Nice old Flash, I love the creative ending, and how all the graphics were mainly drawn in pixels, just like it would look in the actual Super Mario Bros. My only complaint is that it could've used a bit more sound effects, but the music pretty much compensates for that. You know, I used to believe it was that too, but after removing the square 1 and triangle channels from the NES' sound, I found out otherwise.
Super Mario[a] is a series of platform games created by Nintendo, and featuring their mascot, Mario. Alternatively called the Super Mario Bros.[b] series or simply the Mario[c] series, 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. However there have also been a number of Super Mario video games released on non-Nintendo gaming platforms.[1]
The Super Mario games follow Mario's adventures, typically in the fictional Mushroom Kingdom with Mario as the player character. He is often joined by his brother, Luigi, and occasionally by other members of the Mario cast. As in platform video games, the player runs and jumps across platforms and atop enemies in themed levels. The games have simple plots, typically with Mario rescuing the kidnappedPrincess Peach from the primary antagonist, Bowser. The first title in the series, Super Mario Bros., released for the Nintendo Entertainment System (NES) in 1985, established gameplay concepts and elements prevalent in nearly every Super Mario game released since. These include a multitude of power-ups and items that give Mario special powers such as fireball-throwing and size-changing into both giant and miniature sizes.[2]
The Super Mario series is part of the greater Mario franchise. This includes other video game genres as well as media such as film, television, printed media and merchandise. Over 330 million copies of games in the Super Mario series have been sold worldwide making it the second best-selling video game series in history, only being surpassed by Nintendo's own Pokémon series.[3]
Games[edit]
Super Mario Bros.[edit]
Super Mario Bros. was released for the Nintendo Entertainment System (NES) and is the first side-scrolling 2D platform game to feature Mario. It established many core Mario gameplay concepts. The brothers Mario and Luigi live in the Mushroom Kingdom, where they must rescue Princess Toadstool (later called Princess Peach) from Bowser. 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).[4] This is one of the best-selling video games of all time.[5]
Super Mario Bros.: The Lost Levels[edit]
Super Mario Bros.: The Lost Levels is the initial sequel to the original Super Mario Bros. game, and was released as Super Mario Bros. 2 in Japan. It uses the original 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. The last level of the eight worlds is a lava-filled castle that culminates in a battle against Bowser. This sequel was not released outside Japan in this time period, because Nintendo of America did not want the Mario series to be known to players outside of Japan for frustrating difficulty, inaccessible to a steadily broadening market of American video game players, or stylistically outdated by the time the Japanese Super Mario Bros. 2 could be eventually delivered to America.[6] The game later debuted outside Japan in 1993 as 'Super Mario Bros.: The Lost Levels' in the compilation cartridge titled Super Mario All-Stars for the Super Nintendo Entertainment System (SNES). The original Famicom version was released for the Wii's Virtual Console service in September 2007, listed as 'Super Mario Bros.: The Lost Levels' outside Japan. A later Super Mario All-Stars Wii port, titled Super Mario All-Stars 25th Anniversary Edition, features the SNES gameplay and adds Wii Remote, Classic Controller, and GameCube controller compatibility.
Super Mario Bros. 2[edit]
In Super Mario Bros. 2 (Super Mario USA in Japan), Mario and his companions are out to stop the evil frog Wart in the Subcon dreamland. Based on a discarded prototype,[7] the game was instead originally released as Yume KÅjÅ: Doki Doki Panic in Japan, and was ultimately converted back into a Mario game for the rest of the world as Super Mario Bros. 2, before being named in Japan as Super Mario USA as part of Super Mario All-Stars. One of the game's most defining aspects is the 4 characters: not only Mario, but Luigi, Princess Peach (who's no longer under Bowser's grip) and Toad are available for single-player action, each with defined character movements: Luigi jumps higher, the Princess glides through the sky for a short amount of time, etc. Characters here also can pluck vegetables from the ground to throw at enemies. This is also the first Super Mario game to use a life meter, which allows Mario, Luigi, Peach and Toad to be hit up to four times before dying. Mushrooms count for two lives, and coins are used for inter-level slot machine minigame.[6]
Super Mario Bros. 3[edit]
Super Mario Bros. 3 is divided into eight themed worlds, each with 6â10 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. A world's final level is a boss stage. The penultimate boss stage 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 or the level-long P-Wing allowing permanent flight through a whole level. Bowser is again the final boss.
Super Mario Land[edit]
Super Mario Land was the first handheld Super Mario title after the Game & Watch port of Super Mario Bros., and was released for the Game Boy. As with other games in the series, it is a sidescrolling platformer in which Mario sets out to save Princess Daisy by defeating a mysterious spaceman named Tatanga. The game consists of twelve levels split across four worlds.
Super Mario World[edit]
Super Mario World was released for the SNES and consists of nine worlds displayed via a world map overworld. Unlike Super Mario Bros. 3, where each world map is individual, the world map here is unique and covers the whole game. Most of the 72 levels have one exit, though some have hidden second exits. Mario's new moves include a spin jump and the rideable Yoshi who can eat enemies and either swallow or spit them out. Power-ups include the returning Super Mushroom, Fire Flower and Super Star, and the new Cape Feather, based on Super Mario Bros. 3's Super Leaf, which lets Mario and Luigi fly with a cape.
Super Mario Land 2: 6 Golden Coins[edit]
Super Mario Land 2: 6 Golden Coins introduces Mario's rival, Wario, who had taken 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 later games. The player is no longer restricted to only moving towards the right. A bell at each level's end activates a minigame, where the player can try to get extra lives. There are 32 levels, based on several themed worlds each with its own boss. Three power-ups return: the Super Mushroom, Fire Flower, and Super Star. The game 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 would retroactively become the first of a spin-off series, Wario Land.
Super Mario 64[edit]
Super Mario 64 was the first 3D and open world game in the series, and a launch title 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 that appear after completing tasks to unlock later courses and areas.[8] 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, and collect up to 120 Power Stars from the paintings and return them to her castle, the overworld. There are a total of 105 Power Stars in the paintings, with 15 hidden in the castle. 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 Sunshine[edit]
Super Mario Sunshine, the second 3D Super Mario title, was released on the GameCube. In it, Mario and Peach travel to Isle Delfino for a vacation when a Mario doppelgänger 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.[9]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.
New Super Mario Bros.[edit]
New Super Mario Bros. was released on the Nintendo DS. In it, Mario and Luigi set out to save 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. The Mega Mushroom briefly turns Mario (or Luigi) into an invincible giant that destroys everything in his path, enemies as pipes and blocks. The Blue Shell protects Mario from harm and allows him to slide (depending on speed), where the Mini Mushroom shrinks Mario to a much smaller size, allowing him to fit through tight spaces and access places normally unreachable.
Super Mario Galaxy[edit]
Super Mario Galaxy is set in outer space, where Mario travels between 'galaxies' to collect Power Stars, earned by completing quests or defeating enemies. 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 player circumnavigate rounded or irregular planetoids by walking sideways or upside down. The player 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 player's movements are restricted into a 2D axis. Several new power-ups appear following the new game mechanics, and many of these return in its sequel, Super Mario Galaxy 2.
New Super Mario Bros. Wii[edit]
In New Super Mario Bros. Wii, Peach is captured by Bowser Jr. and the Koopalings during her birthday party in her castle, and Mario, Luigi, and two Toads (blue and yellow) spring into action to save her. The game features 4-player co-op and new power-ups: the Propeller Mushroom, the Ice Flower, and the Penguin Suit. The Propeller Mushroom allows the player to launch its character high into the air through shaking the Wii Remote. The Penguin Suit enhances sliding traction, speed and agility of swimming abilities, in addition to the ice ball projectiles that are provisioned by the Ice Flower. All characters can ride Yoshi. The levels are organised into individually themed open-worlds reminiscent of Super Mario Bros. 3. Like in its predecessor, there are three hidden Star Coins to find in each level, which can be used to unlock movies with gameplay tips. It was released in November 2009 to an important commercial success, and won several awards.[10][11]
Super Mario Galaxy 2[edit]
Super Mario Galaxy 2, the sequel to Super Mario Galaxy, was initially developed as an expansion pack to the latter, although it eventually developed into its own game, released on May 23, 2010. It retains the basic premise of its predecessor and includes its items and power-ups. These include the Cloud Flower, which allows Mario to create platforms in mid-air, and the Rock Mushroom, which turns Mario into a rolling boulder. Mario can also ride Yoshi along. It was released to widespread critical acclaim.
Super Mario 3D Land[edit]
Super Mario 3D Land was released for the Nintendo 3DS in November and December 2011. It is the first original 3D Super Mario game on a handheld console, since all previous games were either 2D or re-edits of former games. As an attempt to translate the gameplay of the 2D games into a 3D environment, it tried to simplify the control scheme of the 3D games through using more linear levels. It also brought back several older gameplay features, including the Super Leaf power-up last seen in Super Mario Bros. 3. This game was released to critical acclaim.
New Super Mario Bros. 2[edit]
New Super Mario Bros. 2, the direct sequel of New Super Mario Bros. for the DS, 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.[12][13]
New Super Mario Bros. U[edit]
New Super Mario Bros. U, the Wii U follow-up to New Super Mario Bros. Wii, was released on November 18, 2012, in North America. It plays similarly to the previous New Super Mario Bros. titles, and introduces both a Flying Squirrel suit that lets the players glide through the air, and asymmetric gameplay that allows the player holding the GamePad to influence the environment. On June 20, 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 released as a standalone retail game on August 25, 2013, in North America.[14] Unlike the downloadable content version, the standalone retail version of New Super Luigi U does not require having New Super Mario Bros. U to play it. The Nintendo Switch port New Super Mario Bros. U Deluxe includes both the main game and New Super Luigi U as well as new playable characters Nabbit and Toadette.[15]
Super Mario 3D World[edit]
Super Mario 3D World, the sequel to Super Mario 3D Land, was released for the Wii U on November 22, 2013 in North America, and utilized the same gameplay mechanics as its predecessor.[16] It introduced three power-ups, the Super Bell (which turns the characters into cats able to attack and scale walls in order to reach new areas), Lucky Bell, and Double Cherry (which creates a clone of the character that collects it). 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.
Super Mario Maker[edit]
Super Mario Maker is a creation tool released for the Wii U in September 2015[17] 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 Run[edit]
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 Mario game developed for non-Nintendo hardware (since previous attempts all faced cancellation) , as well as 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, Mario runs automatically, and the player's in charge of controlling the jumping action so that Mario avoids all hazards. This is achieved by touching the tactile screens these devices are built with, and the longer the player touches the jump button, the higher Mario jumps. Collecting all coins in a precise level unlocks a set of 5 pink coins in said level for Mario (the player) to collect, allowing extended replayability. Collecting these 5 coins unlocks another set of 5 purple coins, which upon collecting unlocks another set of 5 coins, black this time and much harder to collect. This further multiplies the game's length, through requiring the player to beat a single level 4 times to fully complete it.
This game also includes a 'Toad Rally' mode, quite 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 in customization options for it to create its own 'Mushroom Kingdom' map, using mechanics similar to Farmville, into Super Mario Run's third gameplay mode.
Super Mario Odyssey[edit]
Released on October 27, 2017 for Nintendo Switch,[18]Super Mario Odyssey is a return to the open-world 'sandbox' 3D style of game last seen in Super Mario Sunshine. After Mario's cap is possessed by a spirit named Cappy, he is able to use it to temporarily 'capture' enemies and objects and utilize their powers. 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. Super Mario Odyssey was critically acclaimed, and earned multiple awards. This game adventures through many different kingdoms, in addition to the standard Mushroom Kingdom Mario's adventures usually take place in ; and is the very first one to include a vocal theme song, 'Jump Up, Super Star!'.
Super Mario Maker 2[edit]
On February 13, 2019 during a Nintendo Direct presentation, Super Mario Maker 2 was announced. Super Mario Maker 2 is very similar in design to its predecessor, Super Mario Maker. It introduced many new items, themes, and enemies, as well as an online multiplayer mode. The game was released on June 28, 2019.
Common elements[edit]
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.[19]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.[20] 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.[21] The linear 3D games, whose titles include either 'Galaxy' or '3D', feature more fixed camera angles and a predetermined path to a single goal.
Items[edit]
Most items in the Super Mario series appear from item blocks, which originated in Super Mario Bros. and persist throughout the series, where Mario hits a block to receive either coins or power-ups.
Mushrooms[edit]
UGO described the Super Mushroom as 'the quintessential power-up'.[22]
Super Mario Bros Game Over Sheet Music
Mushroom power-ups appear in almost every Super Mario game. The most iconic of these is the Super Mushroom.[22][23] The Super Mushroom increases Mario's size, turning him into 'Super Mario', and allows him to break certain blocks. When hit by an enemy, Mario reverts to his smaller size instead of losing a life.[22] When Mario is in his '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.[24]
The Poison Mushroom, first introduced in the Japanese Super Mario Bros. 2, is a mushroom that causes damage when touched. In later games, the Poison Mushroom looks almost exactly like the Super Mushroom with a red cap but has a meaner-looking face.
The Mini Mushroom is a small blue mushroom, a recurring item in the New Super Mario Bros. series, which shrinks Mario into miniature size, allowing him access areas and pipes that Mario normally cannot reach. Corporate level strategy pdf. Mini Mario also jumps higher, floats midair, bounces off enemies without hurting them except by ground pounding, and can run across the surface of the water and then jump from it as if he was on land. Mario is more vulnerable in this form and loses a life upon receiving one hit in miniature form. The Mini Mushroom in New Super Mario Bros. U lets Mario run up walls.[25]
The Mega Mushroom, introduced in New Super Mario Bros. and further appearing in New Super Mario Bros. 2 and Super Mario 3D World, is a more recent addition to the series that grows Mario into a towering, invulnerable giant who destroys enemies and the environment by running through them. It has an orange-yellow cap with red spots, like the Super Mario Bros. Super Mushroom, but with an inflated cap. Super Mario 64 DS features an item simply called 'Mushroom'[26] that grants the same abilities as the Mega Mushroom.
In the Super Mario Galaxy franchise, the Bee Mushroom gives Mario the Bee Suit, and the Spring Mushroom puts Mario inside a metallic coil. The Mystery Mushroom in Super Mario Maker provides a 'costume' based on one of many characters in addition to the abilities of the Super Mushroom.
1-Ups[edit]
The 1-Up is a common item shown as a green and white mushroom that gives Mario an extra life. The 1-Up was introduced in Super Mario Bros., sometimes hidden in invisible item blocks, and displayed as having an orange cap with green spots. In Super Mario Land and Super Mario Land 2, the 1-Up is shown as a heart. 1-Ups can take other forms, such as the 3-Up Moon from Super Mario World and New Super Mario Bros. U.
Projectile flowers[edit]
The flower power-ups let Mario shoot projectiles. The Fire Flower, introduced in Super Mario Bros., transforms Mario into Fire Mario, who can throw bouncing fireballs at enemies. Super Mario Galaxy was the first 3D Mario platformer game to have the Fire Flower. In Super Mario Land, the Superball is a bouncing ball obtained from a Super Flower, which Mario can use to defeat enemies and collect coins. The Ice Flower transforms Mario into Ice Mario, where he can shoot balls of ice as projectiles similar to that of the Fire Flower; it freezes enemies in a block of ice, to be used as platforms or as thrown projectiles, as seen in New Super Mario Bros. Wii and New Super Mario Bros. U.[11] In Super Mario Galaxy, the Ice Flower turns Mario into ice and lets him walk on lava or water for a limited time by freezing the surface. Lastly, New Super Mario Bros. 2's Gold Flower lets Mario turn bricks into coins and earn bonus coins for defeating enemies.
Invincibility[edit]
Invincibility is an effect first appearing in the three Super Mario Bros. games, where it is granted by a 'Starman',[27][28][29] an anthropomorphized, flashing star. The star has also been named the 'Super Star' in the two Super Mario World games[30][31] and the 'Rainbow Star' in the two Super Mario Galaxy games. Picking up the star makes Mario 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 â and in some titles, moves with increased speed and enhanced jumping ability â while under the Star's influence. While invincible, Mario kills 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, invincibility is provided when Mario wears the metal cap or the vanish cap. The Mega Mushroom provides invincibility with the addition of giant size and environment destruction (see Mushrooms).
Power Stars and course tokens[edit]
The games often feature collectibles 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, Star Coins in the New Super Mario Bros. games 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.
Flying[edit]
Flight is a common theme throughout the series, first enabled with the magic carpet item in the international Super Mario Bros. 2. The Super Leaf and Tanooki Suit items, first appearing in Super Mario Bros. 3 provide Mario with an animal-suited tail, which in turn acts as a flight propeller. The Tanooki Suit returns in Super Mario 3D Land, and the Super Leaf returns in New Super Mario Bros. 2. In the New Super Mario Bros. games, the Spin Block and the Propeller Mushroom let Mario spin up into the air and slowly descend. In Super Mario Land, Mario pilots a yellow airplane with unlimited ammunition called the Sky Pop. Super Mario World introduces various forms of flight: the feather item provides a cape, the P Balloon puffs Mario into a floating balloon figure, and Yoshi can carry a blue Koopa shell which gives him wings. In Super Mario 64, flight that is granted by a Winged Cap. In New Super Mario Bros. Wii, Mario has limited flight provided by the Propeller Cap. In New Super Mario Bros. U, Mario has limited flight and gliding capabilities in a Flying Squirrel suit and can also command a pink Baby Yoshi to puff up into the form of a floating balloon. In Super Mario Galaxy, Mario can obtain a special red star that transforms him into Flying Mario for a limited time. Lakitu's cloud can be commandeered in several of the side-scrolling games.
Power-up suits[edit]
Several suits work as power-ups, many of which are based on animals. Debuting in Super Mario Bros. 3, the Raccoon Suit (provisioned by a Super Leaf) and the Tanooki Suit each provide Mario with a tail which acts as a flight propeller. In addition, the Tanooki Suit lets Mario spontaneously change into an invincible statue for about five seconds. In Super Mario 3D Land, the Raccoon Suit reappears and is accompanied by a silver-colored variation called a Statue Leaf.[32]Super Mario Bros. 3 includes a Hammer Bros. suit, which allows Mario to throw hammers as projectiles, to defeat enemies at a distance, taking what the Hammer Bros does to Mario and turning it around. While wearing the suit and ducking, Mario is invulnerable to fire attacks. The Hammer Suit was so powerful that in later games, it was downgraded. Super Mario 3D Land features a 'Boomerang Suit' which provisions long-distance boomerang projectiles. Other animal suits include the Frog Suit, Tanooki Suit, Penguin Suit, Cat Suit and Bee Suit.
Super Mario Bros Game Over 2Coins[edit]
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 yellow coins are collected, commonly 50 or 100. Several coin variants exist, such as silver coins, dragon coins, star coins, and more.
In Super Mario 64, Super Mario Sunshine, Super Mario Galaxy, and Super Mario Galaxy 2, coins replenish health (and air, when Mario is underwater). In Super Mario 64 and Super Mario 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 Super Mario 64, a blue coin is worth five normal coins. In Super Mario Sunshine, blue coins act as a side quest when brought to the Delfino Bank.
In Super Mario Galaxy and Super Mario Galaxy 2, after finishing each game once, stages unlock where Mario can collect a certain amount of purple coins to earn a Power Star. In Super Mario Galaxy 2, they can also be used to feed some hungry 'Luma' characters that can turn into either an item or another planet.
Luigi and other playable characters[edit]
The series often features the option to play as other characters, Luigi in the most instances. 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 Toad, Peach, Daisy, Wario, Yoshi, Rosalina, Toadette, Mii and Nabbit. Characters are sometimes differentiated by special abilities. Super Mario Maker includes costumes that depict many more characters.
Warp Pipes and Warp Cannons[edit]
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 New Super Mario Bros.). 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.[33] 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. Transformer serial number lookup. Cannons appear in most of the 3D games in the series starting with Super Mario 64. Mario uses the cannon by jumping into the barrel, aiming himself and being fired at a distant target. This allows Mario to progress through a level or reach an otherwise inaccessible area.
Yoshi[edit]
Mario's dinosaur friend Yoshi has appeared as a mount to the player character in several Super Mario games since Super Mario World. In the sequel, Super Mario World 2: Yoshi's Island, a tribe of Yoshis finds Mario and helps him to save Baby Luigi. In this game and Super Mario 64 DS, instead of the player 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.
Settings[edit]Super Mario Bros Game Over Mp3
Development and history[edit]Music[edit]
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.[35] The theme from the underwater levels of Super Mario Bros. frequently appears as title screen music in the series, including in Super Mario Sunshine, the main intros and titles of all four Super Mario Advance titles, and the Super Mario All-Stars versions of the four NES games.
Reception[edit]
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.[94] 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.[95] The original Super Mario Bros. was awarded the top spot on Electronic Gaming Monthly's greatest 200 games of their time list[96] and IGN's top 100 games of all-time list twice (in 2005 and 2007).[97]Super Mario Bros. popularized side-scrolling video games and provided the basic concept and mechanics that would persist 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.[98]
Super Mario Bros. 3 is often regarded as one of the Nintendo Entertainment System's greatest games; Nintendo Power rated the game sixth on their list of the 200 Greatest Nintendo Games. The game was 14th on Electronic Gaming Monthly's list. Super Mario World also received very positive scores, with a 94.44% aggregate review score on GameRankings.[51]Nintendo Power ranked the game eighth best overall to be released on a Nintendo console in their Top 200 Games list.[99]
Super Mario 64, as the first 3D platform game in the Mario series, established a new archetype for the genre, much as Super Mario Bros. did for 2D side-scrolling platformers. It is acclaimed by many critics and fans as one of the greatest and most revolutionary video games of all time.[100][101][102][103][104][105]Guinness World Records reported sales of 11.8 million copies for Super Mario 64 at the end of 2007.[106]
Super Mario Sunshine also received critical acclaim by game reviewers. IGN praised the addition of the water backpack (F.L.U.D.D.) for improving the gameplay,[107] and GameSpy commented on the 'wide variety of moves and the beautifully constructed environments'.[108]GameSpot and Computer and Video Games, however, called the game 'unpolished', with the latter going so far as to insinuate that it was unfinished.[109][110]
Of all the Mario games released, Super Mario Galaxy, Super Mario Galaxy 2, and Super Mario Odyssey have been the most highly acclaimed by both fans and professional critics. The Galaxy titles, extolled for their creativity, level design, visuals, and music, have been considered to be not only two of the best Mario games ever made but also among the greatest games of all time in general, according to sites such as IGN and TopTenReviews. Odyssey was praised for successfully reviving the sandbox-style gameplay last seen in Super Mario 64 and Sunshine and its introduction of the 'capture' mechanic. GameRankings, a website that aggregates game scores and rankings from well-established video game critics, gave Super Mario Galaxy an aggregate ranking of 97.64%,[67] making it the best-ranked game on the site.[111]
Super Mario 3D Land was also highly commercially and critically successful, being the third-best-selling game for the Nintendo 3DS. Its sequel, Super Mario 3D World, received similar critical praise and is among the Wii U's best-selling titles.
Sales[edit]
Games in the Super Mario series have had consistently strong sales. Super Mario Bros. is the second best-selling single video game (second to Wii Sports), with 40.23 million units sold. It is also the best-selling Nintendo Entertainment System console title, 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.[56]Super Mario World is the best-selling game for the Super Nintendo Entertainment System 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 12.79 million units as of March 2018, which was the best-selling 3D title in the series until 2019, and is the ninth best-selling game for the Wii.[66] Its sequel Super Mario Galaxy 2 has sold 7.41 million units, placing in twelfth.[37]Super Mario Odyssey has sold 14.44 million units as of March 2019, making it the best-selling 3D title in the series to date, and the second best-selling game for the Nintendo Switch, behind Mario Kart 8 Deluxe.[79]New Super Mario Bros. Wii has sold 30.26 million copies worldwide, the fourth best-selling game on the Wii, as well as one of the best-selling video games of all time.[66]
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 2.7 million copies, placing sixth. New Super Mario Bros. for the Nintendo DS sold 30.79 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.
Notes[edit]
References[edit]
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Super_Mario&oldid=919532344'
Super Mario Bros.[b] is a platformvideo game developed and published by Nintendo. The successor to the 1983 arcade game, Mario Bros., it was released in Japan in 1985 for the Famicom, and in North America and Europe for the Nintendo Entertainment System (NES) in 1985 and 1987 respectively. Players control Mario, or his brother Luigi in the multiplayer mode, as they travel the Mushroom Kingdom to rescue Princess Toadstool from Bowser. They must 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. The design of the first level, World 1-1, serves as a tutorial for first-time video gamers on the basic mechanics of platform gameplay. The aggressively size-optimized profile was intended as a farewell to the Famicom's cartridge medium in favor of the forthcoming Famicom Disk System, whose floppy disks temporarily became the dominant distribution medium for a few years.
Super Mario Bros. is frequently cited as one of the greatest video games of all time, with praise on its precise controls. It is one of the bestselling games of all time, with more than 40 million physical copies. 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 into a centerpiece of game design. The game inspired an expansive franchise including a long-running game series, an animated television series, and a feature film. Re-releases and cameos of the game are on most of Nintendo's following systems. Alongside Mario himself, Super Mario Bros. has become prominent in popular culture.
Gameplay
Super Mario Bros. features various unique power-ups which assist Mario. In the above picture, Mario yields a Fire Flower, allowing him to attack enemies with fire projectiles. Behind Mario is an invincibility star, which allows him to defeat enemies on contact and withstand other hazards for a short period of time.
In Super Mario Bros., the player takes on the role of Mario, the protagonist of the series. Mario's younger 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.[3]:7 The game is a side-scrollingplatformer; the player moves from the left side of the screen to the right side in order to reach the flag pole at the end of each level.
The game world features coins scattered around 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.[3]: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.[4]
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,[3]:12 while a Koopa Troopa will temporarily retract into its shell, allowing Mario to use it as a projectile.[3]: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.[3]: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.[3]:10
The game consists of eight worlds with four sub-levels called 'stages' in each world.'[5][3]: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' whom 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.[6]
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.[3]: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, and allowing for the princess to be freed and saving the Mushroom Kingdom.[7]
Development
Super Mario Bros., the successor to the 1983 arcade gameMario Bros., was designed by Shigeru Miyamoto and Takashi Tezuka, both of whom belonged to Nintendo's Creative Department, and largely programmed by Toshihiko Nakago of SRD Company, Ltd.[8] Though not originally using any particular character, the very deliberate creative process of what would become their next game was motivated by 'a grand culmination' of their technical knowledge from previous games such as Excitebike, Devil World, and Kung Fu, by a desire to give the ROM cartridge format 'a final exclamation point' in light of the forthcoming Famicom Disk System as the new dominant medium, and by continuing their legacy in the platform game genre. Miyamoto explained, 'We felt strongly about how we were the first to come up with [what we called the 'athletic game'] genre, and it was a goal of ours to keep pushing it.[9] .. We had built up a lot of know-how since the release of the console, and the time had come when that would be possible.'[10][11][10] The game was made in tandem with The Legend of Zelda, another Famicom game directed and designed by Miyamoto, which was released in Japan five months after Super Mario Bros. As a result, certain elements were carried over from The Legend of Zelda to Super Mario Bros; for instance, the fire bars that appear in the game's castle levels began as an unused object from Zelda.[12]
Development was aimed at simplicity in order to have a new game available for the end-of-year shopping season.[13] They started with a prototype in which the player simply moves a 16 by 32 pixel square around a single screen.[10] Tezuka suggested the use of Mario after seeing the sales figures of Mario Bros., which was still selling well throughout the previous year.[14] The team chose to name the game 'Super Mario Bros.' after deciding to implement the Super Mushroom into the game.[11] The game initially made use of a concept in which Mario or Luigi could enter a rocket ship and drive it around while firing at enemies, but this went unused;[15] the final game's sky-based bonus stages are a remnant of this concept.[9][16] After releasing Mario Bros., the team had reflected that it had been an illogical gameplay decision for Mario to be hurt by stomping upon the walking turtles, so they decided that any future Mario game would 'definitely have it so that you could jump on turtles all you want.'[9] When designing King Koopa, Miyamoto initially imagined the character as an ox, taking inspiration from the character design of the Ox King the Toei Animation film Alakazam the Great. However, when Tezuka saw Miyamoto's design for the character, he noted that it looked more akin to that of a turtle, prompting the two to work on defining and fleshing out the character's design until coming up with his final appearance.[17]
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.[18] Developers of previous hit games joined the team, importing many special programming techniques, features, and design refinements such as these: 'Donkey Kong's 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'.[10]
The team based the level design around a small Mario, intending to later make his size bigger in the final version. Then 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.[19] The use of mushrooms to change size was influenced by common 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 also deliberately chose not to have Mario begin levels as Super Mario in order to make obtaining a mushroom more gratifying for the player.[11] 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.'[20] A rumor stemming from a Japanese magazine claimed that the developers came up with the idea to include a small Mario after a bug in the game caused only the upper-half of his body to appear, but this claim has been disavowed by Miyamoto.[11] Miyamoto said the shell-kicking 1-up trick was intentionally designed and carefully tested, but 'people turned out to be a lot better at pulling the trick off for ages on end than we thought'.[9] Other features, such as blocks containing multiple coins, were inspired by programming glitches.[20]
Super Mario Bros. was developed for a 256-kilobit cartridge.[10] 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.[10] For instance, clouds and bushes in the game's backgrounds use that same sprite recolored.[12] 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.[13] 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.[21] 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.[10]
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.[22] 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.'[23][24]
Music
Koji Kondo created all the music and sound effects for the game
Nintendo sound designer Koji Kondo wrote the six-track score for Super Mario Bros., as well as all of the game's sound effects.[25] 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.[26] 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'.[26]
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.[27] However, Kondo attempted to take the idea further, stating that the primary question determining the use of a game's music was 'Do the game and music fit one another?'[28] 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'.[29]
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.[30] The music was further adjusted based on the expectations of Nintendo's play-testers.[31]
Release
Super Mario Bros. was first released in Japan on September 13, 1985, for the Family Computer. It was released later that year in North America for the Nintendo Entertainment System (NES).[1][32] Its exact North American release date is unknown and is frequently debated; though generally being cited as having been released alongside the NES in October 1985 as a launch game, several other sources conflict with this statement, suggesting that the game may have released in other varying time frames ranging from November 1985 to early 1986.[1] The game was released in Europe two years later on May 15, 1987 for the NES.
In 1988, the game 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.[33][34][35] 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.[36] It was released on May 15, 1987 in Europe, and during that year in Australia as well.[37] 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
Super Mario Bros. has been ported several times since its release.
On February 21, 1986, a port of the game was released there for the Family Computer Disk System, Nintendo's proprietary floppy disk drive for the Family Computer.[1][38]
Super Mario Bros. Special
A version 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 has different level designs and new items, as well as brand new enemies based on enemies from Mario Bros. and Donkey Kong.[39]
Game & Watch
A handheld LCD game under the same name was released as a part of Nintendo's Game & Watch line of LCD games.[40]
Vs. Super Mario Bros.
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, and fewer hidden power-ups. Several of the new levels went on to be featured in the Japanese sequel, Super Mario Bros 2.[39] The game was featured in an official contest during the 1986 ACME convention in Chicago.[41]
An emulated version of the game was released for the Nintendo Switch via the Arcade Archives collection on December 22, 2017.[42][43] Playing that release, Chris Kohler of Kotaku called the game's intense difficulty 'The meanest trick Nintendo ever played'.[44]
RemakesSuper Mario All-Stars
Super Mario All-Stars, a compilation game released in 1993 for the Super Nintendo Entertainment System, featured a remade version of Super Mario Bros. alongside remakes of several of the other Super Mario games released for the NES.[45] The version of Super Mario Bros. included in this compilation has improved graphics and sound to match the SNES's 16-bit capabilities, as well as minor alterations to some of the game's collision mechanics. The game also features the ability for a player to save their progress midway through the game and changes the game's multiplayer mode so that the two players switch off after every level in addition to whenever a player dies. Super Mario All-Stars was also re-released for the Wii as a re-packaged, 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.[46]
Super Mario Bros. Deluxe
Super Mario Bros. Deluxe cartridge for the Game Boy Color
Super Mario Bros. Deluxe,[c] 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.[47][48] 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.
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.[49] In Europe and Australia, users who registered a Nintendo Network ID on their 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.[50][51] It was released for purchase on the Nintendo 3DS eShop in Europe on February 27, 2014,[52] in Australia on February 28, 2014,[53] and in North America on December 25, 2014.[54]
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.[39]
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 entirely emulated, making it completely identical to the original game. According to the NPD Group (which tracks game sales in North America), this re-released version of Super Mario Bros. was the best-selling Game Boy Advance game from June 2004 to December 2004.[55] 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.[55]
The game 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 Game Shark or Action Replay.[56]
Super Mario Bros. is featured as one of the 30 included games with the NES Classic Edition, a dedicated video game console containing several NES games.[57] 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.[11]
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 the its original NES release.[58][59] 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.[60]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.[61]
Modified versions
Several modified variants of the game have been released, many of which are ROM hacks of the original NES game.
All Night Nippon Super Mario Bros.,[d] a promotional, graphically-modified version of Super Mario Bros., was officially released in Japan in December 1986 for the Family Computer Disk System as a promotional item given away by the popular Japanese radio show All Night Nippon. The game was published by Fuji TV, the same company which later went on to publish Yume KÅjÅ: Doki Doki Panic (which was released outside of Japan as Super Mario Bros. 2). 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.[62] The game also makes use of the same slightly upgraded graphics and alternate physics featured in Super Mario Bros.: The Lost Levels. This version of the game is considered extremely rare, with copies going online for upwards of nearly $500.[63]
On November 11, 2010, a special red variant of the Wii containing a pre-downloaded version of the game was released in Japan to celebrate Super Mario Bros.'s 25th anniversary. This version of the game features several graphical changes, such as changing '?' blocks to have the number '25' on them to symbolize the game's anniversary.[63]
Super Luigi Bros., a redux of the game featuring Luigi, was included as a feature within NES Remix 2, based on a mission featured in the first NES Remix featuring Luigi in a backwards version of World 1-2. The player now controls Luigi instead of Mario, who now jumps higher and slides more when running on the ground similar to his appearance in the Japanese Super Mario Bros. 2 (if the game's two-player mode is selected, both players control as Luigi), and the game's level designs are exactly the same as they are in the original Super Mario Bros but completely mirrored, such as the game scrolling from left-to-right.[64][65]
GlitchesMinus World
The 'Minus World' (also referred to as 'World Negative One') is the name given to an unbeatable glitch level present in the original release of Super Mario Bros. 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 a 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.[66]
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.[67][68] 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.[69][70]
Reception
Super Mario Bros. was immensely successful and helped popularize side-scrolling platform games.[72] Altogether, excluding ports and rereleases, the original NES version of the game has sold 40.24 million copies, making it the bestselling video game in the Mario series and one of the bestselling video games of all time,[73][74] with 29 million copies sold in North America.[75] The game was the all-time bestselling game for over 20 years until its lifetime sales were ultimately surpassed by Wii Sports.[76] The game's Wii Virtual Console release was also successful, becoming the #1 selling game out of the service's lineup of games by mid-2007.[77]
Super Mario Bros Game Over
Computer Entertainer / Video Game Update magazine highly praised Super Mario Bros., writing that the game was worthy of 'a spot in the hall of fame reserved for truly addictive action games', praising its 'cute and comical' graphics and its lively music. It stated that the game was a must-have for the system, and considered its greatest strength to be its depth of play.[78]
Retrospective critical analysis of the game has been extremely positive, with many touting it as one of the best video games of all-time.[79]Nintendo Power listed it as the fourth best Nintendo Entertainment System video game, describing it as the game that started the modern era of video games as well as 'Shigeru Miyamoto's masterpiece'.[80] The game ranked first on Electronic Gaming Monthly's 'Greatest 200 Games of Their Time' list[81] and was named in IGN's top 100 games of all-time list twice, in 2005 and 2007.[82] In 2009, Game Informer put Super Mario Bros. in second place on its list of 'The Top 200 Games of All Time', behind The Legend of Zelda, saying that it 'remains a monument to brilliant design and fun gameplay'.[83] The Game Informer staff also ranked it the second best in their 2001 list of the top 100 games ever made.[84] In 2012, G4 ranked Super Mario Bros. first of the 'Top 100 Video Games of All Time', citing its revolutionary gameplay as well as its role in helping recover the NA gaming industry from the Video Game Crash of 1983.[85] In 2014, IGN ranked Super Mario Bros. as the best Nintendo game in their 'Top 125 Nintendo Games of All Time' list, saying that 'this is the most important Nintendo game ever made'.[86]:9 In a poll held by IGN in 2005, the game was ranked number one in the website's list of the 100 greatest video games of all-time.[87] In 2017, Polygon ranked the game #8 out of the core Super Mario games, crediting the game with 'kick[ing] off this franchise's habit of being an exception to so many rules'.[88] In 2018, Business Insider included the game as number 2 in their list of the top 10 Super Mario games.[89]
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.[58]AllGame gave Super Mario Bros. a five-star rating, stating that '[T]he sense of excitement, wonder and â most of all â 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 â whether of a cinematic or musical nature â 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'.[6] Reviewing the Virtual Console Release of the game, IGN called it 'an absolute must for any gamer's Virtual Console collection.'[5] 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.[90]
The Game Boy Advance port of Super Mario Bros. holds an aggregate score of 84 on Metacritic.[91] Many critics compared the port to previous ports of the game such as Super Mario Deluxe and Super Mario All-Stars, noting its comparative 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.[92]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.'[93]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.'[94]
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.[95]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).[96] Both gave it their Editors' Choice Award.[97][98]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.[99]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.[100] Nintendo Life gave it a perfect score, noting that it retains the qualities of the original game and the extras.[101]St. Petersburg Times' Robb Guido commented that in this form, Super Mario Bros. 'never looked better.'[102] The Lakeland Ledger's Nick S. agreed, praising the visuals and the controls.[103] 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.[104]Super Mario Bros. Deluxe ranked third in the best-selling handheld game charts in the U.S. between June 6 and 12, 1999[105] and sold over 2.8 million copies in the U.S.[106] It was included on Singapore Airlines flights in 2006.[107] Lindemann noted Deluxe as a notable handheld release in 1999.[108]
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, an entry in the series and the first to take place in a three-dimensional environment, 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 over 310 million copies of games sold worldwide as of September 2015.[109] 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.[110] 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.[111]
The game's success helped to push Mario as an American 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.[112] 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.[113] Alongside the NES platform as a whole, Super Mario Bros. is often credited for having resurrected the video game industry after it had experienced a market crash in 1983.[87]
Super Mario Bros. and its sequels inspired various projects in media; 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.[114] A live-actionfilm based on the game was released theatrically in 1993, starring Bob Hoskins and John Leguizamo as Mario and Luigi, respectively. An American animated television series titled The Super Mario Bros. Super Show! ran from 1989 to 1990, starring professional wrestlerLou Albano as Mario and Danny Wells as Luigi. An animated film based on the series created by Illumination Entertainment is currently in production.[115]
In the United States Supreme Court case Brown v. Entertainment Merchants Association, the Electronic Frontier Foundation submitted an amicus brief which supported the overturn a law which would ban 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.[116][117]
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 game and trying to beat the game's first level as quickly as possible, and thought about the concept of a platformer based around moving as fast as possible.[67]
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.[118][119]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.[120]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,[121] and Full Screen Mario (2013) adds a level editor.[122] In 2015, game designer Josh Millard released Ennuigi, a metafictionalfangame with commentary on the original game which relates to Luigi's inability to come to terms with the game's overall lack of narrative.[123][124][125][126]
Notes
References
External links
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Super_Mario_Bros.&oldid=918816248'
Comments are closed.
|
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |