 2D game releases in the series since 1995, New Super Mario Bros. was released on the Nintendo DS in 2006. In it, Mario and Luigi set out to save Princess Peach from Bowser Jr. The gameplay is 2D, but most of the characters and objects are 3D on two-dimensional backgrounds, resulting in a 2.5D effect. The game uses an overworld map similar to those of Super Mario Bros. Deluxe. Some levels have multiple exits. The classic power-ups (Super Mushroom, Fire Flower and Super Star) return alongside the Mega Mushroom, Blue Shell, and Mini Mushroom.

Miyamoto explained that when he was developing Super Mario 64 with Yoshiaki Koizumi, they realized that the title would be more directed towards the «core gamer», rather than the casual, «pick-up-and-go» gamer.[43] After Sunshine, their focus shifted to more accessible, casual games, leading them to develop Super Mario Galaxy with more progression-oriented paths. Galaxy was launched in 2007 for the Wii. It is set in outer space, where Mario or Luigi travel between «galaxies» to collect Power Stars, earned by completing quests or defeating enemies. It introduced motion controls to the series. Each galaxy contains a number of planets and other space objects for the player to explore. The game’s physics system gives each celestial object its own gravitational force, which lets the character circumnavigate rounded or irregular planetoids by walking sideways or upside down. The character is usually able to jump from one independent object and fall towards another close object. Though the main gameplay and physics are in 3D, there are several points in the game where the character’s movements are restricted into a 2D axis. Several new power-ups appear following the new game mechanics.

New Super Mario Bros. Wii (2009) features 4-player co-op and new power-ups: the Propeller Mushroom, the Ice Flower, and the Penguin Suit. All characters can ride Yoshi.

Super Mario Galaxy 2, released on May 23, 2010, was initially developed as an expansion pack to Galaxy, but was eventually developed into its own game. It retains the basic premise of its predecessor and includes its items and power-ups besides the Ice Flower and Red Star. New power-ups include the Cloud Flower, which allows Mario or Luigi to create platforms in mid-air and the Rock Mushroom, which turns the character into a rolling boulder. The character can also ride Yoshi. The game was released to widespread critical acclaim, getting better reviews than its predecessor.

Super Mario 3D Land was released for the Nintendo 3DS in November and December 2011. It was the first attempt to translate the gameplay of the 2D games into a 3D environment, and simplify the control scheme of the 3D games through including more linear levels. It is the first original 3D Super Mario game on a handheld console, since all previous handheld games were either 2D or a port of a previous game. It also brought back several older gameplay features, including the Super Leaf power-up last seen in Super Mario Bros. 3.

New Super Mario Bros. 2 was released in July and August 2012 for the Nintendo 3DS. The player, as Mario or Luigi, tries to save Princess Peach from Bowser and the Koopalings, with the game’s secondary goal to collect one million coins. Several gameplay elements were introduced to help achieve this goal, such as the Gold Flower, a rarer variant of the Fire Flower that turns items into coins.[44][45]

New Super Mario Bros. U, the Wii U follow-up to New Super Mario Bros. Wii, was released in November 2012. It introduces both a Flying Squirrel suit that lets the characters glide through the air, and asymmetric gameplay that allows the player holding the GamePad to influence the environment. In June 2013, New Super Luigi U was released as a downloadable content (DLC) package for the game, featuring shorter, but more difficult levels, starring Luigi as the main protagonist instead of his brother. Subsequently, it was released as a standalone retail game on August 25 in North America.[46] The Nintendo Switch port New Super Mario Bros. U Deluxe includes both the main game and New Super Luigi U, and new playable characters Nabbit and Toadette.[47]

Super Mario 3D World, the sequel to 3D Land, was released for the Wii U on November 22, 2013 in North America, and utilized the same gameplay mechanics as its predecessor.[48] Co-operative multiplayer is available for up to four players. The game introduced the ability to turn the characters into cats able to attack and scale walls in order to reach new areas, and to create clones of the characters. Like Super Mario Bros. 2, it features Princess Peach and Toad as playable characters in addition to Mario and Luigi. Rosalina from Super Mario Galaxy is also unlocked later in the game. Miyamoto said that «even though that’s a 3D game, it’s a little more accessible to everybody.»

Super Mario Maker is a creation tool released for the Wii U in September 2015[49] which allows players to create their own levels based on the gameplay and style of Super Mario Bros., Super Mario Bros. 3, Super Mario World, and New Super Mario Bros. U, as well as to share their creations online. Based on existing games, several gameplay mechanics were introduced for the game, with existing ones also available to be used together in new ways. A Nintendo 3DS version of the game called Super Mario Maker for Nintendo 3DS, was released in December 2016. It features a few new pre-installed levels, but no online level sharing. Super Mario Maker 2 is a new version of Super Mario Maker with many new items, themes, and enemies, a world-builder, as well as online multiplayer. The game was released on June 28, 2019 for the Nintendo Switch.

Super Mario Run is a side-scrolling and auto-scrolling video game released in December 2016 on the iOS platform, then in March 2017 on Android. It is the first official Super Mario game developed for mobile devices. As such, it features simplified controls that allow it to be played with only one hand. In this game, the character runs automatically, with the player controlling the jumping action to avoid hazards. This is achieved by touching the tactile screens these devices are built with. The longer the player touches the jump button, the higher the character jumps. This game also includes a «Toad Rally» mode, similar to the «VS Boo» mode of Super Mario Bros Deluxe, in which players have to complete a level faster than a computer-controlled Toad. Success in this mode earns the player access to in-game money to spend on customizing the Mushroom Kingdom map, using mechanics similar to Farmville. This is the first Super Mario game that Princess Daisy is playable in and the first to feature a music track with vocals.[50][51][52]

2017–present: Return of open-ended exploration

After having fallen out of favor by the mid-2000s, open-world «collectathon» 3D platformers such as Super Mario 64, Banjo-Kazooie and Donkey Kong 64 had become less common.[53] For example, the 3D adventure game Banjo-Kazooie: Nuts & Bolts (2008) explicitly mocked the perceived tedium of collecting large quantities of tokens.[54] By the mid-2010s, however, 3D platformers were aiming to replicate such experiences, including Yooka-Laylee and A Hat in Time. Super Mario Odyssey is a return to the open-world «sandbox» 3D style of gameplay,[55][56][57] with «more open-ended exploration like in Super Mario 64 and Super Mario Sunshine[58] It was released in October 2017 for Nintendo Switch.[59] After Mario’s cap is possessed by a spirit named Cappy, he gains the new move of temporarily «capturing» enemies and objects to utilize their abilities. Like previous sandbox 3D games, the game’s worlds contain a large variety of objectives that can be achieved in a non-linear order before progressing. The game features many different kingdoms in addition to the Mushroom Kingdom that Mario’s adventures usually take place in.

Bowser’s Fury is part of the 2021 re-release of Super Mario 3D World on the Nintendo Switch. It implements 3D open-world «free-roaming» gameplay in a similar fashion to Odyssey, from which it includes many elements.[60][61] Supporting up to two players, it sees Mario teaming up with Bowser Jr. to collect Cat Shines to restore lighthouses in a land called Lake Lapcat. Periodically, a gigantic incarnation of Bowser known as Fury Bowser awakens to bring darkness upon the land and attacks the island. To beat him, Mario must collect enough Cat Shines to awaken the Giga Bell and use it to fight Bowser.

Remakes and remasters

Game System Year Original game(s)
Super Mario All-Stars (+ Super Mario World) Super NES 1993/1994 Super Mario Bros.
Super Mario Bros.: The Lost Levels
Super Mario Bros. 2
Super Mario Bros. 3
Super Mario World[d]
Super Mario Bros. Deluxe Game Boy Color 1999 Super Mario Bros.
Super Mario Bros.: The Lost Levels
Super Mario Advance Game Boy Advance 2001/2002 Super Mario Bros. 2
Mario Bros.
Super Mario World: Super Mario Advance 2 Game Boy Advance 2001 Super Mario World
Mario Bros.
Yoshi’s Island: Super Mario Advance 3 Game Boy Advance 2002 Super Mario World 2: Yoshi’s Island
Mario Bros.
Super Mario Advance 4: Super Mario Bros. 3 Game Boy Advance 2003/2004 Super Mario Bros. 3
Mario Bros.
Super Mario 64 DS Nintendo DS 2004/2005 Super Mario 64
New Super Mario Bros. U Deluxe Nintendo Switch 2019 New Super Mario Bros. U
New Super Luigi U
Super Mario 3D All-Stars Nintendo Switch 2020 Super Mario 64
Super Mario Sunshine
Super Mario Galaxy
Super Mario 3D World + Bowser’s Fury Nintendo Switch 2021 Super Mario 3D World

Reception

The Super Mario series has seen tremendous critical acclaim from both critics and audiences. The series was ranked as the best game franchise by IGN in 2006.[125] In 1996 Next Generation ranked the series as number 5 on their «Top 100 Games of All Time»,[e] additionally ranking Super Mario 64 at number 1 although stating the rule that series of games be confined to a single entry.[126] In 1999, Next Generation listed the Mario series as number 3 on their «Top 50 Games of All Time», commenting that, «The depth of the game design was never matched in 2D and has yet to be equaled by a 3D action performer. The gameplay is simply genius – Shigeru Miyamoto wrote the book on platformers.»[127] Electronic Gaming Monthly attributed the series’ excellence to the developers’ tireless creativity and innovation, pointing out that «Sega’s Sonic the Hedgehog series changed very little in its four installments on the Genesis. The Mario series has changed significantly with each new game.»[128]

The original Super Mario Bros. was awarded the top spot on Electronic Gaming Monthlys greatest 200 games of their time list[129] and IGN’s top 100 games of all-time list twice (in 2005 and 2007).[130] Super Mario Bros. popularized side-scrolling video games and provided the basic concept and mechanics that persisted throughout the rest of the series. Super Mario Bros. sold 40.24 million copies, making it the best-selling video game of the whole series.[131]
Various other video games of the series were ranked as the best within the series.[132][133][77] Games included are Super Mario Bros. 3,[134] Super Mario World[135] and Super Mario 64 to name a few.[136][137] Before Super Mario Odyssey, Super Mario Galaxy has been for 10 years the best-ranked game on GameRankings.[138][93]

Sales

Super Mario is one of the best-selling video game franchises, having sold more than 380 million units worldwide as of 2021.[139] The first seven Super Mario games (including the first three Super Mario Bros. titles, the first two Super Mario Land titles, and Super Mario World) had sold 100 million units by March 1993.[140]

Games in the Super Mario series have had consistently strong sales, ranking among the best-selling video games of all time. Super Mario Bros. sold more than 50 million units worldwide sold across multiple platforms by 1996.[141] The original NES version sold 40.23 million units and is the best-selling NES game, with its two sequels, Super Mario Bros. 3 (18 million copies) and Super Mario Bros. 2 (10 million copies), ranking in second and third place respectively.[82] Super Mario World is the best-selling game for the SNES console, selling 20 million copies. Super Mario World is also the seventh best-selling game of all time. Super Mario 64 sold the most copies for the Nintendo 64 (11 million), whereas Super Mario Sunshine is the second best-selling game (5.5 million) on the GameCube (second to Super Smash Bros. Melee). Super Mario Galaxy has sold 12.80 million units as of March 2020, which was the best-selling 3D game in the series until 2019, and is the ninth best-selling game for the Wii.[92] Its sequel Super Mario Galaxy 2 has 7.41 million units sold, placing in twelfth. Super Mario 3D World was the second bestselling game on the Wii U and along with its more popular Switch port has sold over 14 million copies combined making it the 2nd bestselling 3D Mario game.[142][63] Super Mario Odyssey has 23.50 million units sold as of December 2021, making it the best-selling 3D game in the series to date, and among the best-selling games for the Nintendo Switch.[119] New Super Mario Bros. Wii has sold 30.32 million copies worldwide, the fourth best-selling game on the Wii, as well as one of the best-selling video games of all time.[92]

The Super Mario series also sold well on handheld consoles. Super Mario Land has sold 18.14 million copies, and is the fourth best-selling game for the Game Boy. Its sequel, Super Mario Land 2: 6 Golden Coins, sold 11.18 million copies, placing sixth.[143] New Super Mario Bros. for the Nintendo DS sold 30.80 million units, making it the best-selling game for the console, and the best-selling portable entry.

For all console and handheld games that have not been bundled with a console, Super Mario Bros. 3 is the fourth best-selling game, whereas New Super Mario Bros. is fifth, Super Mario Land is eleventh, and Super Mario 64 is eighteenth.

In the United Kingdom, Super Mario Bros. is the most famous video game brand, recognized by 91% of the UK adult population as of 2021.[144]

Legacy

[icon]

This section is empty. You can help by adding to it. (January 2023)

See also

  • Luigi’s Mansion series: A spin-off of the series.
  • Captain Toad: Treasure Tracker: A spin-off of the series.
  • Donkey Kong Country series: Similar platform sub-series.
  • Super Princess Peach: A similar Nintendo platform game that role reverses the characters that are commonly used in the concept of the series.
  • Wario Land series: A similar platform sub-series

Notes

  1. ^ Japanese: スーパーマリオ, Hepburn: Sūpā Mario
  2. ^ Japanese: スーパーマリオブラザーズ, Hepburn: Sūpā Mario Burazāzu
  3. ^ Japanese: マリオ
  4. ^ Not included in original version of All-Stars.
  5. ^ The entry name is «Mario (series)», but the description as a «side-scrolling platformer» makes it clear that Next Generation meant the Super Mario series specifically.

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External links

  • Official website
Super Mario
Mario Series Logo.svg

Logo since 2011

Genre(s) Platform
Developer(s)
  • Nintendo EAD (1985–2015)
  • Nintendo EPD (2016–present)
Publisher(s) Nintendo
Creator(s) Shigeru Miyamoto
Artist(s)
  • Yoichi Kotabe
  • Shigehisa Nakaue
Composer(s)
  • Koji Kondo
  • Mahito Yokota
Platform(s)
  • Game & Watch
  • NES
  • Famicom Disk System
  • Arcade
  • Game Boy
  • Super NES
  • Nintendo 64
  • Game Boy Color
  • Game Boy Advance
  • GameCube
  • Nintendo DS
  • Wii
  • Nintendo 3DS
  • Wii U
  • iOS
  • Android
  • Nintendo Switch
First release Super Mario Bros.
September 13, 1985
Latest release Super Mario 3D World + Bowser’s Fury
February 12, 2021
Spin-offs Luigi
Yoshi
Wario
Mario Kart
Mario Party
Paper Mario
Mario & Luigi

Super Mario[a] (also known as Super Mario Bros.[b] and Mario[c]) is a platform game series created by Nintendo starring their mascot, Mario. It is the central series of the greater Mario franchise. At least one Super Mario game has been released for every major Nintendo video game console. There are more than 20 games in the series.

The Super Mario games are set primarily in the fictional Mushroom Kingdom, typically with Mario as the player character. He is usually joined by his brother, Luigi, and often by other members of the Mario cast. As platform games, they involve the player character running and jumping across platforms and atop enemies in themed levels. The games have simple plots, typically with Mario and Luigi rescuing the kidnapped Princess Peach from the primary antagonist, Bowser. The first game in the series, Super Mario Bros., released for the Nintendo Entertainment System (NES) in 1985, established the series’ core gameplay concepts and elements. These include a multitude of power-ups and items that give the character special powers such as fireball-throwing and size-changing.[1]

The Super Mario series is part of the greater Mario franchise, which includes other video game genres and media such as film, television, printed media, and merchandise. More than 380 million copies of Super Mario games have been sold worldwide, making it the fifth-bestselling video game series, behind the larger Mario franchise, the puzzle series Tetris, the series Pokémon video games, and first-person shooter series Call of Duty.[2]

Gameplay

The objective of the game is to progress through levels by defeating enemies, collecting items and solving puzzles without dying. Power-up use is integral to the series. The series has installments featuring both two and three-dimensional gameplay. In the 2D games, the player character (usually Mario) jumps on platforms and enemies while avoiding their attacks and moving to the right of the scrolling screen. 2D Super Mario game levels have single-exit objectives, which must be reached within a time limit and lead to the next sequential level. Super Mario Bros. 3 introduced the overworld, a map of nonlinear levels that branches according to the player’s choice.[3] Super Mario World introduced levels with multiple exits.

3D installments in the series have had two subgenres: open world exploration based games and more linear 3D games with a predetermined path.[4] Levels in the open world games, 64, Sunshine and Odyssey, allow the player to freely explore multiple enclosed environments in 360 degree movement. As the game progresses, more environments become accessible.[5] The linear 3D games, Galaxy, Galaxy 2, 3D Land and 3D World, feature more fixed camera angles and a predetermined path to a single goal.

Playable characters

The series often features the option to play as characters other than Mario, usually Luigi. Earlier games have offered an alternating multiplayer mode in which the second player controls Luigi on their turn. Luigi is often only playable by player one in a second, more challenging iteration of the base game, such as in The Lost Levels, Galaxy 2, New Super Luigi U and the special worlds in 3D Land; these feature lower gravity and reduced friction for Luigi. Later games allow four player simultaneous play. Playable characters other than Mario and Luigi have included Toads, Peach, Yoshi, Wario, Rosalina, Miis, Toadette, Nabbit, Daisy, and Bowser Jr. Characters are sometimes differentiated by special abilities. Super Mario Maker (though not Super Mario Maker 2) includes costumes that depict many more characters.

Power-ups and transformations

Mushroom power-ups appear in almost every Super Mario game. The most iconic of these is the Super Mushroom.[6][7] The Super Mushroom increases the character’s size, turning them into a «Super» variant, and allows them to break certain blocks. When hit by an enemy, the character reverts to their smaller size instead of losing a life.[6] When the character is in their «Super» form, most blocks that would contain a Super Mushroom instead offer a more powerful power-up such as the Fire Flower. The Super Mushroom is similar in appearance to the Amanita muscaria, with an ivory stalk below a most commonly red and white (originally red and orange) spotted cap. Created by chance, Shigeru Miyamoto stated in an interview that beta tests of Super Mario Bros. proved Mario too tall, so the development team implemented mushrooms to grow and shrink Mario.[8] Different variants of mushroom power-ups appear in the series. For example, Super Mario Bros.: The Lost Levels introduces the Poison Mushroom, which causes damage when collected; and New Super Mario Bros. introduces the Mini Mushroom, which shrinks the character to miniature size; and the Mega Mushroom, grows the character into a towering, invulnerable giant who destroys enemies and the environment by running through them.[9]

Super Mario Bros. 3 introduces suits to the Super Mario series, many of which are based on animals or Mario enemies. The Raccoon Suit (provisioned by a Super Leaf) and the Tanooki Suit each provide the character with a tail that enables flight. In addition, the Tanooki Suit lets the character spontaneously change into an invincible statue for about five seconds. Super Mario Bros. 3 includes a Hammer Bros. suit, which allows Mario and Luigi to throw hammers as projectiles to defeat enemies at a distance. Other suits in later games in the series include the Frog Suit, Penguin Suit, Cat Suit, Boomerang Suit, and Bee Suit.

Projectiles

The flower power-ups let the player character shoot projectiles. The Fire Flower, introduced in Super Mario Bros., transforms the character into a Fire variant who can throw bouncing fireballs at enemies. Galaxy is the first 3D Super Mario game to have the Fire Flower. In Land and Maker 2, the Superball is a bouncing ball obtained from a Super Flower, which the character can use to defeat enemies and collect coins. The Ice Flower transforms the character into an Ice variant who can shoot balls of ice as projectiles similar to those of the Fire Flower; they freeze enemies in blocks of ice that can used as platforms or thrown as projectiles, as seen in New Super Mario Bros. Wii and New Super Mario Bros. U.[10] In Galaxy, the Ice Flower turns Mario or Luigi into ice and lets him walk on lava or water for a limited time by freezing the surface. Lastly, New Super Mario Bros. 2s Gold Flower lets Mario or Luigi turn bricks into coins and earn bonus coins for defeating enemies.

Koopa Shells serve as a major projectile in the series, featuring since the original game. The character can throw them to defeat enemies, collect coins, and activate the functions of blocks. Power-ups are available for Yoshi to breathe fire in World, Yoshi’s Island, and 64 DS, breathe freezing air and spit seeds in Yoshi’s Island, spit out enemies in the World games, and spit juice in Sunshine. Other power-ups let the character throw bombs, boomerangs, and baseballs and shoot cannonballs. In Odyssey, Mario can possess characters, some of which can launch various projectiles. Flying shoot ’em up gameplay also appears in the series. Mario pilots the armed Sky Pop biplane and Marine Pop submarine in Land. The Koopa Clown Car, aircraft of Bowser and the Koopalings, can sometimes shoot fireballs in Maker.

Ridable animals and vehicles

Apart from automated objects in levels that may transport the player character, certain ridable animals and vehicles have appeared that the player controls. Mario’s dinosaur friend Yoshi has appeared as a mount to the player character in several Super Mario games since Super Mario World. In Yoshi’s Island and 64 DS, instead of the player character merely riding on Yoshi’s back, Yoshi is the player character. Yoshis generally have abilities including eating enemies, flying, and breathing fire. Miyamoto had originally wished for Mario to be able to ride a dinosaur in Super Mario Bros., but this wasn’t possible due to the technical restraints of the system.[citation needed] Poochi is a dog featuring in Yoshi’s Island who Yoshi can ride. Plesiosaurs Dorrie and Plessie can be ridden by the player characters in 64 and 3D World respectively,[11][12] with Plessie serving a larger role in Bowser’s Fury.[13]

Various vehicles that the player character can control have also appeared. These include a magic carpet in 2, flying clouds in several 2D games, submarines in Land and Yoshi’s Island, an airplane in Land, a helicopter, train, and mole tank in Yoshi’s Island, cars in Yoshi’s Island and Maker 2, and the Koopa Clown Car aircraft in the Maker games.

Blocks

Most items in the Super Mario series appear from item blocks when hit, which originated in Super Mario Bros. and have persisted throughout the series, where the character hits a block to receive either coins or power-ups. Variations include those that are invisible until hit, advice dispensers, produce another block, move, frozen, contingent on a switch, bouncy, etc. The propeller block lets the character spin up into the air and slowly descend, and the Gold Block generates coins through running. A single block is the unit of measurement in the design of Super Mario levels.

Player characters can gain extra lives in most of the games. The 1-Up mushroom was introduced in Super Mario Bros., with the term 1-up subsequently being used generically in other video game series to refer to extra lives. In the monochromatic Super Mario Land and Super Mario Land 2, instead of a differently colored mushroom, the 1-Up is shown as a heart. Super Mario World introduced the 3-Up Moon. 1-Ups can also be earned through collecting a certain number of coins or playing minigames.

Invincibility

Invincibility is an effect first appearing in the three Super Mario Bros. games, where it is granted by a «Starman»,[14][15][16] an anthropomorphized, flashing star. The star has also been named the «Super Star» in the two Super Mario World games as well as the New Super Mario Bros. games[17][18] and the «Rainbow Star» in the two Super Mario Galaxy games. Picking up the star makes the character temporarily invincible, able to resist any harm. Use of the item is accompanied by a distinctive music track that appears consistently across most of the games. The player character flickers a variety of colors — and in some games, moves with increased speed and enhanced jumping ability — while under the Star’s influence. While invincible, the character defeats any enemy upon contact with it. In Super Mario World 2: Yoshi’s Island, the star gives the normally immobile baby Mario the ability to run as well as become invincible. In Super Mario 64 and 64 DS, invincibility is provided when the character becomes metal or intangible. The Mega Mushroom provides temporary invincibility with the addition of giant size and environment destruction (see Power-ups and transformations).

Collectibles

Super Mario level design traditionally incorporates many distributed coins as puzzles and rewards. Most Super Mario games award the player an extra life once a certain amount of gold coins are collected, commonly 50 or 100. Several coin variants exist, such as silver coins, dragon coins, star coins, and more. In 64, Sunshine, Galaxy, and Galaxy 2, coins replenish health (and air, when the character is underwater). In 64 and Sunshine, collecting 100 coins in a level results in a Power Star or Shine Sprite respectively. There are also stages in that game reward a Power Star for collecting eight red coins in a level, worth two normal coins each. In 64, a blue coin is worth five normal coins. In Sunshine, blue coins act as a side quest when brought to the Delfino Bank and for every ten blue coins deposited, Mario will earn a Shine Sprite. In the Galaxy series, after finishing each game once, stages unlock where Mario or Luigi can collect 100 purple coins to earn a Power Star. In Galaxy 2, they can also be used to feed some hungry «Luma» characters that can turn into either an item or another planet.

The games often feature other tokens found in levels in order to progress in the overworld, most frequently with the visual motif of a star. They are typically situated in locations that are not readily found or reached, or awarded for completing stunts, or objectives given by NPCs. They include the Power Stars in Super Mario 64 and the Super Mario Galaxy games, Shine Sprites in Super Mario Sunshine and Bowser’s Fury, Star Coins in the New Super Mario Bros. series and Super Mario 3D Land, Green Stars in the Galaxy games and Super Mario 3D World, and Power Moons in Super Mario Odyssey. In Super Mario Land 2, there are six Golden Coin tokens that must be collected to finish the game.

Warp Pipes and Warp Cannons

The Warp Pipe is a common method of transportation used in many of the Mario series games. Warp Pipes are most often green but also appear in other colors (early games included silver pipes, newer games have introduced red, green, blue and yellow pipes), and have many uses in the series. Warp Pipes can also contain enemies, usually Piranha Plants, and sometimes launch the player into the air (most commonly seen in the New Super Mario Bros. series). In early Mario games such as Super Mario Bros., special, well-hidden areas known as Warp Zones contain pipes that allow players to skip several worlds (handfuls of levels) at once.[19] In the New Super Mario Bros. series, pipe-shaped Warp Cannons work similarly to the Warp Zones of the earlier games and are unlocked by finding secret exits in levels. Cannons appear in most of the 3D games in the series starting with Super Mario 64. The character uses the cannon by jumping into the barrel, aiming themself and being fired at a distant target. This allows the character to progress through a level or reach otherwise inaccessible areas.

Minigames

Many games in the series feature minigames supplemental to the platforming gameplay, usually offering the chance to win extra lives or power-ups. Super Mario Bros. 2 and 3D World feature slot machines. Super Mario Bros. 3 and the New Super Mario Bros. games contain Toad Houses that host skill- and luck-based activities such as shell games. The Land games feature end-of-level minigames for acquiring extra lives. The Battle Mode in the All-Stars version of Super Mario Bros. 3 and the Advance series of remakes all feature versions of Mario Bros. as a minigame. Yoshi’s Island enables a minigame when certain conditions are met when completing a level. 64 DS contains over 30 minigames that can be accessed independently of the original mode of play. 3D World contains Luigi Bros., a version of Mario Bros. with two Luigis, and the Switch version of 3D World includes Bowser’s Fury, a 3D platformer of smaller size in one enclosed environment.[citation needed]

Music

Much of the original Super Mario Bros. music and sound effects have become iconic to the series and incorporated into modern games. The original Super Mario Bros. theme, composed by Koji Kondo, has become one of the most well known video game themes around the world.[20]

Super Mario Galaxy, released in 2007, became the first game in the Super Mario series to feature orchestrated music,[21] which would return in its sequel and other subsequent games such as Super Mario 3D World.[22]

Development

Release timeline

1985 Super Mario Bros.
1986 Super Mario Bros.: The Lost Levels
1987
1988 Super Mario Bros. 2
Super Mario Bros. 3
1989 Super Mario Land
1990 Super Mario World
1991
1992 Super Mario Land 2: 6 Golden Coins
1993
1994
1995 Super Mario World 2: Yoshi’s Island
1996 Super Mario 64
1997
1998
1999
2000
2001
2002 Super Mario Sunshine
2003
2004
2005
2006 New Super Mario Bros.
2007 Super Mario Galaxy
2008
2009 New Super Mario Bros. Wii
2010 Super Mario Galaxy 2
2011 Super Mario 3D Land
2012 New Super Mario Bros. 2
New Super Mario Bros. U
2013 Super Mario 3D World
2014
2015 Super Mario Maker
2016 Super Mario Run
2017 Super Mario Odyssey
2018
2019 Super Mario Maker 2
2020
2021 Super Mario 3D World + Bowser’s Fury

1985–1995: 2D origins

An image of the three integral staff who worked on the game: director Takashi Tezuka, producer Shigeru Miyamoto, and composer Koji Kondo.

Super Mario Bros., the first side-scrolling 2D platform game to feature Mario, was released for the Nintendo Entertainment System (NES) in 1985. It was derived through collaboration by Nintendo’s Shigeru Miyamoto and Takashi Tezuka as a successor to the 1983 arcade game Mario Bros., which starred two characters: Mario, the titular character that first appeared in Donkey Kong as the original player character and its sequel where he was a final boss, and Luigi, who first appeared in Mario Bros.[23] Super Mario Bros. established many core Mario elements, such as Goombas, Koopa Troopas, Bowser, Peach, and its three power-ups: the Super Mushroom, increasing the character’s size and providing an extra hit point, Fire Flower, allowing the character to throw fireballs as weapons, and Super Star, granting temporary invincibility. The «Super» in the title came from the integration of the Super Mushroom into the game.[24] The brothers Mario and Luigi must rescue Princess Toadstool/Peach from Bowser/King Koopa in the Mushroom Kingdom. The game consists of eight worlds of four levels each, totaling 32 levels altogether. Though the worlds differ in themes, the fourth level is always a fortress or castle that ends with a fight against Bowser (or one of his minions disguised as him).[25] Super Mario Bros. is one of the best-selling video games of all time.[26]

Super Mario Bros: The Lost Levels (known as Super Mario Bros. 2 in Japan) is the first sequel to the original Super Mario Bros. It uses the Super Mario Bros. engine, with additions such as weather, character movements, and more complex levels, altogether yielding a much higher difficulty. The game follows the same style of level progression as Super Mario Bros., with eight initial worlds of four levels each. At that time, this sequel was not released outside Japan since Nintendo of America did not want the Super Mario series to be known to players outside of Japan for frustrating difficulty. It remained inaccessible to a steadily broadening market of American video game players, becoming stylistically outdated by the time the Japanese Super Mario Bros. 2 could be eventually delivered to America.[27] The game later debuted outside Japan in 1993 as Super Mario Bros.: The Lost Levels in the compilation game Super Mario All-Stars for the Super Nintendo Entertainment System (SNES).

In Super Mario Bros. 2 (known as Super Mario USA in Japan), Mario and his companions seek to defeat the evil frog Wart in the Subcon dreamland. Based on a discarded prototype,[28] the game was instead originally released as Yume Kōjō: Doki Doki Panic in Japan, and was ultimately converted into a Mario game for the rest of the world as Super Mario Bros. 2, before being released in Japan as Super Mario USA as part of Super Mario All-Stars. One of the game’s most defining aspects is the four player characters: not only Mario, but Luigi, Princess Peach and Toad are available for single-player gameplay, each with defined character movements: Luigi jumps higher, the Princess can hover in the air for a short amount of time, and Toad is the fastest. Characters here also can pluck items from the ground to throw at enemies. This is also the first Super Mario game to use a life meter, which allows the characters to be hit up to four times before dying.[27]

Super Mario Bros. 3 is divided into eight themed worlds, each with 6–10 levels and several bonus stages displayed as locations on a mapped overworld. These locations are not necessarily in a linear order, and the player is occasionally permitted to skip levels or play the game out of order. Completed levels cannot be replayed. The penultimate boss stage in each world is a side-scrolling level atop an airship («Doom Ship») with a fight against one of Bowser’s seven Koopalings. The game introduced a diverse array of new power-ups, including flight as Raccoon Mario and Raccoon Luigi or the level-long P-Wing allowing flight through a whole level. Bowser is again the final boss.

Super Mario Land is the first handheld Super Mario game apart from the Game & Watch conversion of Super Mario Bros., and was released for the Game Boy in 1989. Like the Super Mario Bros. games, it is a sidescrolling platformer. Mario sets out to save Princess Daisy from the spaceman Tatanga. Items include the Super Mushroom, Super Flower,[29] which allows Mario to shoot projectiles, Super Star, and hearts, which give Mario an extra life. The game consists of twelve levels split across four worlds. Reaching the higher of two exits at each level’s end activates a minigame where the player can try to get extra lives.

Super Mario World for the Super Nintendo Entertainment System is the best-selling game of the system.

Super Mario World was released for the Super Nintendo Entertainment System and consists of nine worlds displayed via a world map. It is a direct successor to the Super Mario Bros. games, bearing the subtitle Super Mario Bros. 4 in Japan. Unlike Super Mario Bros. 3, however, where each world map is separate, the world map here covers the whole game. Some of the levels have hidden alternate exits leading to different areas. New abilities include a spin jump and the rideable Yoshi, who can eat enemies and either swallow or spit them out. Power-ups include the new Cape Feather, which lets Mario and Luigi fly with a cape, and the P-balloon, which inflates the player character to allow him to float.

Super Mario Land 2: 6 Golden Coins was released for the Game Boy in 1992. It introduces Mario’s rival, Wario, who took over Mario’s castle during the events of Super Mario Land and forces Mario to collect the six golden coins in order to reenter and reclaim his castle. While its predecessor is similar to the original Super Mario Bros., Super Mario Land 2 has more in common with Super Mario World, featuring a world map and the ability to move back to the left within levels. There are 32 levels, divided into several themed worlds that each have their own boss. Three power-ups return: the Super Mushroom, Fire Flower, and Super Star. The game also introduces the Carrot power-up, which gives Mario large rabbit ears that let him glide when falling for a limited time. Its story was continued in Wario Land: Super Mario Land 3, which retroactively became the first of a spin-off series, Wario Land.

Super Mario World 2: Yoshi’s Island was released for the SNES in 1995. To reunite baby Mario with his brother Luigi, who has been kidnapped by Kamek, the player controls Yoshi as the primary character through 48 levels while carrying Baby Mario. Yoshi runs and jumps to reach the end of the level while solving puzzles and collecting items. In a style new to the series, the game has a hand-drawn aesthetic. The game introduces his signature abilities to flutter jump and produce eggs from swallowed enemies. Yoshi’s Island received «instant» and «universal acclaim», according to IGN and review aggregator Metacritic, and sold over four million copies. Yoshi’s signature characteristics established in Yoshi’s Island would carry throughout a series of cameos, spin-offs, and sequels. Sources have debated on whether Super Mario World 2: Yoshi’s Island, where the player primarily controls a Yoshi carrying Baby Mario, should count as a Super Mario game,[30][31][32] with some sources considering it strictly a Yoshi game. Miyamoto responded affirmatively when asked if Yoshi’s Island is a Super Mario game, with Tezuka later adding:

«When that game debuted, I wanted people to understand that Yoshi was part of the Mario world, and that be conveyed whether through title or gameplay. To me, it’s part of the Mario series, but today’s Yoshi games? They’ve changed from those origins, so I think it’s okay to think of Yoshi living in his own universe. You can think of it separately from Mario’s world.»[33]

1996–2005: Introduction of 3D and open-ended exploration

Super Mario 64 for the Nintendo 64 (pictured) is the first 3D and open world entry.

In the early 1990s, director and producer Shigeru Miyamoto had conceived a 3D Mario design during development of the Super Nintendo Entertainment System (SNES) game Star Fox (1993). He considered using the Super FX chip to develop a SNES game, Super Mario FX, with gameplay based on «an entire world in miniature, like miniature trains».[34] He eventually reformulated the idea for the Nintendo 64, not for its substantially greater power, but because its controller has more buttons for gameplay.[35][36] Super Mario 64 was developed over approximately three years, with one year spent on the design concept and approximately two years on production.[34] Production began on September 7, 1994, and concluded on May 20, 1996.[37] Super Mario 64 is the first 3D and open world game in the series, and a launch game for the Nintendo 64 home console. Each level is an enclosed environment where the player is free to explore in all directions without time limits. The player collects Power Stars from the paintings in Peach’s castle to unlock later courses and areas.[38] The Nintendo 64’s analog stick makes an extensive repertoire of precise movements in all directions possible. The game introduced moves such as punching, triple jumping, and using a Wing Cap to fly. It is the first Super Mario series game to feature Charles Martinet’s voice acting for Mario. Mario must once again save Princess Peach from Bowser. The game’s power-ups differ from previous games, now being three different hats with temporary powers: the Wing Cap, allowing Mario to fly; the Metal Cap, turning him into metal; and the Vanish Cap, allowing him to walk through obstacles. Super Mario 64 is considered seminal to 3D video games.[39][40][41] A remake of the game called Super Mario 64 DS was released for Nintendo DS in 2004 and 2005, adding Yoshi, Luigi, and Wario as playable characters, new abilities, new objectives, multiplayer, and minigames.

Super Mario Sunshine is the second 3D Super Mario game. It was released in 2002 for the GameCube. In it, Mario and Peach travel to Isle Delfino for a vacation when a Mario doppelgänger, going by the name of Shadow Mario, appears and vandalizes the entire island. Mario is sentenced to clean the island with a water-squirting accessory called F.L.U.D.D. Super Mario Sunshine shares many similar gameplay elements with its predecessor Super Mario 64, yet introduces moves, like spinning while jumping, and several other actions through the use of F.L.U.D.D. The game contains a number of independent levels, which can be reached from the hub, Delfino Plaza. Mario collects Shine Sprites by completing tasks in the levels, which in return unlock levels in Delfino Plaza by way of abilities and plot-related events.[42] Sunshine introduces the last of Bowser’s eight children, Bowser Jr., as an antagonist. Yoshi also appears again for Mario to ride in certain sections.

2006–2016: 2D revival and path-focused 3D games

After no original 2D game releases in the series since 1995, New Super Mario Bros. was released on the Nintendo DS in 2006. In it, Mario and Luigi set out to save Princess Peach from Bowser Jr. The gameplay is 2D, but most of the characters and objects are 3D on two-dimensional backgrounds, resulting in a 2.5D effect. The game uses an overworld map similar to those of Super Mario Bros. Deluxe. Some levels have multiple exits. The classic power-ups (Super Mushroom, Fire Flower and Super Star) return alongside the Mega Mushroom, Blue Shell, and Mini Mushroom.

Miyamoto explained that when he was developing Super Mario 64 with Yoshiaki Koizumi, they realized that the title would be more directed towards the «core gamer», rather than the casual, «pick-up-and-go» gamer.[43] After Sunshine, their focus shifted to more accessible, casual games, leading them to develop Super Mario Galaxy with more progression-oriented paths. Galaxy was launched in 2007 for the Wii. It is set in outer space, where Mario or Luigi travel between «galaxies» to collect Power Stars, earned by completing quests or defeating enemies. It introduced motion controls to the series. Each galaxy contains a number of planets and other space objects for the player to explore. The game’s physics system gives each celestial object its own gravitational force, which lets the character circumnavigate rounded or irregular planetoids by walking sideways or upside down. The character is usually able to jump from one independent object and fall towards another close object. Though the main gameplay and physics are in 3D, there are several points in the game where the character’s movements are restricted into a 2D axis. Several new power-ups appear following the new game mechanics.

New Super Mario Bros. Wii (2009) features 4-player co-op and new power-ups: the Propeller Mushroom, the Ice Flower, and the Penguin Suit. All characters can ride Yoshi.

Super Mario Galaxy 2, released on May 23, 2010, was initially developed as an expansion pack to Galaxy, but was eventually developed into its own game. It retains the basic premise of its predecessor and includes its items and power-ups besides the Ice Flower and Red Star. New power-ups include the Cloud Flower, which allows Mario or Luigi to create platforms in mid-air and the Rock Mushroom, which turns the character into a rolling boulder. The character can also ride Yoshi. The game was released to widespread critical acclaim, getting better reviews than its predecessor.

Super Mario 3D Land was released for the Nintendo 3DS in November and December 2011. It was the first attempt to translate the gameplay of the 2D games into a 3D environment, and simplify the control scheme of the 3D games through including more linear levels. It is the first original 3D Super Mario game on a handheld console, since all previous handheld games were either 2D or a port of a previous game. It also brought back several older gameplay features, including the Super Leaf power-up last seen in Super Mario Bros. 3.

New Super Mario Bros. 2 was released in July and August 2012 for the Nintendo 3DS. The player, as Mario or Luigi, tries to save Princess Peach from Bowser and the Koopalings, with the game’s secondary goal to collect one million coins. Several gameplay elements were introduced to help achieve this goal, such as the Gold Flower, a rarer variant of the Fire Flower that turns items into coins.[44][45]

New Super Mario Bros. U, the Wii U follow-up to New Super Mario Bros. Wii, was released in November 2012. It introduces both a Flying Squirrel suit that lets the characters glide through the air, and asymmetric gameplay that allows the player holding the GamePad to influence the environment. In June 2013, New Super Luigi U was released as a downloadable content (DLC) package for the game, featuring shorter, but more difficult levels, starring Luigi as the main protagonist instead of his brother. Subsequently, it was released as a standalone retail game on August 25 in North America.[46] The Nintendo Switch port New Super Mario Bros. U Deluxe includes both the main game and New Super Luigi U, and new playable characters Nabbit and Toadette.[47]

Super Mario 3D World, the sequel to 3D Land, was released for the Wii U on November 22, 2013 in North America, and utilized the same gameplay mechanics as its predecessor.[48] Co-operative multiplayer is available for up to four players. The game introduced the ability to turn the characters into cats able to attack and scale walls in order to reach new areas, and to create clones of the characters. Like Super Mario Bros. 2, it features Princess Peach and Toad as playable characters in addition to Mario and Luigi. Rosalina from Super Mario Galaxy is also unlocked later in the game. Miyamoto said that «even though that’s a 3D game, it’s a little more accessible to everybody.»

Super Mario Maker is a creation tool released for the Wii U in September 2015[49] which allows players to create their own levels based on the gameplay and style of Super Mario Bros., Super Mario Bros. 3, Super Mario World, and New Super Mario Bros. U, as well as to share their creations online. Based on existing games, several gameplay mechanics were introduced for the game, with existing ones also available to be used together in new ways. A Nintendo 3DS version of the game called Super Mario Maker for Nintendo 3DS, was released in December 2016. It features a few new pre-installed levels, but no online level sharing. Super Mario Maker 2 is a new version of Super Mario Maker with many new items, themes, and enemies, a world-builder, as well as online multiplayer. The game was released on June 28, 2019 for the Nintendo Switch.

Super Mario Run is a side-scrolling and auto-scrolling video game released in December 2016 on the iOS platform, then in March 2017 on Android. It is the first official Super Mario game developed for mobile devices. As such, it features simplified controls that allow it to be played with only one hand. In this game, the character runs automatically, with the player controlling the jumping action to avoid hazards. This is achieved by touching the tactile screens these devices are built with. The longer the player touches the jump button, the higher the character jumps. This game also includes a «Toad Rally» mode, similar to the «VS Boo» mode of Super Mario Bros Deluxe, in which players have to complete a level faster than a computer-controlled Toad. Success in this mode earns the player access to in-game money to spend on customizing the Mushroom Kingdom map, using mechanics similar to Farmville. This is the first Super Mario game that Princess Daisy is playable in and the first to feature a music track with vocals.[50][51][52]

2017–present: Return of open-ended exploration

After having fallen out of favor by the mid-2000s, open-world «collectathon» 3D platformers such as Super Mario 64, Banjo-Kazooie and Donkey Kong 64 had become less common.[53] For example, the 3D adventure game Banjo-Kazooie: Nuts & Bolts (2008) explicitly mocked the perceived tedium of collecting large quantities of tokens.[54] By the mid-2010s, however, 3D platformers were aiming to replicate such experiences, including Yooka-Laylee and A Hat in Time. Super Mario Odyssey is a return to the open-world «sandbox» 3D style of gameplay,[55][56][57] with «more open-ended exploration like in Super Mario 64 and Super Mario Sunshine[58] It was released in October 2017 for Nintendo Switch.[59] After Mario’s cap is possessed by a spirit named Cappy, he gains the new move of temporarily «capturing» enemies and objects to utilize their abilities. Like previous sandbox 3D games, the game’s worlds contain a large variety of objectives that can be achieved in a non-linear order before progressing. The game features many different kingdoms in addition to the Mushroom Kingdom that Mario’s adventures usually take place in.

Bowser’s Fury is part of the 2021 re-release of Super Mario 3D World on the Nintendo Switch. It implements 3D open-world «free-roaming» gameplay in a similar fashion to Odyssey, from which it includes many elements.[60][61] Supporting up to two players, it sees Mario teaming up with Bowser Jr. to collect Cat Shines to restore lighthouses in a land called Lake Lapcat. Periodically, a gigantic incarnation of Bowser known as Fury Bowser awakens to bring darkness upon the land and attacks the island. To beat him, Mario must collect enough Cat Shines to awaken the Giga Bell and use it to fight Bowser.

Remakes and remasters

Game System Year Original game(s)
Super Mario All-Stars (+ Super Mario World) Super NES 1993/1994 Super Mario Bros.
Super Mario Bros.: The Lost Levels
Super Mario Bros. 2
Super Mario Bros. 3
Super Mario World[d]
Super Mario Bros. Deluxe Game Boy Color 1999 Super Mario Bros.
Super Mario Bros.: The Lost Levels
Super Mario Advance Game Boy Advance 2001/2002 Super Mario Bros. 2
Mario Bros.
Super Mario World: Super Mario Advance 2 Game Boy Advance 2001 Super Mario World
Mario Bros.
Yoshi’s Island: Super Mario Advance 3 Game Boy Advance 2002 Super Mario World 2: Yoshi’s Island
Mario Bros.
Super Mario Advance 4: Super Mario Bros. 3 Game Boy Advance 2003/2004 Super Mario Bros. 3
Mario Bros.
Super Mario 64 DS Nintendo DS 2004/2005 Super Mario 64
New Super Mario Bros. U Deluxe Nintendo Switch 2019 New Super Mario Bros. U
New Super Luigi U
Super Mario 3D All-Stars Nintendo Switch 2020 Super Mario 64
Super Mario Sunshine
Super Mario Galaxy
Super Mario 3D World + Bowser’s Fury Nintendo Switch 2021 Super Mario 3D World

Reception

The Super Mario series has seen tremendous critical acclaim from both critics and audiences. The series was ranked as the best game franchise by IGN in 2006.[125] In 1996 Next Generation ranked the series as number 5 on their «Top 100 Games of All Time»,[e] additionally ranking Super Mario 64 at number 1 although stating the rule that series of games be confined to a single entry.[126] In 1999, Next Generation listed the Mario series as number 3 on their «Top 50 Games of All Time», commenting that, «The depth of the game design was never matched in 2D and has yet to be equaled by a 3D action performer. The gameplay is simply genius – Shigeru Miyamoto wrote the book on platformers.»[127] Electronic Gaming Monthly attributed the series’ excellence to the developers’ tireless creativity and innovation, pointing out that «Sega’s Sonic the Hedgehog series changed very little in its four installments on the Genesis. The Mario series has changed significantly with each new game.»[128]

The original Super Mario Bros. was awarded the top spot on Electronic Gaming Monthlys greatest 200 games of their time list[129] and IGN’s top 100 games of all-time list twice (in 2005 and 2007).[130] Super Mario Bros. popularized side-scrolling video games and provided the basic concept and mechanics that persisted throughout the rest of the series. Super Mario Bros. sold 40.24 million copies, making it the best-selling video game of the whole series.[131]
Various other video games of the series were ranked as the best within the series.[132][133][77] Games included are Super Mario Bros. 3,[134] Super Mario World[135] and Super Mario 64 to name a few.[136][137] Before Super Mario Odyssey, Super Mario Galaxy has been for 10 years the best-ranked game on GameRankings.[138][93]

Sales

Super Mario is one of the best-selling video game franchises, having sold more than 380 million units worldwide as of 2021.[139] The first seven Super Mario games (including the first three Super Mario Bros. titles, the first two Super Mario Land titles, and Super Mario World) had sold 100 million units by March 1993.[140]

Games in the Super Mario series have had consistently strong sales, ranking among the best-selling video games of all time. Super Mario Bros. sold more than 50 million units worldwide sold across multiple platforms by 1996.[141] The original NES version sold 40.23 million units and is the best-selling NES game, with its two sequels, Super Mario Bros. 3 (18 million copies) and Super Mario Bros. 2 (10 million copies), ranking in second and third place respectively.[82] Super Mario World is the best-selling game for the SNES console, selling 20 million copies. Super Mario World is also the seventh best-selling game of all time. Super Mario 64 sold the most copies for the Nintendo 64 (11 million), whereas Super Mario Sunshine is the second best-selling game (5.5 million) on the GameCube (second to Super Smash Bros. Melee). Super Mario Galaxy has sold 12.80 million units as of March 2020, which was the best-selling 3D game in the series until 2019, and is the ninth best-selling game for the Wii.[92] Its sequel Super Mario Galaxy 2 has 7.41 million units sold, placing in twelfth. Super Mario 3D World was the second bestselling game on the Wii U and along with its more popular Switch port has sold over 14 million copies combined making it the 2nd bestselling 3D Mario game.[142][63] Super Mario Odyssey has 23.50 million units sold as of December 2021, making it the best-selling 3D game in the series to date, and among the best-selling games for the Nintendo Switch.[119] New Super Mario Bros. Wii has sold 30.32 million copies worldwide, the fourth best-selling game on the Wii, as well as one of the best-selling video games of all time.[92]

The Super Mario series also sold well on handheld consoles. Super Mario Land has sold 18.14 million copies, and is the fourth best-selling game for the Game Boy. Its sequel, Super Mario Land 2: 6 Golden Coins, sold 11.18 million copies, placing sixth.[143] New Super Mario Bros. for the Nintendo DS sold 30.80 million units, making it the best-selling game for the console, and the best-selling portable entry.

For all console and handheld games that have not been bundled with a console, Super Mario Bros. 3 is the fourth best-selling game, whereas New Super Mario Bros. is fifth, Super Mario Land is eleventh, and Super Mario 64 is eighteenth.

In the United Kingdom, Super Mario Bros. is the most famous video game brand, recognized by 91% of the UK adult population as of 2021.[144]

Legacy

[icon]

This section is empty. You can help by adding to it. (January 2023)

See also

  • Luigi’s Mansion series: A spin-off of the series.
  • Captain Toad: Treasure Tracker: A spin-off of the series.
  • Donkey Kong Country series: Similar platform sub-series.
  • Super Princess Peach: A similar Nintendo platform game that role reverses the characters that are commonly used in the concept of the series.
  • Wario Land series: A similar platform sub-series

Notes

  1. ^ Japanese: スーパーマリオ, Hepburn: Sūpā Mario
  2. ^ Japanese: スーパーマリオブラザーズ, Hepburn: Sūpā Mario Burazāzu
  3. ^ Japanese: マリオ
  4. ^ Not included in original version of All-Stars.
  5. ^ The entry name is «Mario (series)», but the description as a «side-scrolling platformer» makes it clear that Next Generation meant the Super Mario series specifically.

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External links

  • Official website
Super Mario
Mario Series Logo.svg

Logo since 2011

Genre(s) Platform
Developer(s)
  • Nintendo EAD (1985–2015)
  • Nintendo EPD (2016–present)
Publisher(s) Nintendo
Creator(s) Shigeru Miyamoto
Artist(s)
  • Yoichi Kotabe
  • Shigehisa Nakaue
Composer(s)
  • Koji Kondo
  • Mahito Yokota
Platform(s)
  • Game & Watch
  • NES
  • Famicom Disk System
  • Arcade
  • Game Boy
  • Super NES
  • Nintendo 64
  • Game Boy Color
  • Game Boy Advance
  • GameCube
  • Nintendo DS
  • Wii
  • Nintendo 3DS
  • Wii U
  • iOS
  • Android
  • Nintendo Switch
First release Super Mario Bros.
September 13, 1985
Latest release Super Mario 3D World + Bowser’s Fury
February 12, 2021
Spin-offs Luigi
Yoshi
Wario
Mario Kart
Mario Party
Paper Mario
Mario & Luigi

Super Mario[a] (also known as Super Mario Bros.[b] and Mario[c]) is a platform game series created by Nintendo starring their mascot, Mario. It is the central series of the greater Mario franchise. At least one Super Mario game has been released for every major Nintendo video game console. There are more than 20 games in the series.

The Super Mario games are set primarily in the fictional Mushroom Kingdom, typically with Mario as the player character. He is usually joined by his brother, Luigi, and often by other members of the Mario cast. As platform games, they involve the player character running and jumping across platforms and atop enemies in themed levels. The games have simple plots, typically with Mario and Luigi rescuing the kidnapped Princess Peach from the primary antagonist, Bowser. The first game in the series, Super Mario Bros., released for the Nintendo Entertainment System (NES) in 1985, established the series’ core gameplay concepts and elements. These include a multitude of power-ups and items that give the character special powers such as fireball-throwing and size-changing.[1]

The Super Mario series is part of the greater Mario franchise, which includes other video game genres and media such as film, television, printed media, and merchandise. More than 380 million copies of Super Mario games have been sold worldwide, making it the fifth-bestselling video game series, behind the larger Mario franchise, the puzzle series Tetris, the series Pokémon video games, and first-person shooter series Call of Duty.[2]

Gameplay

The objective of the game is to progress through levels by defeating enemies, collecting items and solving puzzles without dying. Power-up use is integral to the series. The series has installments featuring both two and three-dimensional gameplay. In the 2D games, the player character (usually Mario) jumps on platforms and enemies while avoiding their attacks and moving to the right of the scrolling screen. 2D Super Mario game levels have single-exit objectives, which must be reached within a time limit and lead to the next sequential level. Super Mario Bros. 3 introduced the overworld, a map of nonlinear levels that branches according to the player’s choice.[3] Super Mario World introduced levels with multiple exits.

3D installments in the series have had two subgenres: open world exploration based games and more linear 3D games with a predetermined path.[4] Levels in the open world games, 64, Sunshine and Odyssey, allow the player to freely explore multiple enclosed environments in 360 degree movement. As the game progresses, more environments become accessible.[5] The linear 3D games, Galaxy, Galaxy 2, 3D Land and 3D World, feature more fixed camera angles and a predetermined path to a single goal.

Playable characters

The series often features the option to play as characters other than Mario, usually Luigi. Earlier games have offered an alternating multiplayer mode in which the second player controls Luigi on their turn. Luigi is often only playable by player one in a second, more challenging iteration of the base game, such as in The Lost Levels, Galaxy 2, New Super Luigi U and the special worlds in 3D Land; these feature lower gravity and reduced friction for Luigi. Later games allow four player simultaneous play. Playable characters other than Mario and Luigi have included Toads, Peach, Yoshi, Wario, Rosalina, Miis, Toadette, Nabbit, Daisy, and Bowser Jr. Characters are sometimes differentiated by special abilities. Super Mario Maker (though not Super Mario Maker 2) includes costumes that depict many more characters.

Power-ups and transformations

Mushroom power-ups appear in almost every Super Mario game. The most iconic of these is the Super Mushroom.[6][7] The Super Mushroom increases the character’s size, turning them into a «Super» variant, and allows them to break certain blocks. When hit by an enemy, the character reverts to their smaller size instead of losing a life.[6] When the character is in their «Super» form, most blocks that would contain a Super Mushroom instead offer a more powerful power-up such as the Fire Flower. The Super Mushroom is similar in appearance to the Amanita muscaria, with an ivory stalk below a most commonly red and white (originally red and orange) spotted cap. Created by chance, Shigeru Miyamoto stated in an interview that beta tests of Super Mario Bros. proved Mario too tall, so the development team implemented mushrooms to grow and shrink Mario.[8] Different variants of mushroom power-ups appear in the series. For example, Super Mario Bros.: The Lost Levels introduces the Poison Mushroom, which causes damage when collected; and New Super Mario Bros. introduces the Mini Mushroom, which shrinks the character to miniature size; and the Mega Mushroom, grows the character into a towering, invulnerable giant who destroys enemies and the environment by running through them.[9]

Super Mario Bros. 3 introduces suits to the Super Mario series, many of which are based on animals or Mario enemies. The Raccoon Suit (provisioned by a Super Leaf) and the Tanooki Suit each provide the character with a tail that enables flight. In addition, the Tanooki Suit lets the character spontaneously change into an invincible statue for about five seconds. Super Mario Bros. 3 includes a Hammer Bros. suit, which allows Mario and Luigi to throw hammers as projectiles to defeat enemies at a distance. Other suits in later games in the series include the Frog Suit, Penguin Suit, Cat Suit, Boomerang Suit, and Bee Suit.

Projectiles

The flower power-ups let the player character shoot projectiles. The Fire Flower, introduced in Super Mario Bros., transforms the character into a Fire variant who can throw bouncing fireballs at enemies. Galaxy is the first 3D Super Mario game to have the Fire Flower. In Land and Maker 2, the Superball is a bouncing ball obtained from a Super Flower, which the character can use to defeat enemies and collect coins. The Ice Flower transforms the character into an Ice variant who can shoot balls of ice as projectiles similar to those of the Fire Flower; they freeze enemies in blocks of ice that can used as platforms or thrown as projectiles, as seen in New Super Mario Bros. Wii and New Super Mario Bros. U.[10] In Galaxy, the Ice Flower turns Mario or Luigi into ice and lets him walk on lava or water for a limited time by freezing the surface. Lastly, New Super Mario Bros. 2s Gold Flower lets Mario or Luigi turn bricks into coins and earn bonus coins for defeating enemies.

Koopa Shells serve as a major projectile in the series, featuring since the original game. The character can throw them to defeat enemies, collect coins, and activate the functions of blocks. Power-ups are available for Yoshi to breathe fire in World, Yoshi’s Island, and 64 DS, breathe freezing air and spit seeds in Yoshi’s Island, spit out enemies in the World games, and spit juice in Sunshine. Other power-ups let the character throw bombs, boomerangs, and baseballs and shoot cannonballs. In Odyssey, Mario can possess characters, some of which can launch various projectiles. Flying shoot ’em up gameplay also appears in the series. Mario pilots the armed Sky Pop biplane and Marine Pop submarine in Land. The Koopa Clown Car, aircraft of Bowser and the Koopalings, can sometimes shoot fireballs in Maker.

Ridable animals and vehicles

Apart from automated objects in levels that may transport the player character, certain ridable animals and vehicles have appeared that the player controls. Mario’s dinosaur friend Yoshi has appeared as a mount to the player character in several Super Mario games since Super Mario World. In Yoshi’s Island and 64 DS, instead of the player character merely riding on Yoshi’s back, Yoshi is the player character. Yoshis generally have abilities including eating enemies, flying, and breathing fire. Miyamoto had originally wished for Mario to be able to ride a dinosaur in Super Mario Bros., but this wasn’t possible due to the technical restraints of the system.[citation needed] Poochi is a dog featuring in Yoshi’s Island who Yoshi can ride. Plesiosaurs Dorrie and Plessie can be ridden by the player characters in 64 and 3D World respectively,[11][12] with Plessie serving a larger role in Bowser’s Fury.[13]

Various vehicles that the player character can control have also appeared. These include a magic carpet in 2, flying clouds in several 2D games, submarines in Land and Yoshi’s Island, an airplane in Land, a helicopter, train, and mole tank in Yoshi’s Island, cars in Yoshi’s Island and Maker 2, and the Koopa Clown Car aircraft in the Maker games.

Blocks

Most items in the Super Mario series appear from item blocks when hit, which originated in Super Mario Bros. and have persisted throughout the series, where the character hits a block to receive either coins or power-ups. Variations include those that are invisible until hit, advice dispensers, produce another block, move, frozen, contingent on a switch, bouncy, etc. The propeller block lets the character spin up into the air and slowly descend, and the Gold Block generates coins through running. A single block is the unit of measurement in the design of Super Mario levels.

Player characters can gain extra lives in most of the games. The 1-Up mushroom was introduced in Super Mario Bros., with the term 1-up subsequently being used generically in other video game series to refer to extra lives. In the monochromatic Super Mario Land and Super Mario Land 2, instead of a differently colored mushroom, the 1-Up is shown as a heart. Super Mario World introduced the 3-Up Moon. 1-Ups can also be earned through collecting a certain number of coins or playing minigames.

Invincibility

Invincibility is an effect first appearing in the three Super Mario Bros. games, where it is granted by a «Starman»,[14][15][16] an anthropomorphized, flashing star. The star has also been named the «Super Star» in the two Super Mario World games as well as the New Super Mario Bros. games[17][18] and the «Rainbow Star» in the two Super Mario Galaxy games. Picking up the star makes the character temporarily invincible, able to resist any harm. Use of the item is accompanied by a distinctive music track that appears consistently across most of the games. The player character flickers a variety of colors — and in some games, moves with increased speed and enhanced jumping ability — while under the Star’s influence. While invincible, the character defeats any enemy upon contact with it. In Super Mario World 2: Yoshi’s Island, the star gives the normally immobile baby Mario the ability to run as well as become invincible. In Super Mario 64 and 64 DS, invincibility is provided when the character becomes metal or intangible. The Mega Mushroom provides temporary invincibility with the addition of giant size and environment destruction (see Power-ups and transformations).

Collectibles

Super Mario level design traditionally incorporates many distributed coins as puzzles and rewards. Most Super Mario games award the player an extra life once a certain amount of gold coins are collected, commonly 50 or 100. Several coin variants exist, such as silver coins, dragon coins, star coins, and more. In 64, Sunshine, Galaxy, and Galaxy 2, coins replenish health (and air, when the character is underwater). In 64 and Sunshine, collecting 100 coins in a level results in a Power Star or Shine Sprite respectively. There are also stages in that game reward a Power Star for collecting eight red coins in a level, worth two normal coins each. In 64, a blue coin is worth five normal coins. In Sunshine, blue coins act as a side quest when brought to the Delfino Bank and for every ten blue coins deposited, Mario will earn a Shine Sprite. In the Galaxy series, after finishing each game once, stages unlock where Mario or Luigi can collect 100 purple coins to earn a Power Star. In Galaxy 2, they can also be used to feed some hungry «Luma» characters that can turn into either an item or another planet.

The games often feature other tokens found in levels in order to progress in the overworld, most frequently with the visual motif of a star. They are typically situated in locations that are not readily found or reached, or awarded for completing stunts, or objectives given by NPCs. They include the Power Stars in Super Mario 64 and the Super Mario Galaxy games, Shine Sprites in Super Mario Sunshine and Bowser’s Fury, Star Coins in the New Super Mario Bros. series and Super Mario 3D Land, Green Stars in the Galaxy games and Super Mario 3D World, and Power Moons in Super Mario Odyssey. In Super Mario Land 2, there are six Golden Coin tokens that must be collected to finish the game.

Warp Pipes and Warp Cannons

The Warp Pipe is a common method of transportation used in many of the Mario series games. Warp Pipes are most often green but also appear in other colors (early games included silver pipes, newer games have introduced red, green, blue and yellow pipes), and have many uses in the series. Warp Pipes can also contain enemies, usually Piranha Plants, and sometimes launch the player into the air (most commonly seen in the New Super Mario Bros. series). In early Mario games such as Super Mario Bros., special, well-hidden areas known as Warp Zones contain pipes that allow players to skip several worlds (handfuls of levels) at once.[19] In the New Super Mario Bros. series, pipe-shaped Warp Cannons work similarly to the Warp Zones of the earlier games and are unlocked by finding secret exits in levels. Cannons appear in most of the 3D games in the series starting with Super Mario 64. The character uses the cannon by jumping into the barrel, aiming themself and being fired at a distant target. This allows the character to progress through a level or reach otherwise inaccessible areas.

Minigames

Many games in the series feature minigames supplemental to the platforming gameplay, usually offering the chance to win extra lives or power-ups. Super Mario Bros. 2 and 3D World feature slot machines. Super Mario Bros. 3 and the New Super Mario Bros. games contain Toad Houses that host skill- and luck-based activities such as shell games. The Land games feature end-of-level minigames for acquiring extra lives. The Battle Mode in the All-Stars version of Super Mario Bros. 3 and the Advance series of remakes all feature versions of Mario Bros. as a minigame. Yoshi’s Island enables a minigame when certain conditions are met when completing a level. 64 DS contains over 30 minigames that can be accessed independently of the original mode of play. 3D World contains Luigi Bros., a version of Mario Bros. with two Luigis, and the Switch version of 3D World includes Bowser’s Fury, a 3D platformer of smaller size in one enclosed environment.[citation needed]

Music

Much of the original Super Mario Bros. music and sound effects have become iconic to the series and incorporated into modern games. The original Super Mario Bros. theme, composed by Koji Kondo, has become one of the most well known video game themes around the world.[20]

Super Mario Galaxy, released in 2007, became the first game in the Super Mario series to feature orchestrated music,[21] which would return in its sequel and other subsequent games such as Super Mario 3D World.[22]

Development

Release timeline

1985 Super Mario Bros.
1986 Super Mario Bros.: The Lost Levels
1987
1988 Super Mario Bros. 2
Super Mario Bros. 3
1989 Super Mario Land
1990 Super Mario World
1991
1992 Super Mario Land 2: 6 Golden Coins
1993
1994
1995 Super Mario World 2: Yoshi’s Island
1996 Super Mario 64
1997
1998
1999
2000
2001
2002 Super Mario Sunshine
2003
2004
2005
2006 New Super Mario Bros.
2007 Super Mario Galaxy
2008
2009 New Super Mario Bros. Wii
2010 Super Mario Galaxy 2
2011 Super Mario 3D Land
2012 New Super Mario Bros. 2
New Super Mario Bros. U
2013 Super Mario 3D World
2014
2015 Super Mario Maker
2016 Super Mario Run
2017 Super Mario Odyssey
2018
2019 Super Mario Maker 2
2020
2021 Super Mario 3D World + Bowser’s Fury

1985–1995: 2D origins

An image of the three integral staff who worked on the game: director Takashi Tezuka, producer Shigeru Miyamoto, and composer Koji Kondo.

Super Mario Bros., the first side-scrolling 2D platform game to feature Mario, was released for the Nintendo Entertainment System (NES) in 1985. It was derived through collaboration by Nintendo’s Shigeru Miyamoto and Takashi Tezuka as a successor to the 1983 arcade game Mario Bros., which starred two characters: Mario, the titular character that first appeared in Donkey Kong as the original player character and its sequel where he was a final boss, and Luigi, who first appeared in Mario Bros.[23] Super Mario Bros. established many core Mario elements, such as Goombas, Koopa Troopas, Bowser, Peach, and its three power-ups: the Super Mushroom, increasing the character’s size and providing an extra hit point, Fire Flower, allowing the character to throw fireballs as weapons, and Super Star, granting temporary invincibility. The «Super» in the title came from the integration of the Super Mushroom into the game.[24] The brothers Mario and Luigi must rescue Princess Toadstool/Peach from Bowser/King Koopa in the Mushroom Kingdom. The game consists of eight worlds of four levels each, totaling 32 levels altogether. Though the worlds differ in themes, the fourth level is always a fortress or castle that ends with a fight against Bowser (or one of his minions disguised as him).[25] Super Mario Bros. is one of the best-selling video games of all time.[26]

Super Mario Bros: The Lost Levels (known as Super Mario Bros. 2 in Japan) is the first sequel to the original Super Mario Bros. It uses the Super Mario Bros. engine, with additions such as weather, character movements, and more complex levels, altogether yielding a much higher difficulty. The game follows the same style of level progression as Super Mario Bros., with eight initial worlds of four levels each. At that time, this sequel was not released outside Japan since Nintendo of America did not want the Super Mario series to be known to players outside of Japan for frustrating difficulty. It remained inaccessible to a steadily broadening market of American video game players, becoming stylistically outdated by the time the Japanese Super Mario Bros. 2 could be eventually delivered to America.[27] The game later debuted outside Japan in 1993 as Super Mario Bros.: The Lost Levels in the compilation game Super Mario All-Stars for the Super Nintendo Entertainment System (SNES).

In Super Mario Bros. 2 (known as Super Mario USA in Japan), Mario and his companions seek to defeat the evil frog Wart in the Subcon dreamland. Based on a discarded prototype,[28] the game was instead originally released as Yume Kōjō: Doki Doki Panic in Japan, and was ultimately converted into a Mario game for the rest of the world as Super Mario Bros. 2, before being released in Japan as Super Mario USA as part of Super Mario All-Stars. One of the game’s most defining aspects is the four player characters: not only Mario, but Luigi, Princess Peach and Toad are available for single-player gameplay, each with defined character movements: Luigi jumps higher, the Princess can hover in the air for a short amount of time, and Toad is the fastest. Characters here also can pluck items from the ground to throw at enemies. This is also the first Super Mario game to use a life meter, which allows the characters to be hit up to four times before dying.[27]

Super Mario Bros. 3 is divided into eight themed worlds, each with 6–10 levels and several bonus stages displayed as locations on a mapped overworld. These locations are not necessarily in a linear order, and the player is occasionally permitted to skip levels or play the game out of order. Completed levels cannot be replayed. The penultimate boss stage in each world is a side-scrolling level atop an airship («Doom Ship») with a fight against one of Bowser’s seven Koopalings. The game introduced a diverse array of new power-ups, including flight as Raccoon Mario and Raccoon Luigi or the level-long P-Wing allowing flight through a whole level. Bowser is again the final boss.

Super Mario Land is the first handheld Super Mario game apart from the Game & Watch conversion of Super Mario Bros., and was released for the Game Boy in 1989. Like the Super Mario Bros. games, it is a sidescrolling platformer. Mario sets out to save Princess Daisy from the spaceman Tatanga. Items include the Super Mushroom, Super Flower,[29] which allows Mario to shoot projectiles, Super Star, and hearts, which give Mario an extra life. The game consists of twelve levels split across four worlds. Reaching the higher of two exits at each level’s end activates a minigame where the player can try to get extra lives.

Super Mario World for the Super Nintendo Entertainment System is the best-selling game of the system.

Super Mario World was released for the Super Nintendo Entertainment System and consists of nine worlds displayed via a world map. It is a direct successor to the Super Mario Bros. games, bearing the subtitle Super Mario Bros. 4 in Japan. Unlike Super Mario Bros. 3, however, where each world map is separate, the world map here covers the whole game. Some of the levels have hidden alternate exits leading to different areas. New abilities include a spin jump and the rideable Yoshi, who can eat enemies and either swallow or spit them out. Power-ups include the new Cape Feather, which lets Mario and Luigi fly with a cape, and the P-balloon, which inflates the player character to allow him to float.

Super Mario Land 2: 6 Golden Coins was released for the Game Boy in 1992. It introduces Mario’s rival, Wario, who took over Mario’s castle during the events of Super Mario Land and forces Mario to collect the six golden coins in order to reenter and reclaim his castle. While its predecessor is similar to the original Super Mario Bros., Super Mario Land 2 has more in common with Super Mario World, featuring a world map and the ability to move back to the left within levels. There are 32 levels, divided into several themed worlds that each have their own boss. Three power-ups return: the Super Mushroom, Fire Flower, and Super Star. The game also introduces the Carrot power-up, which gives Mario large rabbit ears that let him glide when falling for a limited time. Its story was continued in Wario Land: Super Mario Land 3, which retroactively became the first of a spin-off series, Wario Land.

Super Mario World 2: Yoshi’s Island was released for the SNES in 1995. To reunite baby Mario with his brother Luigi, who has been kidnapped by Kamek, the player controls Yoshi as the primary character through 48 levels while carrying Baby Mario. Yoshi runs and jumps to reach the end of the level while solving puzzles and collecting items. In a style new to the series, the game has a hand-drawn aesthetic. The game introduces his signature abilities to flutter jump and produce eggs from swallowed enemies. Yoshi’s Island received «instant» and «universal acclaim», according to IGN and review aggregator Metacritic, and sold over four million copies. Yoshi’s signature characteristics established in Yoshi’s Island would carry throughout a series of cameos, spin-offs, and sequels. Sources have debated on whether Super Mario World 2: Yoshi’s Island, where the player primarily controls a Yoshi carrying Baby Mario, should count as a Super Mario game,[30][31][32] with some sources considering it strictly a Yoshi game. Miyamoto responded affirmatively when asked if Yoshi’s Island is a Super Mario game, with Tezuka later adding:

«When that game debuted, I wanted people to understand that Yoshi was part of the Mario world, and that be conveyed whether through title or gameplay. To me, it’s part of the Mario series, but today’s Yoshi games? They’ve changed from those origins, so I think it’s okay to think of Yoshi living in his own universe. You can think of it separately from Mario’s world.»[33]

1996–2005: Introduction of 3D and open-ended exploration

Super Mario 64 for the Nintendo 64 (pictured) is the first 3D and open world entry.

In the early 1990s, director and producer Shigeru Miyamoto had conceived a 3D Mario design during development of the Super Nintendo Entertainment System (SNES) game Star Fox (1993). He considered using the Super FX chip to develop a SNES game, Super Mario FX, with gameplay based on «an entire world in miniature, like miniature trains».[34] He eventually reformulated the idea for the Nintendo 64, not for its substantially greater power, but because its controller has more buttons for gameplay.[35][36] Super Mario 64 was developed over approximately three years, with one year spent on the design concept and approximately two years on production.[34] Production began on September 7, 1994, and concluded on May 20, 1996.[37] Super Mario 64 is the first 3D and open world game in the series, and a launch game for the Nintendo 64 home console. Each level is an enclosed environment where the player is free to explore in all directions without time limits. The player collects Power Stars from the paintings in Peach’s castle to unlock later courses and areas.[38] The Nintendo 64’s analog stick makes an extensive repertoire of precise movements in all directions possible. The game introduced moves such as punching, triple jumping, and using a Wing Cap to fly. It is the first Super Mario series game to feature Charles Martinet’s voice acting for Mario. Mario must once again save Princess Peach from Bowser. The game’s power-ups differ from previous games, now being three different hats with temporary powers: the Wing Cap, allowing Mario to fly; the Metal Cap, turning him into metal; and the Vanish Cap, allowing him to walk through obstacles. Super Mario 64 is considered seminal to 3D video games.[39][40][41] A remake of the game called Super Mario 64 DS was released for Nintendo DS in 2004 and 2005, adding Yoshi, Luigi, and Wario as playable characters, new abilities, new objectives, multiplayer, and minigames.

Super Mario Sunshine is the second 3D Super Mario game. It was released in 2002 for the GameCube. In it, Mario and Peach travel to Isle Delfino for a vacation when a Mario doppelgänger, going by the name of Shadow Mario, appears and vandalizes the entire island. Mario is sentenced to clean the island with a water-squirting accessory called F.L.U.D.D. Super Mario Sunshine shares many similar gameplay elements with its predecessor Super Mario 64, yet introduces moves, like spinning while jumping, and several other actions through the use of F.L.U.D.D. The game contains a number of independent levels, which can be reached from the hub, Delfino Plaza. Mario collects Shine Sprites by completing tasks in the levels, which in return unlock levels in Delfino Plaza by way of abilities and plot-related events.[42] Sunshine introduces the last of Bowser’s eight children, Bowser Jr., as an antagonist. Yoshi also appears again for Mario to ride in certain sections.

2006–2016: 2D revival and path-focused 3D games

After no original 2D game releases in the series since 1995, New Super Mario Bros. was released on the Nintendo DS in 2006. In it, Mario and Luigi set out to save Princess Peach from Bowser Jr. The gameplay is 2D, but most of the characters and objects are 3D on two-dimensional backgrounds, resulting in a 2.5D effect. The game uses an overworld map similar to those of Super Mario Bros. Deluxe. Some levels have multiple exits. The classic power-ups (Super Mushroom, Fire Flower and Super Star) return alongside the Mega Mushroom, Blue Shell, and Mini Mushroom.

Miyamoto explained that when he was developing Super Mario 64 with Yoshiaki Koizumi, they realized that the title would be more directed towards the «core gamer», rather than the casual, «pick-up-and-go» gamer.[43] After Sunshine, their focus shifted to more accessible, casual games, leading them to develop Super Mario Galaxy with more progression-oriented paths. Galaxy was launched in 2007 for the Wii. It is set in outer space, where Mario or Luigi travel between «galaxies» to collect Power Stars, earned by completing quests or defeating enemies. It introduced motion controls to the series. Each galaxy contains a number of planets and other space objects for the player to explore. The game’s physics system gives each celestial object its own gravitational force, which lets the character circumnavigate rounded or irregular planetoids by walking sideways or upside down. The character is usually able to jump from one independent object and fall towards another close object. Though the main gameplay and physics are in 3D, there are several points in the game where the character’s movements are restricted into a 2D axis. Several new power-ups appear following the new game mechanics.

New Super Mario Bros. Wii (2009) features 4-player co-op and new power-ups: the Propeller Mushroom, the Ice Flower, and the Penguin Suit. All characters can ride Yoshi.

Super Mario Galaxy 2, released on May 23, 2010, was initially developed as an expansion pack to Galaxy, but was eventually developed into its own game. It retains the basic premise of its predecessor and includes its items and power-ups besides the Ice Flower and Red Star. New power-ups include the Cloud Flower, which allows Mario or Luigi to create platforms in mid-air and the Rock Mushroom, which turns the character into a rolling boulder. The character can also ride Yoshi. The game was released to widespread critical acclaim, getting better reviews than its predecessor.

Super Mario 3D Land was released for the Nintendo 3DS in November and December 2011. It was the first attempt to translate the gameplay of the 2D games into a 3D environment, and simplify the control scheme of the 3D games through including more linear levels. It is the first original 3D Super Mario game on a handheld console, since all previous handheld games were either 2D or a port of a previous game. It also brought back several older gameplay features, including the Super Leaf power-up last seen in Super Mario Bros. 3.

New Super Mario Bros. 2 was released in July and August 2012 for the Nintendo 3DS. The player, as Mario or Luigi, tries to save Princess Peach from Bowser and the Koopalings, with the game’s secondary goal to collect one million coins. Several gameplay elements were introduced to help achieve this goal, such as the Gold Flower, a rarer variant of the Fire Flower that turns items into coins.[44][45]

New Super Mario Bros. U, the Wii U follow-up to New Super Mario Bros. Wii, was released in November 2012. It introduces both a Flying Squirrel suit that lets the characters glide through the air, and asymmetric gameplay that allows the player holding the GamePad to influence the environment. In June 2013, New Super Luigi U was released as a downloadable content (DLC) package for the game, featuring shorter, but more difficult levels, starring Luigi as the main protagonist instead of his brother. Subsequently, it was released as a standalone retail game on August 25 in North America.[46] The Nintendo Switch port New Super Mario Bros. U Deluxe includes both the main game and New Super Luigi U, and new playable characters Nabbit and Toadette.[47]

Super Mario 3D World, the sequel to 3D Land, was released for the Wii U on November 22, 2013 in North America, and utilized the same gameplay mechanics as its predecessor.[48] Co-operative multiplayer is available for up to four players. The game introduced the ability to turn the characters into cats able to attack and scale walls in order to reach new areas, and to create clones of the characters. Like Super Mario Bros. 2, it features Princess Peach and Toad as playable characters in addition to Mario and Luigi. Rosalina from Super Mario Galaxy is also unlocked later in the game. Miyamoto said that «even though that’s a 3D game, it’s a little more accessible to everybody.»

Super Mario Maker is a creation tool released for the Wii U in September 2015[49] which allows players to create their own levels based on the gameplay and style of Super Mario Bros., Super Mario Bros. 3, Super Mario World, and New Super Mario Bros. U, as well as to share their creations online. Based on existing games, several gameplay mechanics were introduced for the game, with existing ones also available to be used together in new ways. A Nintendo 3DS version of the game called Super Mario Maker for Nintendo 3DS, was released in December 2016. It features a few new pre-installed levels, but no online level sharing. Super Mario Maker 2 is a new version of Super Mario Maker with many new items, themes, and enemies, a world-builder, as well as online multiplayer. The game was released on June 28, 2019 for the Nintendo Switch.

Super Mario Run is a side-scrolling and auto-scrolling video game released in December 2016 on the iOS platform, then in March 2017 on Android. It is the first official Super Mario game developed for mobile devices. As such, it features simplified controls that allow it to be played with only one hand. In this game, the character runs automatically, with the player controlling the jumping action to avoid hazards. This is achieved by touching the tactile screens these devices are built with. The longer the player touches the jump button, the higher the character jumps. This game also includes a «Toad Rally» mode, similar to the «VS Boo» mode of Super Mario Bros Deluxe, in which players have to complete a level faster than a computer-controlled Toad. Success in this mode earns the player access to in-game money to spend on customizing the Mushroom Kingdom map, using mechanics similar to Farmville. This is the first Super Mario game that Princess Daisy is playable in and the first to feature a music track with vocals.[50][51][52]

2017–present: Return of open-ended exploration

After having fallen out of favor by the mid-2000s, open-world «collectathon» 3D platformers such as Super Mario 64, Banjo-Kazooie and Donkey Kong 64 had become less common.[53] For example, the 3D adventure game Banjo-Kazooie: Nuts & Bolts (2008) explicitly mocked the perceived tedium of collecting large quantities of tokens.[54] By the mid-2010s, however, 3D platformers were aiming to replicate such experiences, including Yooka-Laylee and A Hat in Time. Super Mario Odyssey is a return to the open-world «sandbox» 3D style of gameplay,[55][56][57] with «more open-ended exploration like in Super Mario 64 and Super Mario Sunshine[58] It was released in October 2017 for Nintendo Switch.[59] After Mario’s cap is possessed by a spirit named Cappy, he gains the new move of temporarily «capturing» enemies and objects to utilize their abilities. Like previous sandbox 3D games, the game’s worlds contain a large variety of objectives that can be achieved in a non-linear order before progressing. The game features many different kingdoms in addition to the Mushroom Kingdom that Mario’s adventures usually take place in.

Bowser’s Fury is part of the 2021 re-release of Super Mario 3D World on the Nintendo Switch. It implements 3D open-world «free-roaming» gameplay in a similar fashion to Odyssey, from which it includes many elements.[60][61] Supporting up to two players, it sees Mario teaming up with Bowser Jr. to collect Cat Shines to restore lighthouses in a land called Lake Lapcat. Periodically, a gigantic incarnation of Bowser known as Fury Bowser awakens to bring darkness upon the land and attacks the island. To beat him, Mario must collect enough Cat Shines to awaken the Giga Bell and use it to fight Bowser.

Remakes and remasters

Game System Year Original game(s)
Super Mario All-Stars (+ Super Mario World) Super NES 1993/1994 Super Mario Bros.
Super Mario Bros.: The Lost Levels
Super Mario Bros. 2
Super Mario Bros. 3
Super Mario World[d]
Super Mario Bros. Deluxe Game Boy Color 1999 Super Mario Bros.
Super Mario Bros.: The Lost Levels
Super Mario Advance Game Boy Advance 2001/2002 Super Mario Bros. 2
Mario Bros.
Super Mario World: Super Mario Advance 2 Game Boy Advance 2001 Super Mario World
Mario Bros.
Yoshi’s Island: Super Mario Advance 3 Game Boy Advance 2002 Super Mario World 2: Yoshi’s Island
Mario Bros.
Super Mario Advance 4: Super Mario Bros. 3 Game Boy Advance 2003/2004 Super Mario Bros. 3
Mario Bros.
Super Mario 64 DS Nintendo DS 2004/2005 Super Mario 64
New Super Mario Bros. U Deluxe Nintendo Switch 2019 New Super Mario Bros. U
New Super Luigi U
Super Mario 3D All-Stars Nintendo Switch 2020 Super Mario 64
Super Mario Sunshine
Super Mario Galaxy
Super Mario 3D World + Bowser’s Fury Nintendo Switch 2021 Super Mario 3D World

Reception

The Super Mario series has seen tremendous critical acclaim from both critics and audiences. The series was ranked as the best game franchise by IGN in 2006.[125] In 1996 Next Generation ranked the series as number 5 on their «Top 100 Games of All Time»,[e] additionally ranking Super Mario 64 at number 1 although stating the rule that series of games be confined to a single entry.[126] In 1999, Next Generation listed the Mario series as number 3 on their «Top 50 Games of All Time», commenting that, «The depth of the game design was never matched in 2D and has yet to be equaled by a 3D action performer. The gameplay is simply genius – Shigeru Miyamoto wrote the book on platformers.»[127] Electronic Gaming Monthly attributed the series’ excellence to the developers’ tireless creativity and innovation, pointing out that «Sega’s Sonic the Hedgehog series changed very little in its four installments on the Genesis. The Mario series has changed significantly with each new game.»[128]

The original Super Mario Bros. was awarded the top spot on Electronic Gaming Monthlys greatest 200 games of their time list[129] and IGN’s top 100 games of all-time list twice (in 2005 and 2007).[130] Super Mario Bros. popularized side-scrolling video games and provided the basic concept and mechanics that persisted throughout the rest of the series. Super Mario Bros. sold 40.24 million copies, making it the best-selling video game of the whole series.[131]
Various other video games of the series were ranked as the best within the series.[132][133][77] Games included are Super Mario Bros. 3,[134] Super Mario World[135] and Super Mario 64 to name a few.[136][137] Before Super Mario Odyssey, Super Mario Galaxy has been for 10 years the best-ranked game on GameRankings.[138][93]

Sales

Super Mario is one of the best-selling video game franchises, having sold more than 380 million units worldwide as of 2021.[139] The first seven Super Mario games (including the first three Super Mario Bros. titles, the first two Super Mario Land titles, and Super Mario World) had sold 100 million units by March 1993.[140]

Games in the Super Mario series have had consistently strong sales, ranking among the best-selling video games of all time. Super Mario Bros. sold more than 50 million units worldwide sold across multiple platforms by 1996.[141] The original NES version sold 40.23 million units and is the best-selling NES game, with its two sequels, Super Mario Bros. 3 (18 million copies) and Super Mario Bros. 2 (10 million copies), ranking in second and third place respectively.[82] Super Mario World is the best-selling game for the SNES console, selling 20 million copies. Super Mario World is also the seventh best-selling game of all time. Super Mario 64 sold the most copies for the Nintendo 64 (11 million), whereas Super Mario Sunshine is the second best-selling game (5.5 million) on the GameCube (second to Super Smash Bros. Melee). Super Mario Galaxy has sold 12.80 million units as of March 2020, which was the best-selling 3D game in the series until 2019, and is the ninth best-selling game for the Wii.[92] Its sequel Super Mario Galaxy 2 has 7.41 million units sold, placing in twelfth. Super Mario 3D World was the second bestselling game on the Wii U and along with its more popular Switch port has sold over 14 million copies combined making it the 2nd bestselling 3D Mario game.[142][63] Super Mario Odyssey has 23.50 million units sold as of December 2021, making it the best-selling 3D game in the series to date, and among the best-selling games for the Nintendo Switch.[119] New Super Mario Bros. Wii has sold 30.32 million copies worldwide, the fourth best-selling game on the Wii, as well as one of the best-selling video games of all time.[92]

The Super Mario series also sold well on handheld consoles. Super Mario Land has sold 18.14 million copies, and is the fourth best-selling game for the Game Boy. Its sequel, Super Mario Land 2: 6 Golden Coins, sold 11.18 million copies, placing sixth.[143] New Super Mario Bros. for the Nintendo DS sold 30.80 million units, making it the best-selling game for the console, and the best-selling portable entry.

For all console and handheld games that have not been bundled with a console, Super Mario Bros. 3 is the fourth best-selling game, whereas New Super Mario Bros. is fifth, Super Mario Land is eleventh, and Super Mario 64 is eighteenth.

In the United Kingdom, Super Mario Bros. is the most famous video game brand, recognized by 91% of the UK adult population as of 2021.[144]

Legacy

[icon]

This section is empty. You can help by adding to it. (January 2023)

See also

  • Luigi’s Mansion series: A spin-off of the series.
  • Captain Toad: Treasure Tracker: A spin-off of the series.
  • Donkey Kong Country series: Similar platform sub-series.
  • Super Princess Peach: A similar Nintendo platform game that role reverses the characters that are commonly used in the concept of the series.
  • Wario Land series: A similar platform sub-series

Notes

  1. ^ Japanese: スーパーマリオ, Hepburn: Sūpā Mario
  2. ^ Japanese: スーパーマリオブラザーズ, Hepburn: Sūpā Mario Burazāzu
  3. ^ Japanese: マリオ
  4. ^ Not included in original version of All-Stars.
  5. ^ The entry name is «Mario (series)», but the description as a «side-scrolling platformer» makes it clear that Next Generation meant the Super Mario series specifically.

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External links

  • Official website

В этой статье — полный список персонажей Супер Марио, имена только на английском, без перевода. Теперь вы сможете легко узнать, как кого зовут, и легко найти нужного вам персонажа! Ну, в общем, это и есть всё описание статьи, больше ничего сказать не могу. Начнём!

Если вы захотите на какого-то персонажа посмотреть, как он выглядит, набирайте по английски «mario … (и название нужного персонажа на английском)», на английском — потому что вам попадутся тогда именно нужные персонажи, а на русском — не пойми что.

Если вы знаете ещё каких-то персонажей, пишите в комментариях его название по-английски или по-русски, или картинку, а можно всё сразу. И, если вам кажется или вы знаете, что какой-то персонаж — не из Марио — пишите название!

Скоро собираюсь сделаю статью со всеми блоками мира Марио!

Герои (Heroes)

Mario
Princess Peach
Luigi
Princess DaisyКак пишется по английски супер мариоГумба с Хвостом(Tail Goomba).

Rosalina
Yoshi (character)
Toad (character)
Pauline
Wario
Waluigi
Birdo
Baby Mario
Professor Elvin Gadd
Toad (species)
Geno
Donkey Kong
Yoshi (species)
Baby Luigi
Goombella
Lady BowQueen Bee
Gombario
Parakarry
Dr. Mario (character)
Mushroom King
Dr. Luigi (character)
Krunch the Kremling

Женские персонажи (Female Characters)

Princess PeachКак пишется по английски супер мариоПринцессы.

Princess Daisy
Rosalina
Pauline
Toadette
Birdo
Wendy O. Koopa
Baby Peach
Baby Daisy
Dixie Kong
Pom Pom
Candy Kong
Queen Bee
Baby Rosalina
Tiny Kong
Wrinkly Kong
Mamar
Twila

Злодеи (Villains)

BowserКак пишется по английски супер мариоGoomboss.

Bowser Jr.
King Boo
Wario
Waluigi
Lemmy Koopa
Ludwig von Koopa
Birdo
Iggy Koopa
Wendy O. Koopa
Kamek
Larry Koopa
Roy Koopa
Dry Bowser
Bowletta
Thwomp
Morton Koopa Jr.
Donkey Kong
Antasma
Petey Piranha
Big Boo
Boom Boom
Bussy Beetle
Meowser
Dark Bowser
Big Bob-omb
Galoomba
Spiny
Whomp King
Smithy
Gooper Blooper
Pokey
Pom Pom
Yaridovich
Hisstocrat
Goomboss
Overset Possessor
Giga Lakitu
Fire Bro.
Bouldergeist
Lakithunder
Wingo
Bomb Boo
Harsh Possessor
Tough Possessor
Giga Bowser
Croco
Bowyer
Kamella
Shrewd Possessor
Sneaker
Master Hand
Boomer
Zombone
Mr. Luggs

Анти-герои (Anty-heroes)

King Boo
Wario
Waluigi
Birdo
Donkey Kong
Nabbit

Партнёры (Partners)

Yoshi
Enguarde the Swordfish

Союзники (Allies)

Princess Peach
Rosalina
Luigi
Yoshi
Shy Guy
Toad
Boo
Pauline
Wario
Waluigi
Toadette
Baby Mario
Luma
Professor Elvin Gadd
Geno
Donkey Kong
Nabbit
Magikoopa
Wiggler
Baby Luigi
Pianta
Goombella
Lady Bow
Toadsworth
Diddy Kong
Cranky Kong
Dixie Kong
Candy Kong
Croco
Goombario
Tiny Kong
Wrinkly Kong
Polari
Sprixie Princess
Lubba
Misstar
Goompa
Plessie
The Chimp
Bee
MuskularКак пишется по английски супер мариоWingo.

Bob-omb Buddy
Chunky Kong
K. Lumsy
Kalmar
Klevar
Lanki Kong
Noki Elder
Noki Elder’s Grandson
Skolar
Sun
Wise Wisterwood

Враги (Enemies)

Koopa Troopa
Goomba
Shy Guy
Boo
Iggy Koopa
Dry Bowser
Blooper
Kamek
Hammer Bro.
Thwomp
Lakitu
Dry Bones
Chain Chomp
Piranla Plant
Bullet Bill
Nabbit
Big Boo
Boom Boom
Cheep-Cheep
Magikoopa
Wiggler
Spike (enemy)
Koopa Kid
Buzzy Beetle
Koopa Paratroopa
Boomerang Bro.
Tail Boo
Whomp
Pokey
Smithy
Spiny
Birdo
Bony Beetle
Angry Sun
Poltergeist
Chargin’ Chuck
Monty Mole
Whomp King
Fuzzy
Baby BlooperКак пишется по английски супер мариоКамек (Kamek).

Greenie
Creeper
Para Beetle
Galoomba
Bubba
King Bill
Lydia
Sledge Bro.
Fly Guy
Broozer
Fire Bro.
Neville
Dark Koopa
Hider
Gobber
Horned Ant Trooper
Yoob
Sumo Bro.
Venus Fire Trap
Cosmik Clone
Muncher
Melody Pianissima
Black Venus Fire Trap
Fishdone
Peepa
Gold Greenie
Huckit Crab
Bramball
Paragoomba
Astro Goomba
Bomb Boo
Octoomba
Bully
Exor
Henry and Orville
Boohemoth
Waddlewing
Slammer
Dark Moon
Red Boo
Shaman
Big Bertha (Bill Blaster)
Blargg
Swoopin’ Stu
Chuckya
Penguin
Shy Guy Ghost
Klepto
Bowyer
Biddybud
Strong Gobber
Cat Goomba
Grindel
Ancient PoltergeistКак пишется по английски супер мариоЛедяной Бро (Ice Bro.).

Wingo
Bomp
Cooligan
Kamella
Goombeetle
Torpedo Ted
Fwoosh
Lava Bounser
Klump
Chill Bully
Ball ‘n’ Chain
Para-Biddybud
Tail Goomba
Prongo
Skeeter
Beehoss
Alley Rat
Foo
Cheep Chomp
Deep-Cheep
Shivers, the Wandering Butler
Snufit
Flophopper
Stalking Piranha Plant
Fishin’ Lakitu
Cat Bullet Bill
Charvaargh
Bookend
Porcupuffer
Sandmaargh
Beezo
Mandibug
Mega Goomba
Heavy Parabeetle
Ice Bro.
Para-bomb
Kleptoad
Bee
Sparky
Gringill
Nana
Biff Atlas
Mr. I
Klaptrap
Mega Unagi
Stingby
Ameboid
Inky Piranha Plant
Speedy Spirit
Strong Greenie
Armored Ant
Wallop
Suit of Armor
Ant Trooper
Goomba Tower
Boomer (boss)
Artichoker
Geckit
Basher
Kritter
Electro KoopaКак пишется по английски супер мариоNabbit.
Magmaargh
Magmaw
Octoboo
Silver Chomp
Incoming Chomp
Fizzlit
The Floating Whirlindas
Madame Clairvoya
Uncle Grimmly
Krusha
Spiky Piranha Plant
Draglet
Fake Block
Spider
Mr. Luggs
Blockstepper
Eep-Cheep
Mad Piano
Carroboscis
Bahamutt
Chained Kong
Robotis Bombs
Hop-Chop
Flaptor
Freezie
Bone Dragon
Cluckboom
Octoguy
Rhomp
Galactic Tornado
Spiky Plant
Lil’ Brr
Zinger
Bumpty
Whimp
Golden Chomp
Snooze-a-Koopa
Chomps
Chomps Jr.
Manky Kong
Rockkroc
Tiki Goon
Chain Chomplet
Clampy
Choppah
Big Tail Goomba
Wingerd Dry Bones
Smilax
Venus Flytrap
Strong Slammer
Venus Ice Trap
Snow Pokey
Strollin’ Stu
Conkdor
Klamber
Domino
AeroКак пишется по английски супер мариоЛакиту (Lakitu).

Zeostar
Arachne
Bandana Red
Birdy
Corkpedite
Crook
Fink Flower
Squiggler
Bloopurn
Dromba
Air Bag
Gecko
Big Ant Trooper
Splorch
Dreambeats
Cat Banzai Bill
Piranha Creeper
Krossbones
Ty-Foo
Jester
Army
Baddie Box
Amanita
Bat
Big Piranha Plant
Bomb Guy
Beetle
Bloatula
Blue Lava Bubble
Brolder
Burn Bit
Buzzer
Clambo
Click-Clack
Clockwork Soldiers
Cluster
Capnap
Cocoknight
Croctopus
Dreamcap
Dreamcap Captain
Eyepi’illo
Fangfish
Flaming Antasmaton
Enigma
Flitter
Flotsam
Fuzzy Wiggler
Gold Ghost
Gromba
Gnawty
Grand Tail Goomba
Heavy Troopa
Hogwash
Hook Guy
Ice Elemental Ghost
Icicle
Kasplat
Klank
Kosha
Krash
Krobot
Manager
Mecha-ZingerКак пишется по английски супер мариоMr. Dice.

Kreepa
Krubbish
Mega Wiggler
Mincer
Mini-Necky
Miss Petunia
Mouse
Mr. Dice
Necky
Nemo
Pinhead
Prickly Piranha Plant
Puftup
Screaming Pillar
Sir Domino
Spiky Topman
Slippa
Splounder
Spring Topman
Squidge
Sue Pea
Swirlwind
Undergrunt Gunner
Teehee Butterfly
Thorb

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there’s no getting away from it; there’s nothing one can do about it; one can see no way out; there’s no way around it; where will you get to

— Что она молодец — я это всегда знал и нисколько в её человеческих качествах не сомневался, а что судьбы наши разошлись — тут никуда, тётка, не денешься. (Ю. Герман, Дорогой мой человек) — ‘I know she is a good scout, I always knew it and never doubted her integrity for a moment, but I also know that we have parted company for good, there’s nothing one can do about it, auntie dear.’

— Ох, как много ещё бабы в женщине, как много! Но скоро совсем не будет. И все станут, как я. — Не дожить бы, — буркнул Александр Павлович. — Доживёшь, куда денешься… (С. Абрамов, Требуется чудо) — ‘There is still so much of the domestic animal in a woman, so much! But soon there won’t be anything left of that. And everyone will be like me.’ ‘I hope I don’t live to see the day,’ Alexander Pavlovich grunted. ‘You will, where will you get to…’

— Так вот, — не без удовольствия повторил Харт. — Марио Лиджо — проходимец! Уж извините, а куда денешься? Если проходимцев не называть проходимцами, меньше их не станет. (В. Черняк, Час пробил) — ‘So you see,’ Hart repeated with enjoyment… ‘Mario Liggio is a low-life; I’m sorry, but there’s no way around it. Low-lifes don’t go away by just ignoring them.’

Англо-русские и русско-английские словари и энциклопедии. English-Russian and Russian-English dictionaries and translations

Русско-английский перевод МАРИО

Mario


Русско-Американский Английский словарь.

     Russian-American English dictionary .
2012


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Синонимы
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На основании Вашего запроса эти примеры могут содержать грубую лексику.


На основании Вашего запроса эти примеры могут содержать разговорную лексику.


Жизнь это не только Космические захватчики и Супер Марио.



Life isn’t all Space Invaders and Super Mario, you know.


Я себя больше Супер Марио чувствую.


Супер Марио Саншайн В этой игре Super Mario…



Super Mario Sunshine In this game Super Mario is a device that helps…


Я уверена, что ты очень помогаешь ей, играя в Супер Марио Карт по 14 часов в день…



While I’m sure it’s been really helpful for her to have you here playing Super Mario Kart for 14 hours a day…


Марио Новый мир Вот еще игры с Супер Марио



New Mario World Here’s another game with Super Mario is not…


Супер Марио мир Эта игра для тех, кто любит…



Super Mario World This game is for those who love Mario. Help him…


На базе был образный стиль с однородными областями цвета и упрощенные элементы, которые где вдохновленный Супер Марио и игровая приставка Нинтендо.



At the base was a figurative style with uniform areas of colour and simplistic elements that where inspired by Super Mario and the game console Nintendo.


Она надеется, что он будет Супер Марио, а он просто человек.



She expects him to be Super Mario all the time, but he’s just a man.


У них есть Супер Марио на Земле-29?


Супер Марио Мир Flash Цель: Play Classic Марио acum в…



Super Mario World Flash Goal: Play classic Mario acum in varianta Flash.


Это вторжение Супер Марио в три измерения знаменует также возвращение героя на портативную консоль, чего не происходило с 2005 года.



This incursion of Super Mario in three dimensions represents also the return of the character to a portable console, fact that has not occurred since 2005.


Мне приходится с ним жить, но по крайней мере, если вы ребята будете встречаться, мне не придется так много времени слушать его сумасшедшие теории о том, как братья Супер Марио изменили цивилизацию.



I’m stuck living with him right now, but at least, if you guys are dating, I won’t have to spend so much time listening to his insane theories on how Super Mario Brothers changed civilization.


Игры с Супер Марио, Ёж Соник и все их друзья и враги: Тейлз, Луиджи, принцесса Пич, Йоши, Тод и многие другие.



Games with Super Mario, Sonic the Hedgehog and all their friends and enemies: Tails, Luigi, Princess Peach, Yoshi, Toad and many more.


In Apple App Store, первые баннеры, на которых отображается дата, уже появились Декабрь 152016, как день, когда он может быть загружен и установлен Супер Марио Run.



In Apple App Store, the first banners on which the date is displayed have already appeared December 152016, as the day it can be downloaded and installed Super Mario Run.


Это еще один вариант Супер Марио игры. В этой игре, Марио приключение в новом мире, есть сантехника знакомы.



This is another version of the Super Mario games. In this game, mario adventure in the new world, there are plumbing familiar.


Вторая иллюстрационное представление передает концепцию с каждым членом группы, который позиционирует себя как своего любимого супер-героя: Онджун как Человек-паук, Суну как Росомаха, Сунджу как Железный человек, Минсу как Бэтмен и Сувон как Супер Марио.



The second teaser illustration further conveys the concept with each of the group member posing as their favorite superheroes: Onejunn as Spiderman, Sunwoo as Wolverine, Sungjun as Ironman, Minsu as Batman, and Suwoong as Super Mario.


любовники Игра Супер Марио Ран, может быть извещен как можно скорее игра будет официально выпущена, Все, что вам нужно сделать, это нажать кнопку «УВЕДОМЛЕНИЕ».



lovers Super Mario Run game, can be notified as soon as possible the game will be officially released. All you have to do is press the «NOTIFY»


У тебя есть Супер Марио Карт?

Ничего не найдено для этого значения.

Результатов: 31. Точных совпадений: 31. Затраченное время: 38 мс

Documents

Корпоративные решения

Спряжение

Синонимы

Корректор

Справка и о нас

Индекс слова: 1-300, 301-600, 601-900

Индекс выражения: 1-400, 401-800, 801-1200

Индекс фразы: 1-400, 401-800, 801-1200


На основании Вашего запроса эти примеры могут содержать грубую лексику.


На основании Вашего запроса эти примеры могут содержать разговорную лексику.

Перевод «Супер марио» на английский


Супер Марио‘ недавно подтвердил соответствие своему прозвищу.



Super Mario‘ has recently lived up to his nickname.


Этот мир совсем как всемирно известный Супер Марио.



This world is quite similar to the world famous Super Mario.


Супер марио брос на компьютер


Туннель для хомяка в стиле Супер Марио


Выходя из туалета, я чувствовала себя Супер Марио, но становилась раздражительной, если не сказать больше.



Coming out of the toilets, I felt like Super Mario, but I obviously ended up becoming irritable, to say the least.


Она надеется, что он будет Супер Марио, а он просто человек.



She expects him to be Super Mario all the time, but he’s just a man.


Играть бесплатно онлайн в игры Супер Марио.


Наверняка не найдется тех людей, которые не знают игру Супер Марио.



I don’t know anybody who doesn’t know Super Mario.


Супер Марио разбивает блоки рукой, а не головой



Super Mario hits blocks with his hand, not his head.


За полтора сезона «Супер Марио» отыграл полсотни встреч и забил в них ЗЗ мяча.



During one and a half season, «Super Mario» played in 50 games and scored 33 goals.


Объединяя лучшие в 3-D графики когда-либо разработанных для видеоигры и взрывоопасной звуковой дорожки, Супер Марио 64 становится новым стандартом для видео-игр.



Combining the finest 3-D graphics ever developed for a video game and an explosive sound track, Super Mario 64 becomes a new.


Я уверена, что ты очень помогаешь ей, играя в Супер Марио Карт по 14 часов в день…



While I’m sure it’s been really helpful for her to have you here playing Super Mario Kart for 14 hours a day…


Существует подозрение, что «Супер Марио» Монти представляет интересы вовсе не своей страны, а кого-то другого.



There is reason to suspect that «Super Mario» Monti may be representing interests other than those of his country.


На базе был образный стиль с однородными областями цвета и упрощенные элементы, которые где вдохновленный Супер Марио и игровая приставка Нинтендо.



At the base was a figurative style with uniform areas of colour and simplistic elements that where inspired by Super Mario and the game console Nintendo.


Это вторжение Супер Марио в три измерения знаменует также возвращение героя на портативную консоль, чего не происходило с 2005 года.



This incursion of Super Mario in three dimensions represents also the return of the character to a portable console, fact that has not occurred since 2005.


в супер марио я давненько не играл)))


Видео игры, такие как «Супер Марио«, в течение двух месяцев могут улучшить способность мозга и помочь предотвратить слабоумие, утверждают ученые.



Playing video games like Super Mario for two months can improve brain capacity and help forestall dementia, say scientists.


Болельщики прозвали его «Супер Марио».

Ничего не найдено для этого значения.

Результатов: 135. Точных совпадений: 135. Затраченное время: 74 мс

Documents

Корпоративные решения

Спряжение

Синонимы

Корректор

Справка и о нас

Индекс слова: 1-300, 301-600, 601-900

Индекс выражения: 1-400, 401-800, 801-1200

Индекс фразы: 1-400, 401-800, 801-1200

Super Mario Bros.
Super Mario Bros. box.png

North American box art

Developer(s) Nintendo R&D4
Publisher(s) Nintendo
Director(s) Shigeru Miyamoto
Producer(s) Shigeru Miyamoto
Designer(s)
  • Shigeru Miyamoto
  • Takashi Tezuka
Programmer(s)
  • Toshihiko Nakago
  • Kazuaki Morita
Artist(s)
  • Shigeru Miyamoto
  • Takashi Tezuka
Composer(s) Koji Kondo
Series Super Mario
Platform(s) Nintendo Entertainment System, arcade
Release NES

  • JP: September 13, 1985
  • NA: October 18, 1985[a]
  • EU: May 15, 1987
  • AU: July 1987

Arcade

  • EU: January 1986
  • NA: February 1986
Genre(s) Platform
Mode(s) Single-player, multiplayer
Arcade system Nintendo VS. System

Super Mario Bros.[b] is a platform game developed and published by Nintendo for the Nintendo Entertainment System (NES). The successor to the 1983 arcade game Mario Bros. and the first game in the Super Mario series, it was first released in 1985 for the Famicom in Japan. Following a limited US release for the NES, it was ported to international arcades for the Nintendo VS. System in early 1986. The NES version received a wide release in North America that year and in PAL regions in 1987.

Players control Mario, or his brother Luigi in the multiplayer mode, as they traverse the Mushroom Kingdom to rescue Princess Toadstool from King Koopa (later named Bowser). They traverse side-scrolling stages while avoiding hazards such as enemies and pits with the aid of power-ups such as the Super Mushroom, Fire Flower, and Starman.

The game was designed by Shigeru Miyamoto and Takashi Tezuka as «a grand culmination» of the Famicom team’s three years of game mechanics and programming, drawing from their experiences working on Devil World and the side-scrollers Excitebike and Kung Fu to advance their previous work on platforming «athletic games» such as Donkey Kong and Mario Bros. The design of the first level, World 1-1, serves as a tutorial for platform gameplay.

Super Mario Bros. is frequently cited as one of the greatest video games of all time, with praise for its precise controls. It is one of the best-selling games of all time, with more than 58 million copies sold worldwide. It is credited alongside the NES as one of the key factors in reviving the video game industry after the 1983 crash, and helped popularize the side-scrolling platform game genre. Koji Kondo’s soundtrack is one of the earliest and most popular in video games, making music a centerpiece of game design. The game began a multimedia franchise including a long-running game series, an animated television series, an animated feature film, a live-action feature film and another upcoming animated feature film. It has been re-released on most Nintendo systems. Mario and Super Mario Bros. have become prominent in popular culture.

Gameplay

Refer to caption

In Super Mario Bros., the player controls Mario, the protagonist of the series. Mario’s brother, Luigi, is controlled by the second player in the game’s multiplayer mode and assumes the same plot role and functionality as Mario. The objective is to race through the Mushroom Kingdom, survive the main antagonist Bowser’s forces, and save Princess Toadstool.[2]: 7  It is a side-scrolling platform game where the player moves to the right to reach the flagpole at the end of each level.

The game world includes coins for Mario to collect and special bricks marked with a question mark (?), which when hit from below by Mario may reveal more coins or a special item. Other «secret», often invisible, bricks may contain more coins or rare items. If the player gains a Super Mushroom, Mario grows to double his size and gains the ability to break bricks above him. If Mario gets hit in this mode, then instead of dying he turns back to regular Mario.[2]: 12  Players start with a certain number of lives and may gain additional lives by picking up green spotted orange 1-up mushrooms hidden in bricks, or by collecting 100 coins, defeating several enemies in a row with a Koopa shell, or bouncing on enemies successively without touching the ground. Mario loses a life if he takes damage while small, falls in a bottomless pit, or runs out of time. The game ends when the player runs out of lives, although a button input can be used on the game over screen to continue from the first level of the world in which the player died.[3]

Mario’s primary attack is jumping on top of enemies, though many enemies have differing responses to this. For example, a Goomba will flatten and be defeated,[2]: 12  while a Koopa Troopa will temporarily retract into its shell, allowing Mario to use it as a projectile.[2]: 11  These shells may be deflected off a wall to destroy other enemies, though they can also bounce back against Mario, which will hurt or kill him.[2]: 19  Other enemies, such as underwater foes and enemies with spiked tops, cannot be jumped on and damage the player instead. Mario can also defeat enemies above him by jumping to hit the brick that the enemy is standing on. Mario may also acquire the Fire Flower from certain «?» blocks that when picked up changes the color of Super Mario’s outfit and allows him to throw fireballs. A less common item is the Starman, which often appears when Mario hits certain concealed or otherwise invisible blocks. This item makes Mario temporarily invincible to most hazards and capable of defeating enemies on contact.[2]: 10 

The game consists of eight worlds with four sub-levels called «stages» in each world.»[4][2]: 7  The final stage of each world takes place in a castle where Bowser is fought above a suspension bridge; the first seven of these Bowsers are «false Bowsers» who are actually minions disguised as him, whilst the real Bowser is found in the 8th world. Bowser and his decoys are defeated by jumping over them and reaching the axe on the end of the bridge, although they can also be defeated using a Fire Flower. The game also includes some stages taking place underwater, which contain different enemies. In addition, there are bonuses and secret areas in the game. Most secret areas contain more coins for Mario to collect, but some contain «warp pipes» that allow Mario to advance directly to later worlds in the game without completing the intervening stages. After completing the game once, the player is rewarded with the ability to replay the game with changes made to increase its difficulty, such as all Goombas in the game being replaced with Buzzy Beetles, enemies similar to Koopa Troopas who cannot be defeated using the Fire Flower.[5]

Synopsis

In the fantasy setting of the Mushroom Kingdom, a tribe of turtle-like creatures known as the Koopa Troopas invade the kingdom and uses the magic of its king, Bowser, to turn its inhabitants, known as the Mushroom People, into inanimate objects such as bricks, stones and horsehair plants. Bowser and his army also kidnap Princess Toadstool, the princess of the Mushroom Kingdom and the only one with the ability to reverse Bowser’s spell. After hearing the news, Mario sets out to save the princess and free the kingdom from Bowser.[2]: 2  After traveling through various parts of the kingdom and fighting Bowser’s forces along the way, Mario reaches Bowser’s final stronghold, where he is able to defeat him by striking an axe on the bridge suspended over lava he is standing on, breaking the bridge, defeating Bowser, freeing the princess and saving the Mushroom Kingdom.[6]

Development

Super Mario Bros. was designed by Shigeru Miyamoto and Takashi Tezuka of the Nintendo Creative Department, and largely programmed by Toshihiko Nakago of SRD Company, Ltd.[7][clarification needed] The original Mario Bros., released in 1983, is an arcade platformer that takes place on a single screen with a black background. Miyamoto used the term «athletic games» to refer to what would later be known as platform games. For Super Mario Bros., Miyamoto wanted to create a more colorful «athletic game» with a scrolling screen and larger characters.[7]

Development was a culmination of their technical knowledge from working on the 1984 titles Devil World, Excitebike and Kung Fu along with their desire to further advance the platforming «athletic game» genre they had created with their earlier games.[8] The side-scrolling gameplay of racing game Excitebike and beat ’em up game Kung-Fu Master, the latter ported by Miyamoto’s team to the NES as Kung Fu, were key steps towards Miyamoto’s vision of an expansive side-scrolling platformer;[9] in turn, Kung-Fu Master was an adaptation of the Jackie Chan film Wheels on Meals (1984).[10] While working on Excitebike and Kung Fu, he came up with the concept of a platformer that would have the player «strategize while scrolling sideways» over long distances, have aboveground and underground levels, and have colorful backgrounds rather than black backgrounds.[11] Super Mario Bros. used the fast scrolling game engine Miyamoto’s team had originally developed for Excitebike, which allowed Mario to smoothly accelerate from a walk to a run, rather than move at a constant speed like in earlier platformers.[12]

Miyamoto also wanted to create a game that would be the «final exclamation point» for the ROM cartridge format before the forthcoming Famicom Disk System was released.[8] Super Mario Bros. was made in tandem with The Legend of Zelda, another Famicom game directed and designed by Miyamoto and released in Japan five months later, and the games shared some elements; for instance, the fire bars that appear in the Mario castle levels began as objects in Zelda.[13]

To have a new game available for the end-of-year shopping season, Nintendo aimed for simplicity.[14] The team started with a prototype in which the player moved a 16×32-pixel square around a single screen.[15] Tezuka suggested using Mario after seeing the sales figures of Mario Bros.[16] The team chose the name Super Mario Bros. after implementing the Super Mushroom power-up.[17] The game initially used a concept in which Mario or Luigi could fly a rocket ship while firing at enemies, but this went unused;[18] the final game’s sky-based bonus stages are a remnant of this concept.[8][19] The team found it illogical that Mario was hurt by stomping on turtles in Mario Bros. so decided that future Mario games would «definitely have it so that you could jump on turtles all you want».[8] Miyamoto initially imagined Bowser as an ox, inspired by the Ox King from the Toei Animation film Alakazam the Great (1960). However, Tezuka decided he looked more like a turtle, and they collaborated to create his final design.[20]

The development of Super Mario Bros. is an early example of specialization in the video game industry, made possible and necessary by the Famicom’s arcade-capable hardware. Miyamoto designed the game world and led a team of seven programmers and artists who turned his ideas into code, sprites, music, and sound effects.[21] Developers of previous hit games joined the team, importing many special programming techniques, features, and design refinements such as these: «Donkey Kongs slopes, lifts, conveyor belts, and ladders; Donkey Kong Jr.s ropes, logs and springs; and Mario Bros.s enemy attacks, enemy movement, frozen platforms and POW Blocks».[15]

The team based the level design around a small Mario, intending to later make his size bigger in the final version, but they decided it would be fun to let Mario change his size via a power-up. The early level design was focused on teaching players that mushrooms were distinct from Goombas and would be beneficial to them, so in the first level of the game, the first mushroom is difficult to avoid if it is released.[22] The use of mushrooms to change size was influenced by Japanese folktales in which people wander into forests and eat magical mushrooms; this also resulted in the game world being named the «Mushroom Kingdom». The team had Mario begin levels as small Mario to make obtaining a mushroom more gratifying.[17] Miyamoto explained: «When we made the prototype of the big Mario, we did not feel he was big enough. So, we came up with the idea of showing the smaller Mario first, who could be made bigger later in the game; then players could see and feel that he was bigger.»[23] Miyamoto denied rumors that developers implemented a small Mario after a bug caused only his upper half to appear.[17] Miyamoto said the shell-kicking 1-up trick was carefully tested, but «people turned out to be a lot better at pulling the trick off for ages on end than we thought».[8] Other features, such as blocks containing multiple coins, were inspired by programming glitches.[23]

Super Mario Bros. was developed for a cartridge with 256 kilobits of program code and data and 64 kilobits of sprite and background graphics.[15] Due to this storage limitation, the designers happily considered their aggressive search for space-saving opportunities to be akin to their own fun television game show competition.[15] For instance, clouds and bushes in the game’s backgrounds use that same sprite recolored,[13] and background tiles are generated via an automatic algorithm.[24] Sound effects were also recycled; the sound when Mario is damaged is the same as when he enters a pipe, and Mario jumping on an enemy is the same sound as each stroke when swimming.[14] After completing the game, the development team decided that they should introduce players with a simple, easy-to-defeat enemy rather than beginning the game with Koopa Troopas. By this point, the project had nearly run out of memory, so the designers created the Goombas by making a single static image and flipping it back and forth to save space while creating a convincing character animation.[25] After the addition of the game’s music, around 20 bytes of open cartridge space remained. Miyamoto used this remaining space to add a sprite of a crown into the game, which would appear in the player’s life counter as a reward for obtaining at least 10 lives.[15]

World 1-1

During the third generation of video game consoles, tutorials on gameplay were rare. Instead, players learned how a video game worked through being guided by level design. The opening section of Super Mario Bros. was therefore specifically designed in such a way that players would be forced to explore the mechanics of the game in order to be able to advance. Rather than confront the newly oriented player with obstacles, the first level of Super Mario Bros. lays down the variety of in-game hazards by means of repetition, iteration, and escalation.[26] In an interview with Eurogamer, Miyamoto explained that he created «World 1-1» to contain everything a player needs to «gradually and naturally understand what they’re doing», so that they can quickly understand how the game works. According to Miyamoto, once the player understands the mechanics of the game, the player will be able to play more freely and it becomes «their game.»[27][28]

Music

Nintendo sound designer Koji Kondo wrote the six-track score for Super Mario Bros., as well as all of the game’s sound effects.[29] At the time he was composing, video game music was mostly meant to attract attention, not necessarily to enhance or conform to the game. Kondo’s work on Super Mario Bros. was one of the major forces in the shift towards music becoming an integral and participatory part of video games.[30] Kondo had two specific goals for his music: «to convey an unambiguous sonic image of the game world», and «to enhance the emotional and physical experience of the gamer».[30]

The music of Super Mario Bros. is coordinated with the onscreen animations of the various sprites, which was one way which Kondo created a sense of greater immersion. Kondo wasn’t the first to do this in a video game; for instance, Space Invaders features a simple song that gets faster and faster as the aliens speed up, eliciting a sense of stress and impending doom which matches the increasing challenge of the game.[31][32] Unlike most games at the time, for which composers were hired later in the process to add music to a nearly finished game, Kondo was a part of the development team almost from the beginning of production, working in tandem with the rest of the team to create the game’s soundtrack. Kondo’s compositions were largely influenced by the game’s gameplay, intending for it to «heighten the feeling» of how the game controls.[33]

Before composition began, a prototype of the game was presented to Kondo so that he could get an idea of Mario’s general environment and revolve the music around it. Kondo wrote the score with the help of a small piano to create appropriate melodies to fit the game’s environments. After the development of the game showed progress, Kondo began to feel that his music did not quite fit the pace of the game, so he changed it a bit by increasing the songs’ tempos.[34] The music was further adjusted based on the expectations of Nintendo’s playtesters.[35]

Kondo would later compose new music for the new Super Mario Bros. ice, desert, and nighttime level themes that appeared in the 2019 level-creator game Super Mario Maker 2.[36]

Release

Super Mario Bros. was first released in Japan on Friday the 13th of September 1985, for the Family Computer (Famicom).[37] It was released later that year in North America for the Nintendo Entertainment System (NES).[38][39] Its exact North American release date is debated; though most sources report it was released in October 1985 as a launch game, when the NES had a limited release in the US, several sources suggest it was released between November 1985 and early 1986.[38]

The arcade port for the Nintendo Vs. System debuted in London in January 1986,[40][41] and was released in other countries in February 1986.[42] It was the first version of Super Mario Bros. to receive a wide international release,[43] and many outside of Japan were introduced to the game through the arcade version.[43][44][40] The NES version received a wide North American release later that year, followed by Europe on May 15, 1987.[citation needed]

In 1988, Super Mario Bros. was re-released along with the shooting range game Duck Hunt as part of a single ROM cartridge, which came packaged with the NES as a pack-in game, as part of the console’s Action Set. This version of the game is extremely common in North America, with millions of copies of it having been manufactured and sold in the United States.[45][46][47] In 1990, another cartridge, touting the two games as well as World Class Track Meet, was also released in North America as part of the NES Power Set.[48] It was released on May 15, 1987, in Europe, and during that year in Australia as well.[49] In 1988, the game was re-released in Europe in a cartridge containing the game plus Tetris and Nintendo World Cup. The compilation was sold alone or bundled with the revised version of the NES.

Ports and re-releases

Super Mario Bros. has been ported and re-released several times. February 21, 1986 was the release of a conversion to Famicom Disk System, Nintendo’s proprietary floppy disk drive.[38][50]

Vs. Super Mario Bros.

The Vs. Super Mario Bros arcade cabinet

Vs. Super Mario Bros. is a 1986 arcade adaptation of Super Mario Bros (1985), released on the Nintendo VS. System and the Nintendo Vs. Unisystem (and its variant, Nintendo Vs. Dualsystem). Existing levels were made much more difficult, with narrower platforms, more dangerous enemies, fewer hidden power-ups, and 200 coins needed for an extra life instead of 100. Several of the new levels went on to be featured in the Japanese sequel, Super Mario Bros. 2.[51]

The arcade game was not officially released in Japan. Illegal coin-op versions made from a Famicom console placed inside an arcade cabinet became available in Japanese arcades by January 1986. Nintendo threatened legal action or prosecution (such as a fine or threatening a maximum sentence of up to three years in prison) against Japanese arcade operators with coin-op versions of the game.[52][53] Japanese arcade operators were still able to access illegal coin-op versions through 1987.[54]

Outside of Japan, Vs. Super Mario Bros. was officially released for arcades in overseas markets during early 1986, becoming the first version of the game to get a wide international release.[43] The arcade game debuted at the 1986 Amusement Trades Exhibition International (ATEI) show in London,[40] held in January 1986;[41] this was the first appearance of Super Mario Bros. in Europe.[40] The arcade game then received a wide international release for overseas markets outside of Japan in February 1986,[42] initially in the form of a ROM software conversion kit.[53] In North America, the game was featured in an official contest during the ACME convention in Chicago, held in March 1986, becoming a popular attraction at the show.[55] It soon drew a loyal following across North American arcades,[43] and appeared as the eighth top-grossing arcade video game on the US Play Meter arcade charts in May 1986.[56] It went on to sell 20,000 arcade units within a few months, becoming the best-selling Nintendo Vs. System release,[44][57] with each unit consistently earning an average of more than $200 per week.[44] It became the thirteenth highest-grossing arcade game of 1986 in the United States according to the annual RePlay arcade chart, which was topped by Sega’s Hang-On.[58] In Europe, it became a very popular arcade game in 1986.[59] The arcade version introduced Super Mario Bros. to many players who did not own a Nintendo Entertainment System.[44]

The game was re-released in emulation for the Nintendo Switch via the Arcade Archives collection on December 22, 2017.[60][61] Playing that release, Chris Kohler of Kotaku called the game’s intense difficulty «The meanest trick Nintendo ever played».[62]

Super Mario Bros. Special


A remake of the game titled Super Mario Bros. Special developed by Hudson Soft was released in Japan in 1986 for the NEC PC-8801 and Sharp X1 personal computers. Though featuring similar controls and graphics, the game lacks screen scrolling due to hardware limitations, has different level designs and new items, and new enemies based on Mario Bros. and Donkey Kong.[51]

Game & Watch

A handheld LCD game under the same name was released as a part of Nintendo’s Game & Watch line of LCD games.[63]

Modified versions

Several modified variants of the game have been released, many of which are ROM hacks of the original NES game.

On November 11, 2010, a special red variant of the Wii containing a pre-downloaded version of the game was released in Japan and Australia to celebrate its 25th anniversary. Several graphical changes include «?» blocks with the number «25» on them.[64][65]

All Night Nippon Super Mario Bros.,[c] a promotional, graphically modified version of Super Mario Bros., was officially released in Japan in December 1986 for the Famicom Disk System as a promotional item given away by the popular Japanese radio show All Night Nippon. The game was published by Fuji TV, which later published Yume Kōjō: Doki Doki Panic. The game features graphics based upon the show, with sprites of the enemies, mushroom retainers, and other characters being changed to look like famous Japanese music idols, recording artists, and DJs as well as other people related to All-Night Nippon.[66] The game makes use of the same slightly upgraded graphics and alternate physics featured in the Japanese release of Super Mario Bros. 2. The modern collector market considers it extremely rare, selling for nearly $500, as of 2010 (equivalent to $621 in 2021).[64]

Speed Mario Bros.[67][68] is a redux of the original Super Mario Bros. with the exception of the title changed and the game was sped up to 2×. It was released on Ultimate NES Remix on the Nintendo 3DS.

Super Luigi Bros. is a redux of the game, featured within NES Remix 2, based on a mission in NES Remix. It stars only Luigi in a mirrored version of World 1–2, scrolling from left to right, with a higher jump and a slide similar to the Japanese Super Mario Bros. 2.[69][70]

Super Mario Bros. 35 was a 35-player battle royale version of the game released in 2020 that was available to play for a limited time for Nintendo Switch Online subscribers.

Remakes

Super Mario All-Stars

Super Mario All-Stars, a compilation game released in 1993 for the Super Nintendo Entertainment System, features a remade version of Super Mario Bros. alongside remakes of several of the other Super Mario games released for the NES.[71] Its version of Super Mario Bros. has improved graphics and sound to match the SNES’s 16-bit capabilities, and minor alterations to some of the game’s collision mechanics. The player can save progress, and multiplayer mode swaps players after every level in addition to whenever a player dies. Super Mario All-Stars was also re-released for the Wii as a repackaged 25th anniversary version, featuring the same version of the game, along with a 32-page art book and a compilation CD of music from various Super Mario games.[72]

Super Mario Bros. Deluxe

Super Mario Bros. Deluxe,[d] sometimes referred to as Super Mario Bros. DX, was released on the Game Boy Color on May 10, 1999 in North America and Europe, and in 2000 in Japan exclusively to the Nintendo Power retail service.[73][74] Based on the original Super Mario Bros., it features an overworld level map, simultaneous multiplayer, a Challenge mode in which the player finds hidden objects and achieves a certain score in addition to normally completing the level, and eight additional worlds based on the main worlds of the Japanese 1986 game Super Mario Bros. 2. It is compatible with the Game Boy Printer. Compared to Super Mario Bros., the game features a few minor visual upgrades such as water and lava now being animated rather than static, and a smaller screen due to the lower resolution of the Game Boy Color.[75]

It was released on the Nintendo 3DS Virtual Console in 2014. In Japan, users who registered a Nintendo Network ID on their Nintendo 3DS system between December 10, 2013, and January 10, 2014, received a free download code, with emails with download codes being sent out starting January 27, 2014.[76] In Europe and Australia, users who registered a Nintendo Network ID on a Nintendo 3DS system between December 10, 2013, and January 31, 2014, received a free download code, with emails with download codes being sent out from February 13 to 28, 2014.[77][78] It was released for purchase on the Nintendo 3DS eShop in Europe on February 27, 2014,[79] in Australia on February 28, 2014,[80] and in North America on December 25, 2014.[81]

GamesRadar+ placed the game at number 15 in its list of the greatest Game Boy games of all time, explaining that Nintendo could have simply ported the game but instead they expanded on it. The staff opined that the only downside was the camera[clarification needed] in the game.[75] Jeremy Parish of USGamer praised the game, comparing it more favorably to Super Mario All-Stars, which he said basically just improved the graphics from 8-bit to 16-bit. Instead he praised Super Mario Bros. DX for adding «considerably more» to the original games like the secret unlockable bonus,[clarification needed] the addition of The Lost Levels, new objectives, modes, and multiplayer mechanics, along with the ability to play with Luigi’s reduced friction and higher jumping physics. He described it as «a comprehensive overhaul» of the whole Super Mario Bros. video game.[82] Additionally, Kevin Webb of Game Informer named the game as one of greatest Game Boy games of all time.[83] The Esquire staff ranked it as the 9th greatest Game Boy game.[84]

Emulation

As one of Nintendo’s most popular games, Super Mario Bros. has been re-released and remade numerous times, with every single major Nintendo console up to the Nintendo Switch sporting its own port or remake of the game with the exception of the Nintendo 64.[51]

In early 2003, Super Mario Bros. was ported to the Game Boy Advance as a part of the Famicom Minis collection in Japan and as a part of the NES Series in the US. This version of the game is emulated, identical to the original game. According to the NPD Group (which tracks game sales in North America), this became the best-selling Game Boy Advance game from June 2004 to December 2004.[85] In 2005, Nintendo re-released this port of the game as a part of the game’s 20th Anniversary; this special edition of the game went on to sell approximately 876,000 units.[85]

It is one of the 19 unlockable NES games included in the GameCube game Animal Crossing, for which it was distributed by Famitsu as a prize for owners of Dobutsu no Mori+; outside of this, the game can’t be unlocked through in-game conventional means, and the only way to access it is through the use of a third-party cheat device such as a GameShark or Action Replay.[86]

Super Mario Bros. is one of the 30 games included with the NES Classic Edition, a dedicated video game console.[87] This version of the game allows for the use of suspension points to save in-game progress, and can be played in various different display styles, including its original 4:3 resolution, a «pixel-perfect» resolution and a style emulating the look of a cathode ray tube television.[17]

In November 2020 a new version of the Game & Watch: Super Mario Bros. was released, which features the original NES version of the game with some modifications. It starts with the A button, adds the «unlocking» of hard mode after completing the normal game (which was originally lost when the NES is turned off), and adds an «infinite Mario» mode which starts the game with unlimited lives if the A button is held at the title screen.[citation needed]

Virtual Console

Super Mario Bros. has been re-released for several of Nintendo’s game systems as a part of their Virtual Console line of classic video game releases. It was first released for the Wii on December 2, 2006, in Japan, December 25, 2006 in North America and January 5, 2007, in PAL regions. The release is a complete emulation of the original game, meaning that nothing is changed from its original NES release.[88][89] This version of the game is also one of the «trial games» made available in the «Masterpieces» section in Super Smash Bros. Brawl, where it can be demoed for a limited amount of time.[90]
A Nintendo 3DS release of the game was initially distributed exclusively to members of Nintendo’s 3DS Ambassador Program in September 2011. A general release of the game later came through in Japan on January 5, 2012, in North America on February 16, 2012, and in Europe on March 1, 2012. The game was released for the Wii U’s Virtual Console in Japan on June 5, 2013, followed by Europe on September 12, 2013, and North America on September 19, 2013.[91]

Reception

Super Mario Bros. was immensely successful, both commercially and critically. It helped popularize the side-scrolling platform game genre,[98] and served as a killer app for the NES.[99][92] Upon release in Japan, 1.2 million copies were sold during its September 1985 release month.[37] Within four months, about 3 million copies were sold in Japan,[100][101] grossing more than ¥12.2 billion, equivalent to $72 million at the time[102] (which is inflation-adjusted to $181 million in 2021). The success of Super Mario Bros. helped increase Famicom sales to 6.2 million units by January 1986.[103] By 1987, 5 million copies of the game had been sold for the Famicom.[104] Outside of Japan, many were introduced to the game through the arcade version,[43][44][40] which became the best-selling Nintendo Vs. System release with 20,000 arcade units sold within a few months in early 1986.[44] In the United States, more than 1 million copies of the NES version were sold in 1986,[105] more than 4 million by 1988,[106] 9.1 million by mid-1989,[107] more than 18.7 million by early 1990,[108] nearly 19 million by April 1990,[109] and more than 20 million by 1991.[110] More than 40 million copies of the original NES version had been sold worldwide by 1994,[111] and 40.23 million by April 2000, for which it was awarded the Guinness World Record for best-selling video game of all time.[112]

Altogether, excluding ports and re-releases, 40.24 million copies of the original NES release have been sold worldwide,[113][114] with 29 million copies sold in North America.[115] Including ports and re-releases, more than 58 million units had been sold worldwide.[e] The game was the all-time best-selling game for more than 20 years until its lifetime sales were ultimately surpassed by Wii Sports (2006).[119] The game’s Wii Virtual Console release was also successful, reaching number 1 by mid-2007,[120] and at an estimated 660,000 units for $3.2 million outside of Japan and Korea in 2009.[117] In August 2021, an anonymous buyer paid $2 million for a never-opened copy of Super Mario Bros., according to collectibles site Rally, surpassing the $1.56 million sales record set by Super Mario 64 the previous month.[121]

Contemporary reviews

Clare Edgeley of Computer and Video Games gave the arcade version a positive review upon its ATEI 1986 debut. She felt the graphics were simple compared to other arcade games (such as Sega’s Space Harrier at the same ATEI show), but was surprised at the depth of gameplay, including its length, number of hidden secrets, and the high degree of dexterity it required. She predicted that the game would be a major success.[40] In the fall of 1986, Top Score newsletter reviewed Vs. Super Mario Bros. for arcades, calling it «without a doubt one of the best games» of the year and stating that it combined «a variety of proven play concepts» with «a number of new twists» to the gameplay.[96] The arcade game received the award for the «Best Video Game of 1986» at the Amusement Players Association’s Players Choice Awards, held during their first US national competition in January 1987 where the game was popular among arcade players.[97][44]

Reviewing the NES version, the «Video Game Update» segment of Computer Entertainer magazine in June 1986 praised the «cute and comical» graphics, lively music and most of all its depth of play, including the amount of hidden surprises and discoveries. The review said it was worthy of «a spot in the hall of fame reserved for truly addictive action games» and was a «must-have» NES game.[95][122] In early 1987, Top Score reviewed the NES version, noting that it is mostly the same as the arcade version and stating that it was «a near-perfect game» with simple play mechanics, «hundreds of incentives» and hidden surprises, an «ever-changing» environment, colorful graphics and «skillfully blended» music.[43]

The Games Machine reviewed the NES version upon its European release in 1987, calling it «a great and playable game» with praise for the gameplay, which it notes is simple to understand without needing to read the manual and has alternate routes for problems that can occasionally be frustrating but rewarding, while also praising the «splendid» graphics and sound.[94] In 1989, ACE called it the «undisputed king of cutesy platform-style arcade adventures» and that the «game is crammed with secret levels, ‘warps’ and hidden treats such that you never tire of playing it.» They listed it as the best NES game available in Europe.[92] Computer and Video Games said this «platform/arcade adventure» is one of «the all-time classic video games» with «a multitude of hidden bonuses, secret warps and mystery screens.» They said the graphics and sound are «good, but not outstanding, but it’s the utterly addictive gameplay which makes this one of the best games money can buy.»[93]

Retrospective reception

Retrospective critical analysis of the game has been extremely positive, with many touting it as one of the best video games of all time.[136] Nintendo Power named it the fourth best NES game, describing it as the beginning of the modern era of video games and «Shigeru Miyamoto’s masterpiece».[137] Electronic Gaming Monthly ranked it first on its list of the «Greatest 200 Games of Their Time».[138] Official Nintendo Magazine also award the game first place in a 2009 list of greatest Nintendo games of all time.[139] IGN included it in its lists of the best 100 games in 2005 and 2007.[140] In 1997, Electronic Gaming Monthly named the All-Stars version of Super Mario Bros. the 37th best game of all time.[141] In 2009, Game Informer named Super Mario Bros. the second greatest game of all time, behind The Legend of Zelda, saying that it «remains a monument to brilliant design and fun gameplay».[142] The Game Informer staff also ranked it the second best in their 2001 list of the top 100 games.[143] In 2012, G4 ranked Super Mario Bros. the best video game of all time, citing its revolutionary gameplay and its role in helping recover the North American gaming industry from the video game crash of 1983.[144] In 2014, IGN named Super Mario Bros. the best Nintendo game, saying it was «the most important Nintendo game ever made».[145]: 9  In 2005, IGN named it the greatest video game of all time.[146] In 2015, The Strong National Museum of Play inducted Super Mario Bros. to its World Video Game Hall of Fame.[147] In 2017, Polygon ranked it the eighth best Super Mario game, crediting it for starting «this franchise’s habit of being an exception to so many rules».[148] In 2018, Business Insider named it the second best Super Mario game.[149]

Several critics have praised the game for its precise controls, which allow the player to control how high and far Mario or Luigi jumps, and how fast he runs.[88] AllGame gave Super Mario Bros. a five-star rating, stating that «[T]he sense of excitement, wonder and – most of all – enjoyment felt upon first playing this masterpiece of videogame can’t barely be put into words. And while its sequels have far surpassed it in terms of length, graphics, sound and other aspects, Super Mario Bros., like any classic – whether of a cinematic or musical nature – has withstood the test of time, continuing to be fun and playable» and that any gamer «needs to play this game at least once, if not simply for a history lesson».[5] Reviewing the Virtual Console Release of the game, IGN called it «an absolute must for any gamer’s Virtual Console collection.»[4] Darren Calvert of Nintendo Life called the game’s visuals «unavoidably outdated» compared to newer games, but mused that they were impressive at the time that the game was released.[150]

Game Boy versions

The Game Boy Advance port of Super Mario Bros. holds an aggregate score of 84 on Metacritic.[126] Many critics compared the port to previous ports of the game such as Super Mario Deluxe and Super Mario All-Stars, noting its seeming lack of brand new content to separate it from the original version of the game. Jeremy Parish of 1up.com called the game «The most fun you’ll ever have while being robbed blind,» ultimately giving the game a score of 80% and praising its larger-scaling screen compared to Deluxe while greatly criticizing its lack of new features.[151] IGN‘s Craig Harris labeled the game as a «must-have,» but also mused «just don’t expect much more than the original NES game repackaged on a tiny GBA cart.»[152] GameSpot gave the port a 6.8 out of 10, generally praising the gameplay but musing that the port’s graphical and technical differences from the original version of the game «prevent this reissue from being as super as the original game.»[153]

The Game Boy Color port of the game also received wide critical appraisal; IGN‘s Craig Harris gave Super Mario Bros. Deluxe a perfect score, praising it as a perfect translation of the NES game. He hoped that it would be the example for other NES games to follow when being ported to the Game Boy Color.[154] GameSpot gave the game a 9.9, hailing it as the «killer app» for the Game Boy Color and praising the controls and the visuals (it was also the highest rated game in the series, later surpassed by Super Mario Galaxy 2 which holds a perfect 10).[99] Both gave it their Editors’ Choice Award.[155][156] Allgame‘s Colin Williamson praised the porting of the game as well as the extras, noting the only flaw of the game being that sometimes the camera goes with Mario as he jumps up.[157] Nintendo World Report‘s Jon Lindemann, in 2009, called it their «(Likely) 1999 NWR Handheld Game of the Year,» calling the quality of its porting and offerings undeniable.[158] Nintendo Life gave it a perfect score, noting that it retains the qualities of the original game and the extras.[159] St. Petersburg Times Robb Guido commented that in this form, Super Mario Bros. «never looked better.»[160] The Lakeland Ledger‘s Nick S. agreed, praising the visuals and the controls.[161] In 2004, a Game Boy Advance port of Super Mario Bros. (part of the Classic NES Series) was released, which had none of the extras or unlockables available in Super Mario Bros. Deluxe. Of that version, IGN noted that the version did not «offer nearly as much as what was already given on the Game Boy Color» and gave it an 8.0 out of 10.[162] Super Mario Bros. Deluxe ranked third in the best-selling handheld game charts in the U.S. between June 6 and 12, 1999[163] with more than 2.8 million copies in the U.S.[164] It was included on Singapore Airlines flights in 2006.[165] Lindemann noted Deluxe as a notable handheld release in 1999.[166]

Legacy

The success of Super Mario Bros. led to the development of many successors in the Super Mario series of video games, which in turn form the core of the greater Mario franchise. Two of these sequels, Super Mario Bros. 2 and Super Mario Bros. 3, were direct sequels to the game and were released for the NES, experiencing similar levels of commercial success. A different sequel, also titled Super Mario Bros. 2, was released for the Famicom Disk System in 1986 exclusively in Japan, and was later released elsewhere as a part of Super Mario All-Stars under the name Super Mario Bros.: The Lost Levels. The gameplay concepts and elements established in Super Mario Bros. are prevalent in nearly every Super Mario game. The series consists of over 15 entries; at least one Super Mario game has been released on nearly every Nintendo console to date. Super Mario 64 is widely considered one of the greatest games ever made, and is largely credited with revolutionizing the platforming genre of video games and its step from 2D to 3D. The series is one of the best-selling, with more than 310 million units sold worldwide as of September 2015.[167] In 2010, Nintendo released special red variants of the Wii and Nintendo DSi XL consoles in re-packaged, Mario-themed limited edition bundles as part of the 25th anniversary of the game’s original release.[168] To celebrate the series’ 30th anniversary, Nintendo released Super Mario Maker, a game for the Wii U which allows players to create custom platforming stages using assets from Super Mario games and in the style of Super Mario Bros. along with other styles based around different games in the series.[169]

The game’s success helped to push Mario as a worldwide cultural icon; in 1990, a study taken in North America suggested that more children in the United States were familiar with Mario than they were with Mickey Mouse, another popular media character.[170] The game’s musical score composed by Koji Kondo, particularly the game’s «overworld» theme, has also become a prevalent aspect of popular culture, with the latter theme being featured in nearly every single Super Mario game.[171] Alongside the NES platform, Super Mario Bros. is often credited for having resurrected the video game industry after the market crash of 1983.[146] In the United States Supreme Court case Brown v. Entertainment Merchants Association, the Electronic Frontier Foundation submitted an amicus brief which supported overturning a law which would have banned violent video games in the state of California. The brief cited social research that declared Super Mario Bros, among several others, to contain cartoon violence similar to that found in children’s programs such as Mighty Mouse and Road Runner that garnered little negative reaction from the public.[172][173]

Because of its status within the video game industry and being an early Nintendo game, mint condition copies of Super Mario Bros. have been considered collectors items. In 2019, the auction of a near-mint, sealed box version of the game was sold for just over $100,000 US dollars, and which is considered to have drawn wider interest in the field of video game collecting.[174] A year later in July 2020, a similar near-mint sealed box copy of the game, from the period when Nintendo was transitioning from sticker-seals to shrinkwrap, went for US$114,000, at the time the highest price ever for a single video game.[175][176]

Video game developer Yuji Naka has cited Super Mario Bros. as a large inspiration towards the concept for the immensely successful 1991 Sega Genesis game, Sonic the Hedgehog; according to Naka, the general idea for the game first materialized when he was playing through Super Mario Bros. and trying to beat its first level as quickly as possible, and thought about the concept of a platformer based around moving as fast as possible.[177]

Super Mario Bros. has served as inspiration for several fangames. In 2009, developer SwingSwing released Tuper Tario Tros, a game which combines elements of Super Mario Bros. with Tetris.[178][179] Super Mario Bros. Crossover, a PC fangame developed by Jay Pavlina and released in 2010 as a free browser-based game, is a full recreation of Super Mario Bros. that allows the player to alternatively control various other characters from Nintendo games, including Mega Man, Link from The Legend of Zelda, Samus from Metroid, and Simon Belmont from Castlevania.[180] Mari0, released in December 2012, combines elements of the game with that of Portal (2007) by giving Mario a portal-making gun with which to teleport through the level,[181] and Full Screen Mario (2013) adds a level editor.[182] In 2015, game designer Josh Millard released Ennuigi, a metafictional fangame with commentary on the original game which relates to Luigi’s inability to come to terms with the game’s overall lack of narrative.[183][184][185][186] Super Mario Bros. is substantial in speedrunning esports,[187][188][189] with coverage beyond video gaming[189][190] and a specific version for Guinness World Records.[191]

Minus World

The «Minus World» or «Negative World» or «World Negative One» is an unbeatable glitch level present in the original NES release. World 1-2 contains a hidden warp zone, with warp pipes that transport the player to worlds 2, 3, and 4, accessed by running over a wall near the exit. If the player is able to exploit a bug that allows Mario to pass through bricks, the player can enter the warp zone by passing through the wall and the pipe to World 2-1 and 4-1 may instead transport the player to an underwater stage labeled «World -1″. This stage’s map is identical to worlds 2-2 and 7–2, and upon entering the warp pipe at the end, the player is taken back to the start of the level, thus trapping the player in the level until all lives have been lost. Although the level name is shown as » -1″ with a leading space on the heads-up display, it is actually World 36–1, with the tile for 36 being shown as a blank space.[192]

The Minus World bug in the Japanese Famicom Disk System version of the game behaves differently and creates multiple, completable stages. «World -1» is an underwater version of World 1–3 with an underwater level color palette and underwater level music and contains sprites of Princess Toadstool, Bowser and Hammer Bros. World -2 is an identical copy of World 7–3, and World -3 is a copy of World 4–4 with an underground level color palette and underground level music, and does not loop if the player takes the wrong path, contrary to the original World 4-4. After completing the level, Toad’s usual message is displayed, but Toad himself is absent. After completing these levels, the game returns to the title screen as if completed, and is now replayable as if in a harder mode, since it’s higher than world 8.[177][193] There are hundreds of glitch levels beyond the Minus World (256 worlds are present including the 8 playable ones), which can be accessed in a multitude of ways, such as cheat codes or ROM hacking.[194][195]

Other media

The Super Mario Bros. series has inspired various media products. In October 1985, Tokuma Shoten published the book Super Mario Bros: The Complete Strategy Guide.[196] Its content is partly recycled from Family Computer Magazine, plus new content written by Naoto Yamamoto who received no royalties. It is Japan’s best-selling book of 1985 at 630,000 copies sold.[197][52] It is also Japan’s best-selling book of 1986 with 860,000 copies by January 1986,[198] and a total of 1.3 million. Nintendo of America later translated it into English as How to win at Super Mario Bros. and published it in North America via the Nintendo Fun Club and early issues of Nintendo Power magazine.[197]

The 1986 anime film Super Mario Bros.: The Great Mission to Rescue Princess Peach! is acknowledged as one of the first feature-length films to be based directly off of a video game,[199] as well as one of the earliest isekai anime.[200] The live-action Super Mario Bros. film was released theatrically in 1993, starring Bob Hoskins as Mario and John Leguizamo as Luigi. The American animated television series The Super Mario Bros. Super Show! ran from 1989 to 1990, starring professional wrestler Lou Albano as Mario and Danny Wells as Luigi. An animated film based on the series created by Illumination Entertainment is currently in production.[201]

Super Mario Bros. was adapted into a pinball machine by Gottlieb, released in 1992.[202] It became one of America’s top ten best-selling pinball machines of 1992, receiving a Gold Award from the American Amusement Machine Association (AAMA).[203]

Notes

  1. ^ Primary sources refer to its release as a launch game in October.[1]
  2. ^ Japanese: スーパーマリオブラザーズ, Hepburn: Sūpā Mario Burazāzu
  3. ^ Japanese: オールナイトニッポン スーパーマリオブラザーズ, Hepburn: Ōrunaito Nippon Sūpā Mario Burazāzu
  4. ^ Japanese: スーパーマリオブラザーズデラックス, Hepburn: Sūpā Mario Burazāzu Derakkusu
  5. ^ More than 50 million units of Super Mario Bros. had been sold worldwide as of 1996.[116] 660,000 units were later sold on Wii Virtual Console,[117] Super Mario Bros. Deluxe version sold 5.07 million units on Game Boy Color, and Classic NES Series port sold 2.27 million units on Game Boy Advance.[118]

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External links

  • Official Japanese website
  • Official Japanese website for Super Mario Bros. Deluxe
  • «Super Mario Bros. for Game Boy Advance». Nintendo.com. Archived from the original on September 30, 2007.
  • «Super Mario Bros. for Virtual Console». Nintendo.com. Archived from the original on December 30, 2007.
Super Mario Bros.
Super Mario Bros. box.png

North American box art

Developer(s) Nintendo R&D4
Publisher(s) Nintendo
Director(s) Shigeru Miyamoto
Producer(s) Shigeru Miyamoto
Designer(s)
  • Shigeru Miyamoto
  • Takashi Tezuka
Programmer(s)
  • Toshihiko Nakago
  • Kazuaki Morita
Artist(s)
  • Shigeru Miyamoto
  • Takashi Tezuka
Composer(s) Koji Kondo
Series Super Mario
Platform(s) Nintendo Entertainment System, arcade
Release NES

  • JP: September 13, 1985
  • NA: October 18, 1985[a]
  • EU: May 15, 1987
  • AU: July 1987

Arcade

  • EU: January 1986
  • NA: February 1986
Genre(s) Platform
Mode(s) Single-player, multiplayer
Arcade system Nintendo VS. System

Super Mario Bros.[b] is a platform game developed and published by Nintendo for the Nintendo Entertainment System (NES). The successor to the 1983 arcade game Mario Bros. and the first game in the Super Mario series, it was first released in 1985 for the Famicom in Japan. Following a limited US release for the NES, it was ported to international arcades for the Nintendo VS. System in early 1986. The NES version received a wide release in North America that year and in PAL regions in 1987.

Players control Mario, or his brother Luigi in the multiplayer mode, as they traverse the Mushroom Kingdom to rescue Princess Toadstool from King Koopa (later named Bowser). They traverse side-scrolling stages while avoiding hazards such as enemies and pits with the aid of power-ups such as the Super Mushroom, Fire Flower, and Starman.

The game was designed by Shigeru Miyamoto and Takashi Tezuka as «a grand culmination» of the Famicom team’s three years of game mechanics and programming, drawing from their experiences working on Devil World and the side-scrollers Excitebike and Kung Fu to advance their previous work on platforming «athletic games» such as Donkey Kong and Mario Bros. The design of the first level, World 1-1, serves as a tutorial for platform gameplay.

Super Mario Bros. is frequently cited as one of the greatest video games of all time, with praise for its precise controls. It is one of the best-selling games of all time, with more than 58 million copies sold worldwide. It is credited alongside the NES as one of the key factors in reviving the video game industry after the 1983 crash, and helped popularize the side-scrolling platform game genre. Koji Kondo’s soundtrack is one of the earliest and most popular in video games, making music a centerpiece of game design. The game began a multimedia franchise including a long-running game series, an animated television series, an animated feature film, a live-action feature film and another upcoming animated feature film. It has been re-released on most Nintendo systems. Mario and Super Mario Bros. have become prominent in popular culture.

Gameplay

Refer to caption

In Super Mario Bros., the player controls Mario, the protagonist of the series. Mario’s brother, Luigi, is controlled by the second player in the game’s multiplayer mode and assumes the same plot role and functionality as Mario. The objective is to race through the Mushroom Kingdom, survive the main antagonist Bowser’s forces, and save Princess Toadstool.[2]: 7  It is a side-scrolling platform game where the player moves to the right to reach the flagpole at the end of each level.

The game world includes coins for Mario to collect and special bricks marked with a question mark (?), which when hit from below by Mario may reveal more coins or a special item. Other «secret», often invisible, bricks may contain more coins or rare items. If the player gains a Super Mushroom, Mario grows to double his size and gains the ability to break bricks above him. If Mario gets hit in this mode, then instead of dying he turns back to regular Mario.[2]: 12  Players start with a certain number of lives and may gain additional lives by picking up green spotted orange 1-up mushrooms hidden in bricks, or by collecting 100 coins, defeating several enemies in a row with a Koopa shell, or bouncing on enemies successively without touching the ground. Mario loses a life if he takes damage while small, falls in a bottomless pit, or runs out of time. The game ends when the player runs out of lives, although a button input can be used on the game over screen to continue from the first level of the world in which the player died.[3]

Mario’s primary attack is jumping on top of enemies, though many enemies have differing responses to this. For example, a Goomba will flatten and be defeated,[2]: 12  while a Koopa Troopa will temporarily retract into its shell, allowing Mario to use it as a projectile.[2]: 11  These shells may be deflected off a wall to destroy other enemies, though they can also bounce back against Mario, which will hurt or kill him.[2]: 19  Other enemies, such as underwater foes and enemies with spiked tops, cannot be jumped on and damage the player instead. Mario can also defeat enemies above him by jumping to hit the brick that the enemy is standing on. Mario may also acquire the Fire Flower from certain «?» blocks that when picked up changes the color of Super Mario’s outfit and allows him to throw fireballs. A less common item is the Starman, which often appears when Mario hits certain concealed or otherwise invisible blocks. This item makes Mario temporarily invincible to most hazards and capable of defeating enemies on contact.[2]: 10 

The game consists of eight worlds with four sub-levels called «stages» in each world.»[4][2]: 7  The final stage of each world takes place in a castle where Bowser is fought above a suspension bridge; the first seven of these Bowsers are «false Bowsers» who are actually minions disguised as him, whilst the real Bowser is found in the 8th world. Bowser and his decoys are defeated by jumping over them and reaching the axe on the end of the bridge, although they can also be defeated using a Fire Flower. The game also includes some stages taking place underwater, which contain different enemies. In addition, there are bonuses and secret areas in the game. Most secret areas contain more coins for Mario to collect, but some contain «warp pipes» that allow Mario to advance directly to later worlds in the game without completing the intervening stages. After completing the game once, the player is rewarded with the ability to replay the game with changes made to increase its difficulty, such as all Goombas in the game being replaced with Buzzy Beetles, enemies similar to Koopa Troopas who cannot be defeated using the Fire Flower.[5]

Synopsis

In the fantasy setting of the Mushroom Kingdom, a tribe of turtle-like creatures known as the Koopa Troopas invade the kingdom and uses the magic of its king, Bowser, to turn its inhabitants, known as the Mushroom People, into inanimate objects such as bricks, stones and horsehair plants. Bowser and his army also kidnap Princess Toadstool, the princess of the Mushroom Kingdom and the only one with the ability to reverse Bowser’s spell. After hearing the news, Mario sets out to save the princess and free the kingdom from Bowser.[2]: 2  After traveling through various parts of the kingdom and fighting Bowser’s forces along the way, Mario reaches Bowser’s final stronghold, where he is able to defeat him by striking an axe on the bridge suspended over lava he is standing on, breaking the bridge, defeating Bowser, freeing the princess and saving the Mushroom Kingdom.[6]

Development

Super Mario Bros. was designed by Shigeru Miyamoto and Takashi Tezuka of the Nintendo Creative Department, and largely programmed by Toshihiko Nakago of SRD Company, Ltd.[7][clarification needed] The original Mario Bros., released in 1983, is an arcade platformer that takes place on a single screen with a black background. Miyamoto used the term «athletic games» to refer to what would later be known as platform games. For Super Mario Bros., Miyamoto wanted to create a more colorful «athletic game» with a scrolling screen and larger characters.[7]

Development was a culmination of their technical knowledge from working on the 1984 titles Devil World, Excitebike and Kung Fu along with their desire to further advance the platforming «athletic game» genre they had created with their earlier games.[8] The side-scrolling gameplay of racing game Excitebike and beat ’em up game Kung-Fu Master, the latter ported by Miyamoto’s team to the NES as Kung Fu, were key steps towards Miyamoto’s vision of an expansive side-scrolling platformer;[9] in turn, Kung-Fu Master was an adaptation of the Jackie Chan film Wheels on Meals (1984).[10] While working on Excitebike and Kung Fu, he came up with the concept of a platformer that would have the player «strategize while scrolling sideways» over long distances, have aboveground and underground levels, and have colorful backgrounds rather than black backgrounds.[11] Super Mario Bros. used the fast scrolling game engine Miyamoto’s team had originally developed for Excitebike, which allowed Mario to smoothly accelerate from a walk to a run, rather than move at a constant speed like in earlier platformers.[12]

Miyamoto also wanted to create a game that would be the «final exclamation point» for the ROM cartridge format before the forthcoming Famicom Disk System was released.[8] Super Mario Bros. was made in tandem with The Legend of Zelda, another Famicom game directed and designed by Miyamoto and released in Japan five months later, and the games shared some elements; for instance, the fire bars that appear in the Mario castle levels began as objects in Zelda.[13]

To have a new game available for the end-of-year shopping season, Nintendo aimed for simplicity.[14] The team started with a prototype in which the player moved a 16×32-pixel square around a single screen.[15] Tezuka suggested using Mario after seeing the sales figures of Mario Bros.[16] The team chose the name Super Mario Bros. after implementing the Super Mushroom power-up.[17] The game initially used a concept in which Mario or Luigi could fly a rocket ship while firing at enemies, but this went unused;[18] the final game’s sky-based bonus stages are a remnant of this concept.[8][19] The team found it illogical that Mario was hurt by stomping on turtles in Mario Bros. so decided that future Mario games would «definitely have it so that you could jump on turtles all you want».[8] Miyamoto initially imagined Bowser as an ox, inspired by the Ox King from the Toei Animation film Alakazam the Great (1960). However, Tezuka decided he looked more like a turtle, and they collaborated to create his final design.[20]

The development of Super Mario Bros. is an early example of specialization in the video game industry, made possible and necessary by the Famicom’s arcade-capable hardware. Miyamoto designed the game world and led a team of seven programmers and artists who turned his ideas into code, sprites, music, and sound effects.[21] Developers of previous hit games joined the team, importing many special programming techniques, features, and design refinements such as these: «Donkey Kongs slopes, lifts, conveyor belts, and ladders; Donkey Kong Jr.s ropes, logs and springs; and Mario Bros.s enemy attacks, enemy movement, frozen platforms and POW Blocks».[15]

The team based the level design around a small Mario, intending to later make his size bigger in the final version, but they decided it would be fun to let Mario change his size via a power-up. The early level design was focused on teaching players that mushrooms were distinct from Goombas and would be beneficial to them, so in the first level of the game, the first mushroom is difficult to avoid if it is released.[22] The use of mushrooms to change size was influenced by Japanese folktales in which people wander into forests and eat magical mushrooms; this also resulted in the game world being named the «Mushroom Kingdom». The team had Mario begin levels as small Mario to make obtaining a mushroom more gratifying.[17] Miyamoto explained: «When we made the prototype of the big Mario, we did not feel he was big enough. So, we came up with the idea of showing the smaller Mario first, who could be made bigger later in the game; then players could see and feel that he was bigger.»[23] Miyamoto denied rumors that developers implemented a small Mario after a bug caused only his upper half to appear.[17] Miyamoto said the shell-kicking 1-up trick was carefully tested, but «people turned out to be a lot better at pulling the trick off for ages on end than we thought».[8] Other features, such as blocks containing multiple coins, were inspired by programming glitches.[23]

Super Mario Bros. was developed for a cartridge with 256 kilobits of program code and data and 64 kilobits of sprite and background graphics.[15] Due to this storage limitation, the designers happily considered their aggressive search for space-saving opportunities to be akin to their own fun television game show competition.[15] For instance, clouds and bushes in the game’s backgrounds use that same sprite recolored,[13] and background tiles are generated via an automatic algorithm.[24] Sound effects were also recycled; the sound when Mario is damaged is the same as when he enters a pipe, and Mario jumping on an enemy is the same sound as each stroke when swimming.[14] After completing the game, the development team decided that they should introduce players with a simple, easy-to-defeat enemy rather than beginning the game with Koopa Troopas. By this point, the project had nearly run out of memory, so the designers created the Goombas by making a single static image and flipping it back and forth to save space while creating a convincing character animation.[25] After the addition of the game’s music, around 20 bytes of open cartridge space remained. Miyamoto used this remaining space to add a sprite of a crown into the game, which would appear in the player’s life counter as a reward for obtaining at least 10 lives.[15]

World 1-1

During the third generation of video game consoles, tutorials on gameplay were rare. Instead, players learned how a video game worked through being guided by level design. The opening section of Super Mario Bros. was therefore specifically designed in such a way that players would be forced to explore the mechanics of the game in order to be able to advance. Rather than confront the newly oriented player with obstacles, the first level of Super Mario Bros. lays down the variety of in-game hazards by means of repetition, iteration, and escalation.[26] In an interview with Eurogamer, Miyamoto explained that he created «World 1-1» to contain everything a player needs to «gradually and naturally understand what they’re doing», so that they can quickly understand how the game works. According to Miyamoto, once the player understands the mechanics of the game, the player will be able to play more freely and it becomes «their game.»[27][28]

Music

Nintendo sound designer Koji Kondo wrote the six-track score for Super Mario Bros., as well as all of the game’s sound effects.[29] At the time he was composing, video game music was mostly meant to attract attention, not necessarily to enhance or conform to the game. Kondo’s work on Super Mario Bros. was one of the major forces in the shift towards music becoming an integral and participatory part of video games.[30] Kondo had two specific goals for his music: «to convey an unambiguous sonic image of the game world», and «to enhance the emotional and physical experience of the gamer».[30]

The music of Super Mario Bros. is coordinated with the onscreen animations of the various sprites, which was one way which Kondo created a sense of greater immersion. Kondo wasn’t the first to do this in a video game; for instance, Space Invaders features a simple song that gets faster and faster as the aliens speed up, eliciting a sense of stress and impending doom which matches the increasing challenge of the game.[31][32] Unlike most games at the time, for which composers were hired later in the process to add music to a nearly finished game, Kondo was a part of the development team almost from the beginning of production, working in tandem with the rest of the team to create the game’s soundtrack. Kondo’s compositions were largely influenced by the game’s gameplay, intending for it to «heighten the feeling» of how the game controls.[33]

Before composition began, a prototype of the game was presented to Kondo so that he could get an idea of Mario’s general environment and revolve the music around it. Kondo wrote the score with the help of a small piano to create appropriate melodies to fit the game’s environments. After the development of the game showed progress, Kondo began to feel that his music did not quite fit the pace of the game, so he changed it a bit by increasing the songs’ tempos.[34] The music was further adjusted based on the expectations of Nintendo’s playtesters.[35]

Kondo would later compose new music for the new Super Mario Bros. ice, desert, and nighttime level themes that appeared in the 2019 level-creator game Super Mario Maker 2.[36]

Release

Super Mario Bros. was first released in Japan on Friday the 13th of September 1985, for the Family Computer (Famicom).[37] It was released later that year in North America for the Nintendo Entertainment System (NES).[38][39] Its exact North American release date is debated; though most sources report it was released in October 1985 as a launch game, when the NES had a limited release in the US, several sources suggest it was released between November 1985 and early 1986.[38]

The arcade port for the Nintendo Vs. System debuted in London in January 1986,[40][41] and was released in other countries in February 1986.[42] It was the first version of Super Mario Bros. to receive a wide international release,[43] and many outside of Japan were introduced to the game through the arcade version.[43][44][40] The NES version received a wide North American release later that year, followed by Europe on May 15, 1987.[citation needed]

In 1988, Super Mario Bros. was re-released along with the shooting range game Duck Hunt as part of a single ROM cartridge, which came packaged with the NES as a pack-in game, as part of the console’s Action Set. This version of the game is extremely common in North America, with millions of copies of it having been manufactured and sold in the United States.[45][46][47] In 1990, another cartridge, touting the two games as well as World Class Track Meet, was also released in North America as part of the NES Power Set.[48] It was released on May 15, 1987, in Europe, and during that year in Australia as well.[49] In 1988, the game was re-released in Europe in a cartridge containing the game plus Tetris and Nintendo World Cup. The compilation was sold alone or bundled with the revised version of the NES.

Ports and re-releases

Super Mario Bros. has been ported and re-released several times. February 21, 1986 was the release of a conversion to Famicom Disk System, Nintendo’s proprietary floppy disk drive.[38][50]

Vs. Super Mario Bros.

The Vs. Super Mario Bros arcade cabinet

Vs. Super Mario Bros. is a 1986 arcade adaptation of Super Mario Bros (1985), released on the Nintendo VS. System and the Nintendo Vs. Unisystem (and its variant, Nintendo Vs. Dualsystem). Existing levels were made much more difficult, with narrower platforms, more dangerous enemies, fewer hidden power-ups, and 200 coins needed for an extra life instead of 100. Several of the new levels went on to be featured in the Japanese sequel, Super Mario Bros. 2.[51]

The arcade game was not officially released in Japan. Illegal coin-op versions made from a Famicom console placed inside an arcade cabinet became available in Japanese arcades by January 1986. Nintendo threatened legal action or prosecution (such as a fine or threatening a maximum sentence of up to three years in prison) against Japanese arcade operators with coin-op versions of the game.[52][53] Japanese arcade operators were still able to access illegal coin-op versions through 1987.[54]

Outside of Japan, Vs. Super Mario Bros. was officially released for arcades in overseas markets during early 1986, becoming the first version of the game to get a wide international release.[43] The arcade game debuted at the 1986 Amusement Trades Exhibition International (ATEI) show in London,[40] held in January 1986;[41] this was the first appearance of Super Mario Bros. in Europe.[40] The arcade game then received a wide international release for overseas markets outside of Japan in February 1986,[42] initially in the form of a ROM software conversion kit.[53] In North America, the game was featured in an official contest during the ACME convention in Chicago, held in March 1986, becoming a popular attraction at the show.[55] It soon drew a loyal following across North American arcades,[43] and appeared as the eighth top-grossing arcade video game on the US Play Meter arcade charts in May 1986.[56] It went on to sell 20,000 arcade units within a few months, becoming the best-selling Nintendo Vs. System release,[44][57] with each unit consistently earning an average of more than $200 per week.[44] It became the thirteenth highest-grossing arcade game of 1986 in the United States according to the annual RePlay arcade chart, which was topped by Sega’s Hang-On.[58] In Europe, it became a very popular arcade game in 1986.[59] The arcade version introduced Super Mario Bros. to many players who did not own a Nintendo Entertainment System.[44]

The game was re-released in emulation for the Nintendo Switch via the Arcade Archives collection on December 22, 2017.[60][61] Playing that release, Chris Kohler of Kotaku called the game’s intense difficulty «The meanest trick Nintendo ever played».[62]

Super Mario Bros. Special


A remake of the game titled Super Mario Bros. Special developed by Hudson Soft was released in Japan in 1986 for the NEC PC-8801 and Sharp X1 personal computers. Though featuring similar controls and graphics, the game lacks screen scrolling due to hardware limitations, has different level designs and new items, and new enemies based on Mario Bros. and Donkey Kong.[51]

Game & Watch

A handheld LCD game under the same name was released as a part of Nintendo’s Game & Watch line of LCD games.[63]

Modified versions

Several modified variants of the game have been released, many of which are ROM hacks of the original NES game.

On November 11, 2010, a special red variant of the Wii containing a pre-downloaded version of the game was released in Japan and Australia to celebrate its 25th anniversary. Several graphical changes include «?» blocks with the number «25» on them.[64][65]

All Night Nippon Super Mario Bros.,[c] a promotional, graphically modified version of Super Mario Bros., was officially released in Japan in December 1986 for the Famicom Disk System as a promotional item given away by the popular Japanese radio show All Night Nippon. The game was published by Fuji TV, which later published Yume Kōjō: Doki Doki Panic. The game features graphics based upon the show, with sprites of the enemies, mushroom retainers, and other characters being changed to look like famous Japanese music idols, recording artists, and DJs as well as other people related to All-Night Nippon.[66] The game makes use of the same slightly upgraded graphics and alternate physics featured in the Japanese release of Super Mario Bros. 2. The modern collector market considers it extremely rare, selling for nearly $500, as of 2010 (equivalent to $621 in 2021).[64]

Speed Mario Bros.[67][68] is a redux of the original Super Mario Bros. with the exception of the title changed and the game was sped up to 2×. It was released on Ultimate NES Remix on the Nintendo 3DS.

Super Luigi Bros. is a redux of the game, featured within NES Remix 2, based on a mission in NES Remix. It stars only Luigi in a mirrored version of World 1–2, scrolling from left to right, with a higher jump and a slide similar to the Japanese Super Mario Bros. 2.[69][70]

Super Mario Bros. 35 was a 35-player battle royale version of the game released in 2020 that was available to play for a limited time for Nintendo Switch Online subscribers.

Remakes

Super Mario All-Stars

Super Mario All-Stars, a compilation game released in 1993 for the Super Nintendo Entertainment System, features a remade version of Super Mario Bros. alongside remakes of several of the other Super Mario games released for the NES.[71] Its version of Super Mario Bros. has improved graphics and sound to match the SNES’s 16-bit capabilities, and minor alterations to some of the game’s collision mechanics. The player can save progress, and multiplayer mode swaps players after every level in addition to whenever a player dies. Super Mario All-Stars was also re-released for the Wii as a repackaged 25th anniversary version, featuring the same version of the game, along with a 32-page art book and a compilation CD of music from various Super Mario games.[72]

Super Mario Bros. Deluxe

Super Mario Bros. Deluxe,[d] sometimes referred to as Super Mario Bros. DX, was released on the Game Boy Color on May 10, 1999 in North America and Europe, and in 2000 in Japan exclusively to the Nintendo Power retail service.[73][74] Based on the original Super Mario Bros., it features an overworld level map, simultaneous multiplayer, a Challenge mode in which the player finds hidden objects and achieves a certain score in addition to normally completing the level, and eight additional worlds based on the main worlds of the Japanese 1986 game Super Mario Bros. 2. It is compatible with the Game Boy Printer. Compared to Super Mario Bros., the game features a few minor visual upgrades such as water and lava now being animated rather than static, and a smaller screen due to the lower resolution of the Game Boy Color.[75]

It was released on the Nintendo 3DS Virtual Console in 2014. In Japan, users who registered a Nintendo Network ID on their Nintendo 3DS system between December 10, 2013, and January 10, 2014, received a free download code, with emails with download codes being sent out starting January 27, 2014.[76] In Europe and Australia, users who registered a Nintendo Network ID on a Nintendo 3DS system between December 10, 2013, and January 31, 2014, received a free download code, with emails with download codes being sent out from February 13 to 28, 2014.[77][78] It was released for purchase on the Nintendo 3DS eShop in Europe on February 27, 2014,[79] in Australia on February 28, 2014,[80] and in North America on December 25, 2014.[81]

GamesRadar+ placed the game at number 15 in its list of the greatest Game Boy games of all time, explaining that Nintendo could have simply ported the game but instead they expanded on it. The staff opined that the only downside was the camera[clarification needed] in the game.[75] Jeremy Parish of USGamer praised the game, comparing it more favorably to Super Mario All-Stars, which he said basically just improved the graphics from 8-bit to 16-bit. Instead he praised Super Mario Bros. DX for adding «considerably more» to the original games like the secret unlockable bonus,[clarification needed] the addition of The Lost Levels, new objectives, modes, and multiplayer mechanics, along with the ability to play with Luigi’s reduced friction and higher jumping physics. He described it as «a comprehensive overhaul» of the whole Super Mario Bros. video game.[82] Additionally, Kevin Webb of Game Informer named the game as one of greatest Game Boy games of all time.[83] The Esquire staff ranked it as the 9th greatest Game Boy game.[84]

Emulation

As one of Nintendo’s most popular games, Super Mario Bros. has been re-released and remade numerous times, with every single major Nintendo console up to the Nintendo Switch sporting its own port or remake of the game with the exception of the Nintendo 64.[51]

In early 2003, Super Mario Bros. was ported to the Game Boy Advance as a part of the Famicom Minis collection in Japan and as a part of the NES Series in the US. This version of the game is emulated, identical to the original game. According to the NPD Group (which tracks game sales in North America), this became the best-selling Game Boy Advance game from June 2004 to December 2004.[85] In 2005, Nintendo re-released this port of the game as a part of the game’s 20th Anniversary; this special edition of the game went on to sell approximately 876,000 units.[85]

It is one of the 19 unlockable NES games included in the GameCube game Animal Crossing, for which it was distributed by Famitsu as a prize for owners of Dobutsu no Mori+; outside of this, the game can’t be unlocked through in-game conventional means, and the only way to access it is through the use of a third-party cheat device such as a GameShark or Action Replay.[86]

Super Mario Bros. is one of the 30 games included with the NES Classic Edition, a dedicated video game console.[87] This version of the game allows for the use of suspension points to save in-game progress, and can be played in various different display styles, including its original 4:3 resolution, a «pixel-perfect» resolution and a style emulating the look of a cathode ray tube television.[17]

In November 2020 a new version of the Game & Watch: Super Mario Bros. was released, which features the original NES version of the game with some modifications. It starts with the A button, adds the «unlocking» of hard mode after completing the normal game (which was originally lost when the NES is turned off), and adds an «infinite Mario» mode which starts the game with unlimited lives if the A button is held at the title screen.[citation needed]

Virtual Console

Super Mario Bros. has been re-released for several of Nintendo’s game systems as a part of their Virtual Console line of classic video game releases. It was first released for the Wii on December 2, 2006, in Japan, December 25, 2006 in North America and January 5, 2007, in PAL regions. The release is a complete emulation of the original game, meaning that nothing is changed from its original NES release.[88][89] This version of the game is also one of the «trial games» made available in the «Masterpieces» section in Super Smash Bros. Brawl, where it can be demoed for a limited amount of time.[90]
A Nintendo 3DS release of the game was initially distributed exclusively to members of Nintendo’s 3DS Ambassador Program in September 2011. A general release of the game later came through in Japan on January 5, 2012, in North America on February 16, 2012, and in Europe on March 1, 2012. The game was released for the Wii U’s Virtual Console in Japan on June 5, 2013, followed by Europe on September 12, 2013, and North America on September 19, 2013.[91]

Reception

Super Mario Bros. was immensely successful, both commercially and critically. It helped popularize the side-scrolling platform game genre,[98] and served as a killer app for the NES.[99][92] Upon release in Japan, 1.2 million copies were sold during its September 1985 release month.[37] Within four months, about 3 million copies were sold in Japan,[100][101] grossing more than ¥12.2 billion, equivalent to $72 million at the time[102] (which is inflation-adjusted to $181 million in 2021). The success of Super Mario Bros. helped increase Famicom sales to 6.2 million units by January 1986.[103] By 1987, 5 million copies of the game had been sold for the Famicom.[104] Outside of Japan, many were introduced to the game through the arcade version,[43][44][40] which became the best-selling Nintendo Vs. System release with 20,000 arcade units sold within a few months in early 1986.[44] In the United States, more than 1 million copies of the NES version were sold in 1986,[105] more than 4 million by 1988,[106] 9.1 million by mid-1989,[107] more than 18.7 million by early 1990,[108] nearly 19 million by April 1990,[109] and more than 20 million by 1991.[110] More than 40 million copies of the original NES version had been sold worldwide by 1994,[111] and 40.23 million by April 2000, for which it was awarded the Guinness World Record for best-selling video game of all time.[112]

Altogether, excluding ports and re-releases, 40.24 million copies of the original NES release have been sold worldwide,[113][114] with 29 million copies sold in North America.[115] Including ports and re-releases, more than 58 million units had been sold worldwide.[e] The game was the all-time best-selling game for more than 20 years until its lifetime sales were ultimately surpassed by Wii Sports (2006).[119] The game’s Wii Virtual Console release was also successful, reaching number 1 by mid-2007,[120] and at an estimated 660,000 units for $3.2 million outside of Japan and Korea in 2009.[117] In August 2021, an anonymous buyer paid $2 million for a never-opened copy of Super Mario Bros., according to collectibles site Rally, surpassing the $1.56 million sales record set by Super Mario 64 the previous month.[121]

Contemporary reviews

Clare Edgeley of Computer and Video Games gave the arcade version a positive review upon its ATEI 1986 debut. She felt the graphics were simple compared to other arcade games (such as Sega’s Space Harrier at the same ATEI show), but was surprised at the depth of gameplay, including its length, number of hidden secrets, and the high degree of dexterity it required. She predicted that the game would be a major success.[40] In the fall of 1986, Top Score newsletter reviewed Vs. Super Mario Bros. for arcades, calling it «without a doubt one of the best games» of the year and stating that it combined «a variety of proven play concepts» with «a number of new twists» to the gameplay.[96] The arcade game received the award for the «Best Video Game of 1986» at the Amusement Players Association’s Players Choice Awards, held during their first US national competition in January 1987 where the game was popular among arcade players.[97][44]

Reviewing the NES version, the «Video Game Update» segment of Computer Entertainer magazine in June 1986 praised the «cute and comical» graphics, lively music and most of all its depth of play, including the amount of hidden surprises and discoveries. The review said it was worthy of «a spot in the hall of fame reserved for truly addictive action games» and was a «must-have» NES game.[95][122] In early 1987, Top Score reviewed the NES version, noting that it is mostly the same as the arcade version and stating that it was «a near-perfect game» with simple play mechanics, «hundreds of incentives» and hidden surprises, an «ever-changing» environment, colorful graphics and «skillfully blended» music.[43]

The Games Machine reviewed the NES version upon its European release in 1987, calling it «a great and playable game» with praise for the gameplay, which it notes is simple to understand without needing to read the manual and has alternate routes for problems that can occasionally be frustrating but rewarding, while also praising the «splendid» graphics and sound.[94] In 1989, ACE called it the «undisputed king of cutesy platform-style arcade adventures» and that the «game is crammed with secret levels, ‘warps’ and hidden treats such that you never tire of playing it.» They listed it as the best NES game available in Europe.[92] Computer and Video Games said this «platform/arcade adventure» is one of «the all-time classic video games» with «a multitude of hidden bonuses, secret warps and mystery screens.» They said the graphics and sound are «good, but not outstanding, but it’s the utterly addictive gameplay which makes this one of the best games money can buy.»[93]

Retrospective reception

Retrospective critical analysis of the game has been extremely positive, with many touting it as one of the best video games of all time.[136] Nintendo Power named it the fourth best NES game, describing it as the beginning of the modern era of video games and «Shigeru Miyamoto’s masterpiece».[137] Electronic Gaming Monthly ranked it first on its list of the «Greatest 200 Games of Their Time».[138] Official Nintendo Magazine also award the game first place in a 2009 list of greatest Nintendo games of all time.[139] IGN included it in its lists of the best 100 games in 2005 and 2007.[140] In 1997, Electronic Gaming Monthly named the All-Stars version of Super Mario Bros. the 37th best game of all time.[141] In 2009, Game Informer named Super Mario Bros. the second greatest game of all time, behind The Legend of Zelda, saying that it «remains a monument to brilliant design and fun gameplay».[142] The Game Informer staff also ranked it the second best in their 2001 list of the top 100 games.[143] In 2012, G4 ranked Super Mario Bros. the best video game of all time, citing its revolutionary gameplay and its role in helping recover the North American gaming industry from the video game crash of 1983.[144] In 2014, IGN named Super Mario Bros. the best Nintendo game, saying it was «the most important Nintendo game ever made».[145]: 9  In 2005, IGN named it the greatest video game of all time.[146] In 2015, The Strong National Museum of Play inducted Super Mario Bros. to its World Video Game Hall of Fame.[147] In 2017, Polygon ranked it the eighth best Super Mario game, crediting it for starting «this franchise’s habit of being an exception to so many rules».[148] In 2018, Business Insider named it the second best Super Mario game.[149]

Several critics have praised the game for its precise controls, which allow the player to control how high and far Mario or Luigi jumps, and how fast he runs.[88] AllGame gave Super Mario Bros. a five-star rating, stating that «[T]he sense of excitement, wonder and – most of all – enjoyment felt upon first playing this masterpiece of videogame can’t barely be put into words. And while its sequels have far surpassed it in terms of length, graphics, sound and other aspects, Super Mario Bros., like any classic – whether of a cinematic or musical nature – has withstood the test of time, continuing to be fun and playable» and that any gamer «needs to play this game at least once, if not simply for a history lesson».[5] Reviewing the Virtual Console Release of the game, IGN called it «an absolute must for any gamer’s Virtual Console collection.»[4] Darren Calvert of Nintendo Life called the game’s visuals «unavoidably outdated» compared to newer games, but mused that they were impressive at the time that the game was released.[150]

Game Boy versions

The Game Boy Advance port of Super Mario Bros. holds an aggregate score of 84 on Metacritic.[126] Many critics compared the port to previous ports of the game such as Super Mario Deluxe and Super Mario All-Stars, noting its seeming lack of brand new content to separate it from the original version of the game. Jeremy Parish of 1up.com called the game «The most fun you’ll ever have while being robbed blind,» ultimately giving the game a score of 80% and praising its larger-scaling screen compared to Deluxe while greatly criticizing its lack of new features.[151] IGN‘s Craig Harris labeled the game as a «must-have,» but also mused «just don’t expect much more than the original NES game repackaged on a tiny GBA cart.»[152] GameSpot gave the port a 6.8 out of 10, generally praising the gameplay but musing that the port’s graphical and technical differences from the original version of the game «prevent this reissue from being as super as the original game.»[153]

The Game Boy Color port of the game also received wide critical appraisal; IGN‘s Craig Harris gave Super Mario Bros. Deluxe a perfect score, praising it as a perfect translation of the NES game. He hoped that it would be the example for other NES games to follow when being ported to the Game Boy Color.[154] GameSpot gave the game a 9.9, hailing it as the «killer app» for the Game Boy Color and praising the controls and the visuals (it was also the highest rated game in the series, later surpassed by Super Mario Galaxy 2 which holds a perfect 10).[99] Both gave it their Editors’ Choice Award.[155][156] Allgame‘s Colin Williamson praised the porting of the game as well as the extras, noting the only flaw of the game being that sometimes the camera goes with Mario as he jumps up.[157] Nintendo World Report‘s Jon Lindemann, in 2009, called it their «(Likely) 1999 NWR Handheld Game of the Year,» calling the quality of its porting and offerings undeniable.[158] Nintendo Life gave it a perfect score, noting that it retains the qualities of the original game and the extras.[159] St. Petersburg Times Robb Guido commented that in this form, Super Mario Bros. «never looked better.»[160] The Lakeland Ledger‘s Nick S. agreed, praising the visuals and the controls.[161] In 2004, a Game Boy Advance port of Super Mario Bros. (part of the Classic NES Series) was released, which had none of the extras or unlockables available in Super Mario Bros. Deluxe. Of that version, IGN noted that the version did not «offer nearly as much as what was already given on the Game Boy Color» and gave it an 8.0 out of 10.[162] Super Mario Bros. Deluxe ranked third in the best-selling handheld game charts in the U.S. between June 6 and 12, 1999[163] with more than 2.8 million copies in the U.S.[164] It was included on Singapore Airlines flights in 2006.[165] Lindemann noted Deluxe as a notable handheld release in 1999.[166]

Legacy

The success of Super Mario Bros. led to the development of many successors in the Super Mario series of video games, which in turn form the core of the greater Mario franchise. Two of these sequels, Super Mario Bros. 2 and Super Mario Bros. 3, were direct sequels to the game and were released for the NES, experiencing similar levels of commercial success. A different sequel, also titled Super Mario Bros. 2, was released for the Famicom Disk System in 1986 exclusively in Japan, and was later released elsewhere as a part of Super Mario All-Stars under the name Super Mario Bros.: The Lost Levels. The gameplay concepts and elements established in Super Mario Bros. are prevalent in nearly every Super Mario game. The series consists of over 15 entries; at least one Super Mario game has been released on nearly every Nintendo console to date. Super Mario 64 is widely considered one of the greatest games ever made, and is largely credited with revolutionizing the platforming genre of video games and its step from 2D to 3D. The series is one of the best-selling, with more than 310 million units sold worldwide as of September 2015.[167] In 2010, Nintendo released special red variants of the Wii and Nintendo DSi XL consoles in re-packaged, Mario-themed limited edition bundles as part of the 25th anniversary of the game’s original release.[168] To celebrate the series’ 30th anniversary, Nintendo released Super Mario Maker, a game for the Wii U which allows players to create custom platforming stages using assets from Super Mario games and in the style of Super Mario Bros. along with other styles based around different games in the series.[169]

The game’s success helped to push Mario as a worldwide cultural icon; in 1990, a study taken in North America suggested that more children in the United States were familiar with Mario than they were with Mickey Mouse, another popular media character.[170] The game’s musical score composed by Koji Kondo, particularly the game’s «overworld» theme, has also become a prevalent aspect of popular culture, with the latter theme being featured in nearly every single Super Mario game.[171] Alongside the NES platform, Super Mario Bros. is often credited for having resurrected the video game industry after the market crash of 1983.[146] In the United States Supreme Court case Brown v. Entertainment Merchants Association, the Electronic Frontier Foundation submitted an amicus brief which supported overturning a law which would have banned violent video games in the state of California. The brief cited social research that declared Super Mario Bros, among several others, to contain cartoon violence similar to that found in children’s programs such as Mighty Mouse and Road Runner that garnered little negative reaction from the public.[172][173]

Because of its status within the video game industry and being an early Nintendo game, mint condition copies of Super Mario Bros. have been considered collectors items. In 2019, the auction of a near-mint, sealed box version of the game was sold for just over $100,000 US dollars, and which is considered to have drawn wider interest in the field of video game collecting.[174] A year later in July 2020, a similar near-mint sealed box copy of the game, from the period when Nintendo was transitioning from sticker-seals to shrinkwrap, went for US$114,000, at the time the highest price ever for a single video game.[175][176]

Video game developer Yuji Naka has cited Super Mario Bros. as a large inspiration towards the concept for the immensely successful 1991 Sega Genesis game, Sonic the Hedgehog; according to Naka, the general idea for the game first materialized when he was playing through Super Mario Bros. and trying to beat its first level as quickly as possible, and thought about the concept of a platformer based around moving as fast as possible.[177]

Super Mario Bros. has served as inspiration for several fangames. In 2009, developer SwingSwing released Tuper Tario Tros, a game which combines elements of Super Mario Bros. with Tetris.[178][179] Super Mario Bros. Crossover, a PC fangame developed by Jay Pavlina and released in 2010 as a free browser-based game, is a full recreation of Super Mario Bros. that allows the player to alternatively control various other characters from Nintendo games, including Mega Man, Link from The Legend of Zelda, Samus from Metroid, and Simon Belmont from Castlevania.[180] Mari0, released in December 2012, combines elements of the game with that of Portal (2007) by giving Mario a portal-making gun with which to teleport through the level,[181] and Full Screen Mario (2013) adds a level editor.[182] In 2015, game designer Josh Millard released Ennuigi, a metafictional fangame with commentary on the original game which relates to Luigi’s inability to come to terms with the game’s overall lack of narrative.[183][184][185][186] Super Mario Bros. is substantial in speedrunning esports,[187][188][189] with coverage beyond video gaming[189][190] and a specific version for Guinness World Records.[191]

Minus World

The «Minus World» or «Negative World» or «World Negative One» is an unbeatable glitch level present in the original NES release. World 1-2 contains a hidden warp zone, with warp pipes that transport the player to worlds 2, 3, and 4, accessed by running over a wall near the exit. If the player is able to exploit a bug that allows Mario to pass through bricks, the player can enter the warp zone by passing through the wall and the pipe to World 2-1 and 4-1 may instead transport the player to an underwater stage labeled «World -1″. This stage’s map is identical to worlds 2-2 and 7–2, and upon entering the warp pipe at the end, the player is taken back to the start of the level, thus trapping the player in the level until all lives have been lost. Although the level name is shown as » -1″ with a leading space on the heads-up display, it is actually World 36–1, with the tile for 36 being shown as a blank space.[192]

The Minus World bug in the Japanese Famicom Disk System version of the game behaves differently and creates multiple, completable stages. «World -1» is an underwater version of World 1–3 with an underwater level color palette and underwater level music and contains sprites of Princess Toadstool, Bowser and Hammer Bros. World -2 is an identical copy of World 7–3, and World -3 is a copy of World 4–4 with an underground level color palette and underground level music, and does not loop if the player takes the wrong path, contrary to the original World 4-4. After completing the level, Toad’s usual message is displayed, but Toad himself is absent. After completing these levels, the game returns to the title screen as if completed, and is now replayable as if in a harder mode, since it’s higher than world 8.[177][193] There are hundreds of glitch levels beyond the Minus World (256 worlds are present including the 8 playable ones), which can be accessed in a multitude of ways, such as cheat codes or ROM hacking.[194][195]

Other media

The Super Mario Bros. series has inspired various media products. In October 1985, Tokuma Shoten published the book Super Mario Bros: The Complete Strategy Guide.[196] Its content is partly recycled from Family Computer Magazine, plus new content written by Naoto Yamamoto who received no royalties. It is Japan’s best-selling book of 1985 at 630,000 copies sold.[197][52] It is also Japan’s best-selling book of 1986 with 860,000 copies by January 1986,[198] and a total of 1.3 million. Nintendo of America later translated it into English as How to win at Super Mario Bros. and published it in North America via the Nintendo Fun Club and early issues of Nintendo Power magazine.[197]

The 1986 anime film Super Mario Bros.: The Great Mission to Rescue Princess Peach! is acknowledged as one of the first feature-length films to be based directly off of a video game,[199] as well as one of the earliest isekai anime.[200] The live-action Super Mario Bros. film was released theatrically in 1993, starring Bob Hoskins as Mario and John Leguizamo as Luigi. The American animated television series The Super Mario Bros. Super Show! ran from 1989 to 1990, starring professional wrestler Lou Albano as Mario and Danny Wells as Luigi. An animated film based on the series created by Illumination Entertainment is currently in production.[201]

Super Mario Bros. was adapted into a pinball machine by Gottlieb, released in 1992.[202] It became one of America’s top ten best-selling pinball machines of 1992, receiving a Gold Award from the American Amusement Machine Association (AAMA).[203]

Notes

  1. ^ Primary sources refer to its release as a launch game in October.[1]
  2. ^ Japanese: スーパーマリオブラザーズ, Hepburn: Sūpā Mario Burazāzu
  3. ^ Japanese: オールナイトニッポン スーパーマリオブラザーズ, Hepburn: Ōrunaito Nippon Sūpā Mario Burazāzu
  4. ^ Japanese: スーパーマリオブラザーズデラックス, Hepburn: Sūpā Mario Burazāzu Derakkusu
  5. ^ More than 50 million units of Super Mario Bros. had been sold worldwide as of 1996.[116] 660,000 units were later sold on Wii Virtual Console,[117] Super Mario Bros. Deluxe version sold 5.07 million units on Game Boy Color, and Classic NES Series port sold 2.27 million units on Game Boy Advance.[118]

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External links

  • Official Japanese website
  • Official Japanese website for Super Mario Bros. Deluxe
  • «Super Mario Bros. for Game Boy Advance». Nintendo.com. Archived from the original on September 30, 2007.
  • «Super Mario Bros. for Virtual Console». Nintendo.com. Archived from the original on December 30, 2007.

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