Super Mario Bros.

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This article is about the video game originally published for the Nintendo Entertainment System. For further uses, see Super Mario Bros. (disambiguation). For here, see .
"SMB" redirects here. For Super Mario Ball, see Mario Pinball Land.
Not to be confused with New Super Mario Bros.

This article is under construction. Therefore, please excuse its informal appearance while it is being worked on. We hope to have it completed as soon as possible.

It has been requested that this article be rewritten and expanded to include more information.

Template:Infobox

This article is about the video game originally published for the Nintendo Entertainment System. For further uses, see Super Mario Bros. (disambiguation).
This article is about the game. For the movie of the same name, see other uses. For Super Mario Bros. (movie), see .
"SMB" redirects here. For the game known in Japan and Europe as Super Mario Ball, see Mario Pinball Land.
Not to be confused with New Super Mario Bros.

Super Mario Bros. (known as "Super Mario" in Super Mario All-Stars, Japanese pronounced , Sūpā Mario Burazāzu, Super Mario Brothers) is a fantasy platform video game that was released for the Family Computer and NES in 1985. It shifted the gameplay away from its single-screen arcade predecessor, Mario Bros., and instead featured side-scrolling platformer levels. Universally considered a classic of the medium video game world, Super Mario Bros. was one of the first side-scrolling platform games of its kind, introducing players to huge, bright, expansive worlds that changed the way video games were created. While not the first game of the Mario franchise, Super Mario Bros. is the most iconic, and introduced various series staples, from power-ups, to classic enemies like Little Goombas, to the basic premise of rescuing Princess Toadstool from King Koopa. It considered a pseudo-sequel to the arcade game Mario Bros..

Super Mario Bros. is one of the best-selling games (possibly the best-selling game, depending on estimates) of all time, and was largely responsible for the initial success of the Nintendo Entertainment System until recently when it was surpassed by Wii Sports and the revival of the gaming industry after the 1983 video game crash. As of 2003, the game has sold more than 40.23 million copies worldwide and was largely responsible for the initial success of the Famicom, the Nintendo Entertainment System, and video games in general. It is also the best-selling game of the Wii's Virtual Console. It has inspired countless imitators (eventually founding an entire genre) and was one of Shigeru Miyamoto's most influential early successes. It also brought Mario, who would later go on to become Nintendo's mascot and more recognizable among American children than Mickey Mouse, to prominence. Shigeru Miyamoto described his initial idea for Super Mario Bros. as "a character that bounces around. And the background should be a clear, blue sky. Super Mario Bros. is the semi-sequel to Mario Bros., a game which was released for the Famicom on September 13, 1985, and on the Nintendo Entertainment System in North America on October 18, 1985 or the first quarter of 1986. After the previous games were set on Earth, Super Mario Bros. is the first game to be set explicitly in the Mushroom World, marking the first appearances of Bowser, Princess Peach, and Toad, as well as Koopa Troopas, Goombas, and many other Mario series enemies and allies. The game was also one of the eighteen Nintendo Entertainment System initial launch games.

As well as kicking off an entire series of Super Mario platformer games, the wild success of Super Mario Bros. popularized the genre as a whole, helped revive the North American gaming industry after the 1983 video game crash, and was largely responsible for the initial success of the NES, with which it was bundled a launch title. Until it was eventually surpassed by Wii Sports, Super Mario Bros. was the best selling video game of all time for nearly three decades, with over 40 million copies sold worldwide, making it the second best selling video game of all time.

The exact day of the North American release of Super Mario Bros. is heavily disputed, with different sources giving different dates with no way to verify them. Regardless, Nintendo officially pinpoints the release date as October 18, 1985.[1][2] The game was later enhanced and remade for the SNES, Nintendo DS, and Wii.

Story

One day, the Mushroom Kingdom was invaded by the Koopa, a tribe of turtles capable of using powerful dark magic. Their magic was used to transform all the Mushroom People into inanimate objects such as rocks, bricks, and even horsehair plants, thus spelling the kingdom's downfall. Only Princess Toadstool can undo the spell and restore her people back to life, but she is being held captive by King Koopa himself. Mario hears of the princess's plight, and sets out on a quest through 32 stages to topple the Turtle Tribe and save the once-peaceful kingdom.[3] One day King Bowser Koopa, the great and powerful leader of the militaristic Koopa Troop invades the peaceful Mushroom Kingdom. He and his koopa troop were jealous of the beautiful kingdom, and King Bowser decided to take it for himself. To do this, Bowser casts an evil spell upon the kingdom and transforms all of its inhabitants into clouds, hills, blocks, weeds, and other odd peculiar objects. It is foretold that only the Mushroom King's daughter Princess Peach can undo the spell. So knowing this, Bowser immediately kidnaps her. Fortunately, the heroic Mario Bros. get wind of the Mushroom Kingdom's plight and they race to its rescue.

The Mushroom Kingdom is a peaceful, beautiful land of green grass, clear blue skies with crystal white clouds, and cheerful, kind, respectful, and loyal villagers known as mushroom folk. The land was ruled by Princess Peach and had welcomed any kind of race, however, when the Koopa Troopa clan grew jealous of the beautiful kingdom, their king thought up an awful plan.

King Koopa/King Bowser, a great and powerful over-grown Koopa and the leader of the militaristic Koopa Troop, attempts to conquer the Mushroom Kingdom. To do this, Bowser casts a magic spell upon the kingdom and transforms all of the mushroom folk into floating blocks, plants, clouds, hills, and other odd objects; then commands his troops to take over the kingdom. The main objective of the game is to rescue Peach, who Bowser willingly kidnapped and took to his enormous castle in the eighth world to be endured.

Meanwhile, two brothers, Mario and Luigi, while doing their plumbing jobs, come out of a pipe one day and stumble upon this new world they never knew. When they are begged for help, the Mario Bros. embark on an incredible journey that would change gaming forever.

The player takes the role of Mario, or in the case of a second player, Mario's brother Luigi. The ultimate object is to race through the worlds of the Mushroom Kingdom, evade or eliminate King Koopa/King Bowser's forces, and save the Princess/Princess Toadstool.

Gameplay

Super Mario in World 1-1.

Super Mario Bros. is divided into eight worlds, each of them containing four levels. Mario (or, in the case of a second player, his brother Luigi) has to get to the end of the level by jumping over various gaps and avoiding the enemies on his way. Mario and Luigi can use several platforms, which sometimes fall down when Mario hits them, (which some of them collapse when Mario lands on them), stairs in the level, as well as jumping boards. There are also pipes along the way, some of which Mario can enter to visit various secret coin rooms before returning to the level, a bit further ahead than when he left.

These enemies include Little Goombas, Koopa Troopas, Buzzy Beetles, Koopa Paratroopas, Bullet Bills, Hammer Bros., and leaping Cheep-cheeps. All these enemies can be defeated when Mario jumps on them. Koopa Troopas and Buzzy Beetles will cower in their shell when jumped on the ground, which Mario and Luigi can kick to kill other enemies with. Koopa Paratroopas will lose their wings and fall to the ground when Mario or Luigi jumps on them. Other enemies include Piranha Plants, and the Spiny-throwing Lakitus and the Hammer Bros. These enemies cannot be defeated, and Mario or Luigi has to either shoot fireballs at them or just avoid them. There are two levels which take place underwater. Underwater, Mario or Luigi can swim freely from the top to the bottom of the screen. The enemies in underwater levels are Bloobers and Cheep-cheeps. Mario can only defeat these creatures by shooting them carefully with fireballs.

File:SMBW2.png
Mario swimming in a water level.

If regular Mario or Small Luigi takes a hit, falls down a pit, or if the Time Limit runs out, he loses a life, and starts the level again. The point where Mario or Luigi continues depends on how far he ran through the level before dying; either from the very beginning, or at one of several invisible "checkpoints" throughout the level. After a Game Over, pressing Start Button while holding A Button on the title screen allows the player to continue from the start of the world.[4] In a 2-player game, if this is done by whoever got a Game Over second, both players will begin in the same world where the second player's game ended.

Mario and Luigi can get special power-ups out of ? Blocks or, uncommonly, Brick Blocks. Most of the ? Blocks in which Mario and Luigi can find these items are visible, but some are hidden and only become visible when Mario or Luigi hits them from beneath. With the Magic Mushroom, he turns into Super Mario (or Super Luigi). As Super Mario (or Super Luigi), he can survive the hit of an enemy one time, at the cost of turning back to regular Mario (or Small Luigi). He may also destroy empty Brick Blocks by jumping beneath them. Additionally, he can now get the Fire Flower. With the Fire Flower, Super Mario or Super Luigi turns into Fiery Mario (or Fire Luigi), which allows him to shoot fireballs at enemies to defeat them from a distance. With the 1 up Mushroom, he gets an additional life; though he can also get an extra life if he collects 100 coins. With the Starman, which can only be found in Brick Blocks, Mario or Luigi turns invincible for a short amount of time, and can defeat enemies by simply touching them.

File:Bowser333.png
Mario fighting Bowser at the end of World 8-4.

At the end of each level, there is a castle with a flagpole nearby. When Mario or Luigi reaches the flagpole, he takes down the enemy flag and enters the castle, completing the level. The higher the spot that Mario or Luigi hits the flagpole, the more points he receives. If there are two players playing the game, Luigi's turn comes whenever Mario completes a level or dies. Luigi has no special abilities in the game that are different from Mario's.

The fourth level of each world plays inside a castle. They are usually filled with Fire-Bars and Podoboos may appear. At the end of a castle level, Mario or Luigi is confronted with a fake Bowser in Worlds 1 through 7 and the real Bowser in World 8. Mario and Luigi ordinarily have no way to hurt the fake Bowsers or the actual Bowser, and have to either use the ax to destroy the ground, causing either the false or real one to fall into the lava, or pelt him with a number of fireballs, which produces the same result and reveals the true forms of the fakes. After defeating an impostor, Mario or Luigi frees one of the seven remaining mushroom retainers from the castle, at which point they say their iconic phrase: "Thank you, Mario! But our princess is in another castle!" There is one Toad in World 1, two Toads in World 2, and so on. At the end of the castle in World 8, Mario or Luigi frees the grateful Princess Toadstool Peach and completes his adventure, having the choice to continue playing in a "new quest." In this second quest, the player gets to choose a world, and replay some levels. However, all Little Goombas are replaced by Buzzy Beetles, all ground enemies are also considerably faster, some platforms and Elevators are shortened in length, and the level design is slightly changed for some levels (see below at "Hard mode").

Controls

NES Controller

  • +Control Pad (left and right): Move; change position on a beanstalk
  • +Control Pad (down): Duck; enter Warp Pipe
  • +Control Pad (up and down): Climb beanstalk
  • A Button: Jump; swim upwards
  • B Button: Dash; throw fireball; restart the game at the end; select a world
  • Start Button: Pause; confirm selected option on title screen
  • Select Button: Select number of players on title screen

Wii Remote

  • +Control Pad left or right: Move; change position on beanstalk
  • +Control Pad down: Duck; enter Warp Pipe
  • +Control Pad up or down: Climb beanstalk
  • Two Button: Jump; swim upwards
  • One Button: Dash; throw fireball
  • Plus Button: Pause
  • Press Plus Button while holding down Two Button: Continue in the same world after the Game Over screen

Wii Classic Controller

  • Classic Controller Left Stick (left and right) or +Control Pad left or right: Move; change position on beanstalk
  • Classic Controller Left Stick (down) or +Control Pad down: Duck; enter Warp Pipe
  • Classic Controller Left Stick (up and down) or +Control Pad up or down: Climb beanstalk
  • Classic Controller a Button: Jump; swim upwards
  • Classic Controller b Button: Run; throw fireball
  • Plus Button: Pause
  • Press Plus Button while holding down Classic Controller a Button: Continue in the same world after the Game Over screen

Nintendo GameCube Controller

  • Control Stick (left and right) or +Control Pad (left and right): Move; change position on beanstalk
  • Control Stick (down) or +Control Pad (down): Duck; enter Warp Pipe
  • Control Stick (up and down) or +Control Pad (up and down): Climb beanstalk
  • A Button: Jump; swim upwards
  • B Button: Run; throw fireball
  • START/PAUSE Button: Pause
  • Press START/PAUSE Button while holding down A Button: Continue in the same world after the Game Over screen

Game Boy Advance

  • +Control Pad (left and right): Move; change position on beanstalk
  • +Control Pad (down): Duck; enter Warp Pipe
  • +Control Pad (up and down): Climb beanstalk
  • A Button: Jump; swim upwards
  • B Button: Run; throw fireball
  • Start Button: Pause
  • Press Start Button while holding down A Button: Continue in the same world after the Game Over screen

Nintendo 3DS

  • Circle Pad (left and right) or +Control Pad left and +Control Pad right: Move; change position on beanstalk
  • Circle Pad (down) or +Control Pad down: Duck; enter Warp Pipe
  • Circle Pad (up and down) or +Control Pad up and +Control Pad down: Climb beanstalk
  • A Button: Jump; swim upwards
  • B Button: Run; throw fireball
  • Start Button: Pause
  • Press Start Button while holding down A Button: Continue in the same world after the Game Over screen

Wii U GamePad / Wii U Pro Controller

  • Control Stick (left and right) or +Control Pad left and +Control Pad right: Move; change position on beanstalk
  • Control Stick (down) or +Control Pad down: Duck; enter Warp Pipe
  • Control Stick (up and down) or +Control Pad up and +Control Pad down: Climb beanstalk
  • A Button: Jump; swim upwards
  • B Button: Run; throw fireball
  • Plus Button: Pause
  • Press Plus Button while holding down A Button: Continue in the same world after the Game Over screen

Advancing through the game

In this game Mario and Luigi had to go through various levels to reach Bowser. To go to the next level Mario or Luigi had to grab the flagpole at the end of each level.

Attacks and Moves

Jump - To perform this move, the player must press A. Mario can jump farther distances while running. To run, the player must hold down the B button.

Fireball - To perform this move, the player must acquire a Fire Flower. Afterward, to throw a fireball, the player must simply tap B.

Shell Kick - To perform this move, the player must first find a Koopa Troopa or a Buzzy Beetle, then have Mario jump on it. The Koopa Troopa should remain inside its shell for a few moments, Mario can kick the shell by colliding with it and have the shell go sliding across the platform, possibly hitting other enemies.

Mario's primary attack is simply jumping on top of his enemies, which kills the mushroom traitors, known as Kuribou/Goombas, and sends the turtle soldiers known as Nokonoko/Koopa Troopas into their shells. Mario can then kick these shells into other enemies, which will conveniently dispatch them; but conversely, kicked shells can bounce back off of walls or other vertical obstructions and hit Mario. Jumping on enough enemies in succession, or kicking a shell into enough enemies in succession (combos), results in double points earned with each enemy killed, eventually earning Mario a 1-up, an extra life and another chance to pass the level.

Aiding him in his quest are several power-ups, including the Super Mushroom, which would turn Mario into Super Mario, doubling his size; the Fire Flower, which turns Super Mario into Fiery Mario, allowing him to throw fireballs; Starman, that give him temporary invincibility; and the 1-up Mushroom which gives him another life.

Mario can be hurt if he touches an enemy. If he takes a hit from an enemy as Super Mario or Fiery Mario, he simply reverts back to regular Mario and the game continues. However, if he takes a hit as regular Mario, falls down a pit (regardless of status), or if the time clock runs out, he loses a life, and starts again. The point where Mario continues depends on how far he ran through the level before dying; either from the very beginning, or at one of several invisible "checkpoints" throughout the level.

The game consists of eight worlds with four levels in each. Though each world is substantially different, there are basic similarities: typically the first sub-world is a generic above-ground (overworld) level, the second is in an underground dungeon or underwater (or in the overworld with a unique challenge), the third is a series of platforms suspended high in the sky, and the fourth is a fortress or castle. At the end of each castle level, Mario fights "Bowser" (who, until the final level, is actually a lesser enemy disguised as Bowser) across a bridge over a pool of lava. In the later worlds, Bowser throws hammers as well as occasional fire breaths. Bowser may be defeated in one of two ways; either by touching the axe at the edge of the bridge (thereby dropping Bowser into the lava), or, as Fiery Mario, throwing fireballs at him to defeat him directly.

The third and sixth worlds take place at night, and all other worlds take place during the day.

After beating the game, the player is given the option to start the game again in "'Hard' Mode," where all Goombas are replaced by Buzzy Beetles (Koopa Troopa-like enemies who cannot be killed by fireballs), and all enemies walk faster. In addition, some of the elevator-style lifts are about 60% their original size.

Characters Appearing in This Game

Playable Characters

Supporting Characters

List of Enemies

Name Sprite Description
Bloober (Enemy) File:Bloober.gif A squid-like sentry that persistently pursues the player. Lives underwater and will swim towards the player. Squid-like enemies that swim towards the player trying to hit him.
Bullet Bill (Enemy) File:Bullit bill smb 1.PNG A slow but steady bullet that has eyes and arms. They come from Turtle Cannons, and the only way to defeat them is to stomp on them or hit them while under the influence of a Starman. Continuously come out of Bill Blasters and can only be defeated by jumping. Cannons that have eyes and arms. They come from Bill Blasters, and the only way to defeat them is to stomp on them or by hitting them with a Starman.
Buzzy Beetle (Enemy) SMBBuzzyBeetle.gif Similar to a Koopa Troopa, but cannot be harmed by fireballs. A small turtle that hides in its shell when jumped on, just like Koopa Troopas; unlike them, however, it is immune to fireballs. They replace Little Goombas in Hard Mode.
Cheep cheep (Enemy) File:Ani smb1cheepr.gif Swims around underwater or jumps out at Mario or Luigi. A red, green, or gray fish normally found swimming in water. In certain levels, such as World 2-3, they will leap from the water, trying to hit Mario or Luigi.
Fire-Bar (Enemy) FireRodSMB.gif An obstacle that spins either clockwise or counter clockwise and will burn Mario or Luigi. Various fireballs stacked together moving either clockwise or counterclockwise. Their longitude may vary.
Hammer Bros. (Enemy) File:Hammerbrolol.gif Will throw a never-ending barrage of hammers in Mario's direction and may jump around. Green biped Koopas wearing a helmet. They throw an endless amount of hammers towards Mario and, certain times, jump. A green biped, helmeted Koopa that comes in a pair. They throw an endless number of hammers towards Mario, and at certain times they jump.
Koopa Paratroopa (Enemy) File:KoopaParatroopaG.gif A jumping or, (in the case of red Paratroopas) flying Koopa. Green or red Koopas with wings. Green species jump towards the player, red species fly back and forth, or up and down. A Koopa Troopa with wings. Green ones jump towards the player or fly back and forth, while red ones fly up and down.
Koopa Troopa (Enemy) File:Ani 1turtle2.gif Retreats into its shell when stomped on. The shell can be kicked at other enemies. A turtle that can be red or green. If stomped, it retreats in its shell that can be kicked to hit other enemies and gain points. Green species walk back and forth just like Goombas, red species turn around when they find a pit. A soldier of the Turtle Empire that marches onwards. If stomped, it retreats in its shell, which can be kicked to hit other enemies and gain points. Green ones walk back and forth just like Little Goombas, and red ones timidly turn around when they find a pit.
Lakitu (Enemy) File:LakuSMB.gif Floats on a cloud and tosses Spiny Eggs at the player. A bespectacled Koopa with glasses that rides a small cloud. It throws an infinite number of Spiny's eggs towards the player.
Little Goomba (Enemy) Sprite of a Goomba from Super Mario Bros. A Goomba that can be defeated by any attack. Mushroom-like brown enemies that walk back and forth. They are the most weak and common enemies throughout the game and can be stomped or hit with fireballs or a Starman. A mushroom traitor that walks back and forth. They are the weakest and most common enemies throughout the game and can be stomped or hit with fireballs or a Starman. They are replaced with Buzzy Beetles in Hard Mode.
Piranha Plant (Enemy) PiranhaPlant SMB Sprite.gif Will rise out of pipes and chomp at the air. They cannot be jumped on. A carnivorous plant that lives in a pipe. It rises up trying to hit Mario and retreats. If Mario is near, it won't rise up.
Podoboo (Enemy) Sprite of Podoboo Jumps out of the lava and burns Mario. A large fireball guardian of the Koopa King's lair that jumps from the lava, trying to hit Mario.
Spiny (Enemy) File:SMBSpiny.gif Cannot be jumped on. A small Koopa with a red, spiked shell: if Mario tries to stomp it, he will get damaged.
Spiny's egg (Enemy) Spiny Egg A red spiked egg thrown by Lakitus: once it hits the ground, it hatches into a Spiny. A red, spiked egg thrown by Lakitus. Once it hits the ground, it immediately hatches into a Spiny. A small Koopa with a red, spiked shell: if Mario tries to stomp it, he will get damaged.
Turtle Cannon (Enemy) Bill Blaster sprite. An indestructible cannon. It shoots an endless amount of Bullet Bills; however, it does nothing if the player is near it.

Bosses

Items

Super Mario Bros. introduced some elements that made subsequent appearances in the later Mario games:

Coin A Coin from Super Mario Bros. 200 points Very Common Collecting 100 of them gives an extra life. If Mario or Luigi manage to collect 100 of them, they will receive an extra life (1-Up). Each coin is worth 200 points. A very common item, with each Coin worth 200 points. If Mario or Luigi manage to collect 100 of them, they receive an extra 1-Up like a 1-Up Mushroom!
Magic Mushroom SMB Supermushroom.png 1000 points Uncommon Gives the Super form. When the Mario Bros. eat one of these, they will turn into their Super form. Worth 1,000 points.
Fire Flower Fire Flower 1000 points Uncommon Gives the ability to shoot fireballs. These flower grants the Mario Bros. the ability to shoot fireballs. Like the Super Mushroom, it is also worth 1,000 points.
Starman A Starman from Super Mario Bros. 1000 points Rare Gives invincibility for a moment. Another rare item. Makes the Mario Bros. invincible for a short amount of time. Like the Super Mushroom and Fire Flower, the Starman is also worth 1,000 points.
1 up Mushroom File:SMB 1-upmushroom.png 0 points Rare Gives an extra life. A rare item; once collected, it grants the Mario Bros. an extra life. However, it is worth no points at all.

Power-Ups/Transformations

Mario Small Mario sprite from Super Mario Bros. Requires touching an enemy or obstacle while in Super or Fiery form
  • Weakest form used when a new game begins.
  • Can lose a life by touching an enemy or obstacle. Mario's regular and weak form, while in this state, if Mario takes damage once, he will lose a life. An 8-bit Mario in the Mini-Form. When he gets hit by an enemy, he gets defeated. He is weak and his only power is a single jump. If he touches an enemy, he gets defeated. Mario's weakest form used when a new game begins. If Mario touches an enemy while in this form, he loses a life.
Super Mario File:SMB Supermario.png Requires Magic Mushroom
  • Gains the ability to break Brick Blocks.
  • Reverts back into regular form by touching an enemy or obstacle. Mario in his full size after using a Super Mushroom. Mario gains the ability to easily break Brick Blocks in this state (which he will not lose, even if upgraded further), and additionally he can take one extra hit before losing a life. When he gets hit by an enemy, he shrinks back to Small Mario. The form Mario turns into after obtaining a Super Mushroom in small form. Mario gains the ability to break Brick Blocks in this state. If Mario touches an enemy while in this form, he shrinks back to his small form.
Fiery Mario File:SMB Firemario.png Requires Fire Flower
  • Gains the ability to throw fireballs to defeat enemies.
  • Reverts back into regular form by touching an enemy or obstacle. After utilizing a Fire Flower, Mario will turn into Fire Mario, giving him the ability to throw fireballs at enemies. He will turn back into Small Mario if he takes any damage. After getting a Fire Flower, Super Mario turns into Fire Mario, giving him the ability to throw fireballs on the enemies (except stronger enemies). When he gets hit by an enemy, he reverts to Small Mario. Glitched version of Fire Mario, when hit, Mario becomes Super Mario, when Super Mario gets Mushroom, Mario becomes small Mario, but if Super Mario gets hit, he dies. After utilizing a Fire Flower, Mario will turn into Fire Mario, giving him the ability to defeat enemies by shooting fireballs at them. He shrinks back to his small form if touched by an enemy while in this form.
Invincible Mario Small Invincible Mario. Requires Starman
  • Becomes invincible for a short period of time.
  • Immune to harm from any enemies or obstacles.
  • Can defeat most enemies without jumping on them.
  • Can still lose a life by falling into a pit or running out of time. After getting a Starman, Mario will become invincible, being unable to be harmed by any enemies and most obstacles, with the exception of abysses. After getting a Starman, Mario will become invincible, and he can defeat any enemy. It will only last for a short period of time and he still gets defeated when he falls into an abyss. After getting a Starman, Mario will become invincible, being unable to be harmed by any enemies nor obstacles. Along with the bonus of invincibility, Mario can also defeat most enemies without jumping on or throwing projectiles at them. This will only last for a short period of time, and Mario will still lose a life if he falls into an abyss.
Invincible Mario in Super Mario Bros.

List of Levels

This article is under construction. Therefore, please excuse its informal appearance while it is being worked on. We hope to have it completed on ~8 November.

World Level Setting Enemies found
File:SMBDX World 1.PNG
World 1-1 Overworld Little Goomba, Koopa Troopa
World 1-2 Underground Little Goomba, Koopa Troopa, Piranha Plant
World 1-3 Athletic Little Goomba, Koopa Troopa, Koopa Paratroopa
World 1-4 Castle Fire-Bar, fake Bowser (Little Goomba)
File:SMBDX World 2.PNG
World 2-1 Overworld Little Goomba, Koopa Troopa, Koopa Paratroopa, Piranha Plant
World 2-2 Underwater Bloober, Cheep-cheep, Piranha Plant
World 2-3 Athletic Cheep-cheep
World 2-4 Castle Fire-Bar, Podoboo, fake Bowser (Koopa Troopa)
File:SMBDX World 3.PNG
World 3-1 Overworld Little Goomba, Koopa Troopa, Koopa Paratroopa, Piranha Plant, Hammer Brother
World 3-2 Overworld Little Goomba, Koopa Troopa, Koopa Paratroopa, Piranha Plant
World 3-3 (takes place at night) ★ Athletic Little Goomba, Koopa Troopa, Koopa Paratroopa
World 3-4 Castle Fire-Bar, Podoboo, fake Bowser (Buzzy Beetle)
File:SMBDX World 4.PNG
World 4-1 Overworld Piranha Plant, Lakitu, Spiny
World 4-2 Underground Little Goomba, Koopa Troopa, Piranha Plant, Buzzy Beetle
World 4-3 Athletic Koopa Troopa, Koopa Paratroopa
World 4-4 Castle Piranha Plant, Podoboo, Fire-Bar, fake Bowser (Spiny)
File:SMBDX World 5.PNG
World 5-1 Overworld Little Goomba, Koopa Troopa, Koopa Paratroopa, Piranha Plant, Bullet Bill
World 5-2 Overworld Little Goomba, Koopa Troopa, Koopa Paratroopa, Piranha Plant, Buzzy Beetle, Bullet Bill, Hammer Brother (Bloober, Cheep-cheep)
World 5-3 Athletic Little Goomba, Koopa Troopa, Koopa Paratroopa, Bullet Bill
World 5-4 Castle Podoboo, Fire-Bar, fake Bowser (Lakitu)
File:SMBDX World 6.PNG
World 6-1 (takes place at night) ★ Overworld Piranha Plant, Lakitu, Spiny
World 6-2 Overworld Little Goomba, Koopa Troopa, Koopa Paratroopa, Piranha Plant, Buzzy Beetle (Bloober, Cheep-cheep)
World 6-3 Athletic Bullet Bill
World 6-4 Castle Podoboo, Fire-Bar, fake Bowser (Bloober)
File:SMBDX World 7.PNG
World 7-1 Overworld Koopa Troopa, Koopa Paratroopa, Piranha Plant, Buzzy Beetle, Hammer Brother, Bullet Bill
World 7-2 Underwater Bloober, Cheep-cheep, Piranha Plant
World 7-3 Athletic Cheep-cheep, Koopa Troopa, Koopa Paratroopa
World 7-4 Castle Podoboo, Fire-Bar, fake Bowser (Hammer Brother)
File:SMBDX World 8.PNG
World 8-1 Overworld Little Goomba, Koopa Troopa, Koopa Paratroopa, Piranha Plant, Buzzy Beetle
World 8-2 Overworld Little Goomba, Koopa Paratroopa, Piranha Plant, Buzzy Beetle, Lakitu, Spiny, Bullet Bill
World 8-3 Overworld Koopa Troopa, Koopa Paratroopa, Piranha Plant, Bullet Bill, Hammer Brother
World 8-4 Castle Little Goomba, Koopa Paratroopa, Piranha Plant, Fire-Bar, Podoboo, Buzzy Beetle, Hammer Brother, Bloober, Cheep-cheep, Bowser

Hard Mode

After beating the main game, the player is given the option to pick a world to play in "a new quest"—a harder mode and given the option to start the game again in Hard Mode, where all the Little Goombas are replaced by Buzzy Beetles, and all enemies walk faster. In addition, all of the elevator-style lifts are about 60% of their original size, while Fire-Bars appear in all the possible locations. Additionally, the music is slightly faster. However, the player still has the same amount of time to complete each level. The Mario Bros. gain no special powers in Hard Mode, and they receive no extra points when they defeat an enemy. The story remains exactly the same, as each of the first seven castles contain a Mushroom Container that needs rescuing, while the eighth castle has Princess Toadstool Peach. If the player finishes the game on Hard Mode, they will not unlock anything new from the previous time the game was finished. However, points can be gained faster by jumping on a Buzzy Beetle and then running with the shell as it hits other Buzzy Beetles and Koopa Troopas. Also levels are the same as their harder clones (such as 1-3 and 5-3, 5-3 had Bullet Bills but in Hard Mode, 1-3 also has them thus, making 1-3 and 5-3 the same). Super Mario All Stars also had a hard mode, but not the ability to choose his world because that was already available. The level name has stars before them (*1-1).

1 Player Luigi Game

1. First, use the select button or minus button to choose 2 Player Game on the title screen.

2. When the game begins run Mini Mario straight into the Goomba. He will lose a life.

3. Then you'll be able to play as Luigi.

4. If Luigi loses a life you will switch back to Mario. Just keep having Mario lose a life until he gets a Game Over. Then continue on as Luigi.

Glitches

Main article: List of Super Mario Bros. glitches

There are many glitches in Super Mario Bros. Here are a few:

World 36-1/Minus World

File:Min.png
The Minus World entrance screen.
File:SMB W36-1.png
Minus World in the NES version.
Main article: Minus World
Main article: Small Fire Mario
Main article: Long World

The Minus World is one of the most infamous glitches in Super Mario Bros., and the most famous glitch in video game history. It is an endless underwater level, identical to World 7-2, which is accessed through a programming glitch. There is no way to successfully complete the level, as entering the pipe at the end will simply return Mario or Luigi is doomed to the death from either running out of time or being killed by enemies.[5] While there is no strategic advantage in performing this glitch, many find it intriguing. The glitch was removed in all remakes of the game, excluding the imports and Virtual Console remakes. The Japanese Family Computer Disk System version of the game includes a different version of the Minus World (even through FDS version doesn't have other differences). It contains three levels which can be beaten, and once -3 is complete, the player will return to the title screen as if they have beaten the game.

File:How2Get-1.gif
Mario goes through the wall and enters World -1.

To activate the glitch, Mario or Luigi must go to World 1-2 and stand on top of the pipe that leads to the above-ground flag, without going in the pipe. Then he must break the second and third block from the pipe, but leave the one on the far right. Then he must stand on the left edge of the pipe (facing left) and duck. He then has to jump while in a ducking position and move right in mid-air (while still facing left). If done correctly, Mario or Luigi will go through the block on the far right and through the wall to the Warp Zone. Mario or Luigi must then go through the pipe that would normally lead to World 2-1 or World 4-1, and Mario or Luigi will enter the Minus World. In World 1-2, stand on top of the pipe that leads to the flagpole at the end of the level. Smash the two bricks above Mario, but leave the one on the far right. Stand on the far left edge of the warp pipe, and face left. Jump up, and press right while in the air. When Mario comes back down, he should be moved into the warp room. Wait until the words in the room appear, and take the far left pipe. Now Mario will be in Level -1, an underwater world that never ends.

If World 2-2 or 7-2 is edited in a ROM editor so that it is possible to beat it during the underwater segment, there is a World -2, an underwater version of 3-4. If World 3-4 is edited in a ROM editor, then there is a World -3. It is also a version of 3-4, but with overworld graphics; beating World -3 takes the player to World -4, a level which is just a blank screen.

Over the Flagpole

Help:MediaHaving trouble playing?
The over the flagpole glitch from Super Mario Bros.
Over the Flagpole glitch in World 3-3.

In some levels, it is possible to jump over the flagpole. Beyond the flag pole is nothing but an endless path. There is nothing to do; all that can be done is wait for the timer to get to zero. To do this glitch in World 1-1, right after the second pit, Mario needs to wait for the Koopa Troopa to about to fall into the pit and simultaneously jump at the top of the level right above the Koopa. After that, the Koopa will be stuck underneath the level, but the player will still be able to see it. When the Koopa starts to walk under the level, Mario should follow it to the end. Along the way, it is required to grab a Magic Mushroom. When the Koopa is halfway between the staircase and the flagpole, the player must do the glitch again and Mario will jump above the flagpole.

To do this glitch in World 3-3, at the end of the level the player must stand on the last lift until another one has completely lifted, before falling off. After that, the player must accelerate as fast as possible and jump from the far edge of the lift. The lift should not lower while doing so.[6]

There is a brick right after the fortress's or castle's first door, which stops Mario from going past the Fortress at the end of the levels.

In Super Mario Bros.: The Lost Levels, this is actually exploited to hide Warp Zones. In worlds 3-1 and A-3, there are warp zones placed beyond the goals. In other worlds, while it is possible to go over the flagpole, the edge of the world is a few steps past the fortress, and the player is not able go far enough for the flagpole to scroll off the screen.

This glitch was fixed in the SNES version of the game.

This glitch/trick was featured in the 25th anniversary super play.

Development

It has been requested that this article be rewritten.

Development for Super Mario Bros. began after Shigeru Miyamoto and Takashi Tezuka finished two other games together beforehand: Excitebike and Devil World. When designing Super Mario Bros., they wanted to use the scrolling screens of Excitebike and the large character sprites from Devil World, in order to make Super Mario Bros. stand out from other titles. Miyamoto and Tezuka wanted to fit various technologies into the game, comparing it to a puzzle. The name "Super Mario Bros." also came from Mario's new Super form.[7]

Super Mario Bros. was developed concurrently at the same time as The Legend of Zelda, and both shared numerous staff members: Shigeru Miyamoto, Takashi Tezuka, and Toshihiko Nakago. Other people involved with the game include Koji Kondo, the composer, Kazuaki Morita, Yasunari Nishida, two composers, and Hiroshi Yamauchi, the executive producer. According to the developers, some aspects in Super Mario Bros. were taken from The Legend of Zelda; Fire-Bars were one example, as they were present in the dungeons in The Legend of Zelda. Miyamoto implemented Fire-Bars into Super Mario Bros. as an obstacle. For example, the firebars that are present in the castles of Super Mario Bros. were originally in The Legend of Zelda (this particular switch was made by Shigeru Miyamoto). A goal of Super Mario Bros. was to have the character traverse many different types of lands. According Tezuka the initial concept behind Super Mario was a dynamic, athletic game that would be set on land, sea and air and that would feature a large character. They wanted a Mario that was twice the size of the regular one.

The main goal of Super Mario Bros. was to have a character travel through many lands with all different themes to each other and it would feature a diverse terrain, such as land, water, and sky. They also intended for the main character to be twice the size of the final one. In the beginning of developing the game, the placeholder playable character was a 16×32 pixel square[8]. The square couldn't even jump and as a result, Tezuka suggested making Mario the playable character instead of the square due to the popularity of Mario Bros., which Miyamoto accepted.[9]

There was originally going to be an attack button (which would be A) which would probably make Mario do a punch or a kick instead of jumping on foe's. This art can also be seen in the history of Mario booklet that comes with Super Mario All-Stars.

Nakago and his team, Systems Research and Development (SRD), colored the background blue in some levels[10]. This was unusual, because video games released during this time period usually had a black background, to avoid eye-strain and to avoid getting distracted by the bright colors. After coloring the background blue in some levels, Nakago then started designing maps for this game. Miyamoto wanted the levels to be around a minute long and he told SRD to do so. He then realized that it usually takes about a second to travel across a screen, and that numerous screens would have been implemented in one stage. SRD first thought that Miyamoto had requested them to make 60 screens per stage, but Miyamoto then explained that obstacles in each screen would slow down the player's progress, which resulted in an average of about 12 screens per level. The stage with the most screens has only 32, which is about half of what SRD had originally expected. Typically games released during this time featured black backgrounds as to not strain someone's eyes. Developers realized that users would play their games for an extensive amount of time, and that a bright color might have distracted the player from the action. According to Nakago, he was so excited. After this, the entire development went on to designing the maps for the game. When designing the stages, Miyamoto and Tezuka would draw them out on paper and send them to Nakago and his team at SRD to program into the game. Miyamoto told SRD to make sure each stage lasts about a minute. After contemplating this, he realized that in most games it takes about a second to get from one end of the screen to the other, meaning in a single stage there would have to be numerous screens in one stage. At first they thought that Miyamoto would want them to create 60 screens per stage, but he then explained to them that there would be obstacles in each screen that would take time to get past. At most, the stage with the most screens has only thirty-two, though most stages only averaged around twelve.

Nakago stated that SRD would frequently receive a rich amount of documents requiring them to alter some aspects of stages. Back then, adjusting the conditions of a stage was tiresome while today it can be done quickly, especially in games such as this. Apparently, the group would "pour over" the documents every day and by 10 at night they would finally be finished, go home and come back to repeat the process. Nakago stated that a lot of documents were sent to them everyday to change some aspects of stages. Adjusting conditions in the stage was a tiresome job that is not present today because of the technology back then. Everyday, the group would do all they can do stated in the documents and until 10 at night, they would be done. By the next morning, they repeated the process. When designing the stages themselves, because a level creating tool wasn't available to them at the time, Miyamoto and Tezuka would draw the levels on graph paper, and then Nakago and his team would design and program it into the game; if edits were to be made to the original drawings, a sheet of clear paper was placed over the original drawings[11]. Nakago has stated that a lot of documents were sent to his team everyday to change some aspects of stages. Every day, the group would do all they could do of what was stated in the documents, and would work until 10 at night.

Pre-release and unused content

Main article: List of Super Mario Bros. pre-release and unused content

The game was far more focused on action than platforming. The game was split between ground and sky segments, which had Mario shooting enemies. Mario could use weapons and the control scheme was different as a result, such as having the up arrow of the +Control Pad used as the jump button.

Quotes

  • "Developing this game was fun because it felt like we were solving a puzzle as we were making it". — Takashi Tezuka, Super Mario History 1985-2010 Booklet
  • "There was so much enthusiasm on this project because we were trying to create something that had never been done before". — Koji Kondo, Super Mario History 1985-2010 Booklet
  • "Thank you Mario! But our princess is in another castle!" — Mushroom Retainer, Super Mario Bros.
  • "Thank you Mario! Your quest is over. We present you a new quest". — Princess Toadstool, Super Mario Bros.

Legacy

Reception

The Super Mario Bros. Avenue in Zaragoza, Spain
The Super Mario Bros. Avenue in Zaragoza, Spain.

Super Mario Bros. received favorable reviews and is considered one of the best games of all time. One of the most-praised aspects of the game is the precise controls in which players are able to control how far and high the characters jump and how fast they can run. The game popularized side-scrolling video games, and the game has since received several sequels, followed by spin-offs, and many different ports and alternative versions. All characters, enemies, and items found throughout the game have become core elements of the Mario franchise, and the plot of Bowser kidnapping the princess has continued to be used throughout the core Super Mario series and the plot of Bowser kidnapping the princess has returned throughout the series.

The game was placed 14th in the 100th issue of Nintendo Power's "100 best Nintendo games of all time" in 1997.[12] It ranked the first spot in Electronic Gaming Monthly's "Greatest 200 Games of Their Time", named in IGN's top 100 games of all time lists in 2005 and 2007, and declared the second-best Mario game of all time. IGN also placed it 3rd in their Top 100 NES Games list[13]. It ranked the first spot in Electronic Gaming Monthly's "Greatest 200 Games of Their Time", named in IGN's top 100 games of all time lists in 2005 and 2007, and declared the second-best Mario game of all time. Super Mario Bros. has sold 40.24 million copies, being the best-selling Mario game and the second best-selling game of all time. It has received several other works such as a TV series based off it and movie.

Super Mario Bros. sold 40.24 million units with its NES release[14], being the best-selling Mario game and among the best-selling video games of all time. It has received several other works such as The Super Mario Bros. Super Show! and the Super Mario Bros. film.

The game's impact on popular culture was so big that during 2010, a street in Zaragoza, Aragón (Spain), was named after this game.

References to Other Games

References In Later Games

  • Super Mario Bros. Special - A sequel created by Hudson Soft.
  • Super Mario Bros.: The Lost Levels - A direct sequel to Super Mario Bros. using many of the same sounds and sprites.
  • VS. Super Mario Bros. - This is a harder version of Super Mario Bros. for arcades.
  • All Night Nippon Super Mario Bros. - A remake of the '85 classic with elements that pertain to the radio program All Night Nippon replacing some of the original game's elements. Many levels from Super Mario Bros. return.
  • Super Mario Bros. 2 - The American sequel to this game. Mushrooms, Stars, and Koopa Shells appear. The Super Mario Bros. overworld theme plays in the parallel dimension of Subcon.
  • Super Mario Bros. 3 - Bowser returns along with the rest of the Koopa Troop, as well as elements from the original Super Mario Bros. When Princess Toadstool is saved, she says, "Thank you! But our Princess is in another castle!…Just kidding! Ha ha ha! Bye-bye." That is a reference to Toad's lines in this game. The original Super Mario Bros. overworld theme plays when the Music Box is used. The underground theme returns in this game.
  • Super Mario Land - Mario's sprite in this game is near identical to his sprite from Super Mario Bros. and gameplay is also near identical.
  • Vs. Super Mario Bros. - This is a harder version of Super Mario Bros. for arcades.
  • 2-in-1 Super Mario Bros./Duck Hunt - Super Mario Bros. is playable in this game. A re-release of the game which was bundled with the NES console in the NES Action Set. As the name suggests, the game was in a cartridge that also includes the Zapper Light Gun game, Duck Hunt.
  • 3-in-1 Super Mario Bros./Duck Hunt/World Class Track Meet - Super Mario Bros. is playable in this game. Same as 2-in-1 Super Mario Bros./Duck Hunt, but as the title suggests, the cartridge also includes the game, World Class Track Meet. This bundle also includes the NES Power Pad that World Class Track Meet utilizes.
  • Alleyway - Several sprites from Super Mario Bros. appear in bonus levels.
  • Super Mario World - If the player waits on the Special Zone map for two minutes, a remix of the Super Mario Bros. overworld theme will start playing.
  • Super Mario Kart - Mario's theme is an arrangement of part of the overworld theme from Super Mario Bros.
  • Super Mario World 2: Yoshi's Island/Yoshi's New Island - The course clear fanfare can be heard in the scene that Baby Mario and Baby Luigi return to their home.
  • Super Mario RPG: Legend of the Seven Stars - If the player goes behind a curtain in Booster Tower, Mario briefly turns into his 8-bit sprite from Super Mario Bros. Also, when Mario takes a shower at Marrymore, he can be heard singing the overworld theme from this game. The music at Mario's Pad contains an arrangement of the overworld theme, and it also plays on the "THE END" screen at the end of the game.
  • Super Mario 64/Super Mario 64 DS - Outside the Warp Pipe which leads to the final boss, carved into pillars are what look like sprites of Mario and Bowser from this game. The underground theme from Super Mario Bros. is added to the beat of the music for Hazy Maze Cave/Wet-Dry World. The overworld theme from this game is arranged and plays on the screen with Mario's face.
  • The Legend of Zelda: Ocarina of Time- The owners of Lon Lon Ranch Malon and Talon are based off Mario and Luigi and wear clothes near identical to which Mario and Luigi wore in Super Mario Bros..
  • Pokemon Stadium 2 - The title screen of Super Mario Bros. appears on the TV screen when the NES was selected.
  • 1080° Avalanche- Ricky's bio says he likes to play Super Mario Bros. and a NES controller based board makes sound effects from this game.
  • Animal Crossing- Super Mario Bros. is an unlockable playable game, several items from Super Mario Bros. also are collectible.
  • Viewtiful Joe- Joe whistles the Super Mario Bros. theme.
  • Brain Age: Train Your Brain in Minutes a Day!- In the Syllable Count game the quote "Thank you, Mario, but our princess is in another castle." appears.
  • Nintendogs (All versions)- A ? Block and Mushroom as they appear in Super Mario Bros. are obtainable.
  • Wii Shop Channel - While downloading a game sprites from Super Mario Bros. of either Mario, Luigi, Fire Mario or Fire Luigi run past.
  • Paper Mario - If Mario jumps into a huge vase in a room in the first floor of the Boo's Mansion, he will become in 8-bit. Unlike Paper Mario: The Thousand Year-Door, his allies will not become an 8-bit form.
  • Super Smash Bros. - The main theme can be heard on the playable stage, Peach's Castle. The Mushroom Kingdom happens to be a stage which can be unlocked. When Mario performs his up taunt, he mimics his standing pose in Super Mario Bros. Also, Mario's and Luigi's victory fanfare is a remix of the tune that plays when a brother completes a level. Mario's, Dr. Mario's and Luigi's helpless animations are based on the pose Mario and Luigi take upon death in Super Mario Bros. Many items from this game are usable in Super Smash Bros.
  • Game and Watch Gallery 3 - Playing Star Mode for the Modern Version of Donkey Kong Jr. will have the Goomba enemies being replaced by Spinies, similar to the new quest mode in Super Mario Bros. replacing the Goombas with Buzzy Beetles.
  • Luigi's Mansion - Although not distinctly noted as such, the idea of King Boo using a Bowser decoy (through magic of his) may be loosely based on the seven False Bowsers in this game.
  • Super Smash Bros. Melee - The main theme and underground theme can be heard on the playable stage of Peach's Castle. You can also hear the underwater theme in the Rainbow Cruise stage. Peach and Bowser appear as playable characters in this game. Many enemies from this game appear in Super Smash Bros. Melee's Adventure Mode.
  • Super Mario Sunshine - A castle level was seen when Mario first met F.L.U.D.D. The secret levels play this game's main theme, and various 8-bit pattern are seen in the background of the secret levels of Ricco Harbor and Sirena Beach. You can hear the underwater theme in the demo.
  • Super Mario Advance 4: Super Mario Bros. 3 - Some of the available levels for World-e include reproductions of this game's Worlds 1-1, 1-2, 1-3, 1-4, and 2-2 in Super Mario Advance 4's style. Only World 1-1 was made available outside Japan.
  • Game & Watch Gallery 4 - Like in Game & Watch Gallery 3 above, playing Star Mode for the Modern Version of Donkey Kong Jr. will have the Goomba enemies being replaced by Spinies, similar to the new quest mode in Super Mario Bros. replacing the Goombas with Buzzy Beetles.
  • Mario & Luigi: Superstar Saga - At the Border between the Mushroom Kingdom and Beanbean Kingdom, there's a minigame called Border Jump that uses the level end of most levels in the original game (including the flagpole that was used to tell time in the game). Also, there is a 2D obstacle room before Roy's room which ends with Mario getting the ax and burning the Bowser decoy above a lava bridge. Finally, Mario can be heard singing the main theme while taking a shower in the beginning. An arrangement of the overworld theme plays in Little Fungitown. In Woohoo Hooniversity, a type of question block from Super Mario Bros. can be seen among other types. The Border Jump mini-game uses a background with a Goal Pole and castle from Super Mario Bros. Also, an arrangement of the underground theme is used as the music for the mini-game Mysterious Mine Carts.
  • Paper Mario: The Thousand-Year Door - If the player jumps up into a vent and then comes down into the changing room in the X-Naut Fortress then Mario and all his allies will become 8-bit and similar in style to the Super Mario Bros. sprites.
  • Mario Superstar Baseball - The loading screen has Mario hitting a ? Block in graphics from Super Mario Bros.
  • Mario Tennis: Power Tour - In the ending, a remixed cover version of the main theme song plays.
  • Mario & Luigi: Partners in Time - Toadsworth the Younger states when Baby Peach flies away "You will save her, won't you? I assure you that she's NOT in another castle.", referencing the Mushroom Retainers' famous line "Thank you, Mario! But our princess is in another castle!". An arrangement of the overworld theme is used for tutorials in this game.
  • Tetris DS - The first two levels were World 1-1, 3 and 7 were underground based, 8 and 9 are up in heights, and 10 was a castle.
  • New Super Mario Bros. - Many things from Super Mario Bros. return here, such as flagpoles and Warp Zones (in the form of cannons). And, when connecting to a multiplayer game, Mario can be seen running what looks like World 1-2. Also, a close-up of Mario from Super Mario Bros. as well as a picture from said game are unlockable backgrounds. The sound effect that plays when Mario or Luigi slides down the Goal Pole is reused, albeit in reversed form.
  • Mario Hoops 3-on-3 - In Bloocheep Sea, an remixed cover song of the underwater theme is played; in Mario Stadium, one can see an 8-bit Mario chasing two Goombas. Also, the music for Bowser's Castle is a cover of the castle theme.
  • Super Paper Mario - The sprites of Mario, Luigi, Peach, and Bowser appear around said character when they collect the Pal Pills, plus when 5 characters (including a Koopa Troopa) grabs an Invicibility Star, they turn into a huge version of their Super Mario Bros. (SMB1) sprites. (Mario and Luigi are their small forms in both). A portion of Chapter 1-1 and Chapter 3-1 is also exactly identical to World 1-1 and World 1-2, respectively.
  • Super Mario Galaxy - In Toy Time Galaxy, there's a huge 8-bit Mario/Luigi and plays the main theme of Super Mario Bros. Also in Flipswitch Galaxy, the background contains an overworld scene and an underground scene from this game, along with an arrangement of the underground theme from Super Mario Bros. Also, some of the Musical Notes are music from this game.
  • Super Smash Bros. Brawl - The stage Mushroomy Kingdom is based on Worlds 1-1 and 1-2 of this game. It also has arranged tracks from this game, which are the two versions of the Overworld Theme, the Underground Theme, and the Underwater Theme. Lakitu and Spinies and Hammer Bro appear as Assist Trophies. Lakitu and Spinies retain their original 8-bit look from Super Mario Bros. Also, many enemies from this game appear in Super Smash Bros. Brawl's the Subspace Emissary Mode.
  • Wii Sports Resort - In Island Flyover, if the player flies by the Hillside Cabins, the Super Mario Bros. overworld and game over theme can be heard being played in one of the houses of Wuhu Island.
  • Wii Shop Channel - While downloading a game sprites from Super Mario Bros. of either Mario, Luigi, Fire Mario or Fire Luigi run past.=
  • Wii Music- The Super Mario Bros. theme is unlockable. When playing the theme on the Electro Stage, the background will be animated with SMB sprites in time with the playing instruments. Also, when playing the theme using the NES Horn, making the Mii jump will result in a Mario jump SFX.
  • Wii Fit' - Some of the sprites from this game are hidden across the Free Run and Wuhu island.
  • Strong Bads Cool Game For Attractive People:8-Bit Is Bad Enough - When 1st Visiting Peasentry In 8-Bit Is Bad Enough Strong Bad Says "Now Can I Bash Things With My Head To Get Coins? OW! Maybe Not..." Reffering To The Fact That Mario Can Bash Blocks With His Head And Get Coins.
  • New Super Mario Bros. Wii - The second level of Coin Battle World looks exactly like World 1-1 from Super Mario Bros. An arrangement of the overworld theme from Super Mario Bros. plays in Toad Houses. The first few notes of this theme plays during the beginning of the staff roll.
  • Super Mario Galaxy 2 - The music for Supermassive Galaxy, which itself is a remix of Toy Time Galaxy's music from Super Mario Galaxy, is based on the overworld theme from Super Mario Bros. The first few notes of this theme plays when switching from Mario and Luigi and back. Other music from Super Mario Bros. returned from Super Mario Galaxy as well. Also in the second area of the Grandmaster Galaxy, there is a backdrop showing moving sprites of items and an 8-bit Mario and Luigi from this game. Mario Squared Galaxy takes place on an 8-bit Mario, as well as an 8-bit Luigi (during the mission "Luigi's Purple Coin Chaos"), Mario and Luigi's sprites from this game.
  • Mario Sports Mix - The underwater theme is available as a song in Harmony Hustle.
  • Super Mario 3D Land - Mario's sprite from this game is used as the marker of where Mario is in a world. Mario also hums the main theme in the cutscene between Worlds 5 and 6. False Bowsers also return. An arrangement of the overworld theme is featured in this game.
  • Mario Kart 7 - Piranha Plant Slide is heavily based on the underground levels of this game.
  • New Super Mario Bros. 2 - The first course in Coin Rush's Gold Classics Pack is based off of World 1-1 and World 1-2. Also, the last course is based off of Bowser's Castle. Sometimes when the game loads, a small part of the overworld theme plays.
  • New Super Mario Bros. U - Sprites from this game are used in the game menus.
  • New Super Luigi U - Various sprites of Luigi are reused as hidden Luigis.
  • Mario & Luigi: Dream Team - The theme heard when a Luiginary Work is explained is a remix cover of the overworld theme.
  • Super Mario 3D World - Mario's sprite from this game is seen on the saving screen. His sprite can also be seen in a bonus area of Bob-ombs Below, and it even plays a remix of the overworld theme (whose theme comes from Super Mario 3D Land). Luigi's sprite can be spotted in some levels and on the button to enter the Luigi Bros. game.
  • NES Remix - Super Mario Bros. is a game remixed in this game.
  • Mario Party: Island Tour - The theme heard in the minigames Xylophone Home and Goomba Tower Takedown is a remix of the overworld theme.
  • NES Remix 2 - A port of the game titled Super Luigi Bros. is where the player controls Luigi, and all the levels are mirrored.
  • Mario Kart 8/Mario Kart 8 Deluxe - Various sprites of enemies and scenery can be seen on pots in Bone-Dry Dunes. The music for Super Bell Subway incorporates elements of the underground theme from this game, as well as the course having graffiti representing World 1-2 from this game. Also, Piranha Plant Slide, which is based heavily on the underground levels of this game, returns from Mario Kart 7.
  • Super Smash Bros. for Nintendo 3DS / Wii U - Fire Bars appear as an item in these games. In Super Smash Bros. for Nintendo 3DS, the Mushroomy Kingdom stage, which is based on Worlds 1-1 and 1-2 from Super Mario Bros., returns from Super Smash Bros. Brawl. A medley of songs from this game is featured, which can be heard on the Mushroom Kingdom U and Super Mario Maker stages in Super Smash Bros. for Wii U; it begins with a small portion of the castle theme, followed by the overworld, underwater, and underground themes. The track "Ground Theme / Underground Theme (Super Mario Bros.)", which also contains the castle theme, can be heard on the stages Golden Plains in Super Smash Bros. for Nintendo 3DS and Mushroom Kingdom U and Super Mario Maker in Super Smash Bros. for Wii U.
  • Super Mario Maker/Super Mario Maker for Nintendo 3DS - The game is used as one of the graphical styles for these games.
  • Super Mario Odyssey - In some parts of the game, Mario can walk within walls from a 2D perspective that uses sprites and sound effects from Super Mario Bros., as well as altering the music to an 8-bit variation. An arrangement of the overworld theme from this game plays in the New Donk City Auditorium. A scene of Mario confronting Bowser in Super Mario Bros. can be seen when Mario captures Bowser in this game. A replica of World 1-1 can be played in a theater in New Donk City.
  • Super Mario Party - Mario's, Goomba's, Spiny's, Cheep Cheep's, and Bowser's sprites appear in Puzzle Hustle. Dart Gallery's background features neon lights resembling Super Mario Bros.'s overworld levels.

Alternate versions, Re-releases

World 1-1 in the 25th Anniversary Edition of Super Mario Bros. This edition was bundled with specially-marked Japanese and Australian Wii consoles, in which the question mark on the ? Blocks was changed to display the number "25".
The 25th anniversary remake version, with all the question marks on the ? Blocks changed to number 25's.
The 25th anniversary block that replaced the ? Blocks in the special version of Super Mario Bros.("25th Anniversary SUPER MARIO BROS.")
The cartridge for 3-in-1 Super Mario Bros./Duck Hunt/World Class Track Meet
The 3-in-1 Super Mario Bros./Duck Hunt/World Class Track Meet cartridge.
Super Mario Bros. being played in Super Smash Bros. Brawl.
The playable demo in Super Smash Bros. Brawl.

Staff

Main article: List of Super Mario Bros. staff

Director

  • Shigeru Miyamoto

Original Music

  • Koji Kondo

Designers

  • Shigeru Miyamoto
  • Takashi Tezuka

Programmers

  • Kazuaki Morita
  • Toshihiko Nakago

Producer

  • Shigeru Miyamoto

Executive Producer

  • Hiroshi Yamauchi

Media

Help:MediaHaving trouble playing?

Gallery/Official Artwork

For this subject's image gallery, see Gallery:Super Mario Bros.

Quotes

  • "We wanted to make a big Mario running around beneath a blue sky. We squeezed as much as we could out of the NES technology." — Shigeru Miyamoto, Super Mario History 1985-2010 Booklet
  • "Developing this game was fun because it felt like we were solving a puzzle as we were making it." — Takashi Tezuka, Super Mario History 1985-2010 Booklet
  • "There was so much enthusiasm on this project because we were trying to create something that had never been done before." — Koji Kondo, Super Mario History 1985-2010 Booklet
  • "Thank you Mario! But our princess is in another castle!" — Mushroom Retainer, Super Mario Bros.
  • "Thank you Mario! Your quest is over. We present you a new quest." — Princess Toadstool, Super Mario Bros.

Names in Other Languages

Language Name Meaning
Japanese スーパーマリオブラザーズ
Sūpā Mario Burazāzu
Super Mario Bros.

Chinese 超级马力欧兄弟[16]
Chāojí Mǎlìōu Xiōngdì
Super Mario Bros.

Updates and Other Things

  • Super Mario Bros. was re-released for the Gameboy Advance by a company consisting of classic games re-released onto GBA systems.

Trivia

This trivia section is overly long. Please relocate any relevant information into appropriate sections and articles.

This trivia section is overly long. Please relocate any relevant information into appropriate sections and articles.

Back of the Korean edition of a Super Mario Bros. themed board game. Original Japanese version was produced by Bandai.
The original story of Super Mario Bros. (with early prototype character designs) as seen on a board game based on Super Mario Bros. in the Korean and original Japanese instruction manual. The artwork illustrates the magical capabilities that Bowser had when he and his forces were taking over the Mushroom Kingdom. An alternate set of pictures depicting the same events is in How to Win at Super Mario Bros..
  • In the Japanese version of the storyline, the Mushroom King is not mentioned. This makes sense, as he does not seem to exist in the game series.
  • Contrary to popular belief, it is possible to jump over the flag in certain levels. When this happens, the level will go on indefinitely, only stopping when the timer runs out.
  • The third and sixth worlds take place at night, and all other worlds take place during the day.
  • The Super Mario Bros. Stamps set was released in Japan at the end of May, 2007. The stamps feature sprites of characters and items from this game.
  • Due to a glitch, Bowser's color can change to be like dark Bowser in Mario & Luigi: Bowser's Inside Story.
  • This game was originally supposed to be updated and packaged with Super Mario Advance, which would mean that its sequels would have had the same side game.
  • Super Mario Advance 4: Super Mario Bros. 3 had Classic World 1-1, 1-2, 1-3, 1-4, and 2-2 released as card levels for World-e. Only World 1-1 was released outside Japan.[citation needed]
  • Awkwardly, the game's original manual, the Super Mario Bros. Deluxe's manual and the the Virtual Console page of this game state that Koopas used dark black magic (although they don't use it in this and in any other game, except Bowser) to aid their conquest of the Mushroom Kingdom (and turn the "Mushroom People" into stone, bricks and plants); though the only other occurrences of this is by the Koopalings in Super Mario Bros. 3 and Bowser in Paper Mario (with the aid of the Star Rod) and in Mario Party.
  • In the game Wii Fit Wii fit there is a game where you can jog with your Mii while you jog you my find some little 8-bit Marios as stickers that looks like from Super Mario Bros..
  • The bush and cloud graphics are the same, just different colors.
  • Sometimes, both Bros. are shown swimming collecting coins.
  • In Super Smash Bros. Brawl, the stage Mushroomy Kingdom is based on worlds 1-1 and 1-2 of this game.
  • The game was placed 14th in the 100th issue of Nintendo Power's "100 best Nintendo games of all time" in 1997.
  • A version of this game has appeared on every Nintendo home console (Apart from N64) it was originally released on the NES, it was on the SNES as part of Super Mario All-Stars, it does not appear on the N64 but a level based on it appears in Super Smash Bros. and it's title screen appears in Pokemon Stadium 2, on the Gamecube it was an unlockable feature in Animal Crossing and playable on the Game Boy Player, and on the Wii it is downloadable from the Wii Shop and a playable demo of it appears in Super Smash Bros. Brawl. It also is on the Game Boy as Super Mario Bros. Deluxe, and on the Gameboy Advance as part of the NES Classics Series. So as on 2009 the only mainstream Nintendo consoles not to feature Super Mario Bros. in one form or another are the Nintendo DS and Nintendo 64.
  • In New Super Mario Bros., if the player finishes the level with the last 2 numbers of the time limit the same, they get the level complete soundtrack from the original Super Mario Bros..
  • If the player manages to get 128 or more lives, he or she will receive an instant Game Over should he or she dies again. The game somehow interprets this as the player having a negative amount of lives; this is likely due to data overflow.
  • In order to differentiate the Goomba from the Super Mushroom to new players, and teach them that Super Mushrooms were a positive thing in the game, the developers designed the very first portion of World 1-1 so the player would stomp the incoming "menacing" Goomba, instinctively, and later reveal the Super Mushroom inside the ? Block. Since the Super Mushroom resembles the Goomba, the player would think it is another enemy and so jumps over it again to stomp it. Doing this eventually leads to the transformation from Small Mario to Super Mario. If a player obtains a Fire Flower while he or she is Small Mario, he or she will only transform into Super Mario.
  • Super Mario Bros. was featured on the Game Stick.
  • The Floor Tiles in the NES version are brown, but in the Virtual Console version, the Floor Tiles have an orange hue (Like the Pictures above).
  • On the Wii Shop Channel, the loading screen for downloading any title is Mario or Luigi hitting Brick Blocks and collecting Coins, sometimes with a Fire Flower (In which case, pressing the A button will cause Mario/Luigi to throw a fireball).
  • Despite being unmentioned in the Japanese manual,[3] the Mushroom King appears in Asian-drawn strategy guide illustrations.
  • In Gameinformer's "The Top 200 Games of All Time" in the 200th issue of the magazine, Super Mario Bros. placed 2nd out of 200. It was beat by "The Legend of Zelda", but beat out the PC version of "Tetris".
  • If the player manages to get the most of lifes, he will receive an instant Game Over immediately after losing the first life. Is not known if this is a glitch or a bad joke from part of the game developers to prevent the player from cheating.
  • The Guinness Book of World Records 2011: Gamer's Edition stated that this game was also remade on the Nintendo 64, which is false. That is not true.
  • In North America, Mario's sprite on the cover is recolored and reused on the covers for the Donkey Kong and Mario Bros. NES releases.
  • The clouds and bushes in Super Mario Bros. are actually the same sprite in different colors, most likely to save space. Piranha Plant Slide from Mario Kart 7 makes a reference to this, as the cloud and bushes are the same model in different colors.
  • The ending theme in the Famicom Disk System version of The Lost Levels was first composed as the ending theme of Super Mario Bros., before being shortened due to storage limitations.[17]
  • There was some controversy to Mario as well as the NES version of Super Mario Bros.,[citation needed] with Mario in particular being noted as having a slight physical similarity to the Soviet dictator Josef Stalin as well as replacing the Koopa flag (which resembled the Peace sign) with a flag that resembled the Soviet Red Star. Nintendo Power addressed this issue by trying to put Mario's moustache on Ivan Drago from Rocky IV and denying there was any intentional resemblance.[citation needed]
  • The official artwork of the fire flower is extremely similar to the fire flowers in The Super Mario Bros. Super Show and The Adventures of Super Mario Bros. 3.
  • In the iOS (iPhone/iPod Touch) game Bounce On 2, stage part of stage 1-13 is an exact replica of world 1-1 from this game.
  • It is often perceived that Mario and Luigi lived in the Mushroom Kingdom and came to the rescue of the Mushroom People when, in actuality, they had lived in Brooklyn at the time and had stumbled upon a warp zone that lead to the Mushroom Kingdom.
  • It is ironic as how the manual shows how Bowser turned toads into bricks and other things however throughout the whole game Mario smashes hundreds of bricks and therefore killing lots of Toads.
  • This is the first Mario platformer game, as well as the first Mario game to use the V sign. While this sign has been observed since the sixties as being a sign for "peace" due to a misconception of a cover photo of Time Magazine, its use in the Mario series of games is actually the old fashioned sign for "victory".
  • Level 4-1 from Super Scribblenauts shows some resembling to this game. It comes with a Piranha Plant and two Koopas. It also has the original level ending ( the Fort and the Flagpole. You have to hit ? Blocks to find the Starite. The hint of the level is Starite Get! like the phrase in Super Mario Sunshine Shine Get!.
  • This is the first Mario game to use the V sign. While this sign has been observed since the sixties as being a sign for "peace" due to a misconception of a cover photo of Time Magazine, its use in the Mario series of games is actually the old fashioned sign for "victory".
  • Mario and Luigi can jump over the flagpole in some levels; if they do so, they will remain in an endless path until the timer is out and they die.
  • The Hurry Up theme, original and remixed, is used in many other Mario games and spin-offs such as the Mario Kart series (to indicate the final lap).
  • Probably one of the most famous glitches in Mario history, it is possible to perform a glitch in World 1-2 that takes the player to Minus World.
  • The Japanese word for Fire Flower is "hi-bana." The Japanese word for the fireworks that occasionally appear when Mario/Luigi beats a level is "hana-bi", an anagram of the above.
  • When Mario or Luigi are powered up by the Starman in the original game, one of the sprites that can be seen resembles the sprite for Fire Mario and Fire Luigi from the NES version of Super Mario Bros. 3, except that its hat is red rather than orange. This sprite is also seen when Mario or Luigi power up after obtaining a Fire Flower.
  • Debut of Blooper and Hammer Bro.
  • The Mario sprite on the cover is the same sprite on the Donkey Kong and Mario Bros. NES games.
  • As seen in various ROM hacks, all of the sprites and tiles in the game have at least four color schemes, one for each setting: either brown, beige, and black, or green, yellow, and white for overworld environments, blue, cyan, and black or teal, brown, and pink for underground environments, black, gray, and yellow or gray, yellow, and white for underwater environments, black, gray, and white for castle environments, and red, yellow, and white for all four.
  • The Japanese word for Fire Flower is "hi-bana." The Japanese word for the fireworks that occasionally appear when Mario/Luigi beats a level is "hana-bi", an anagram of the above.
  • The game was first released on a Friday the 13th.
  • Nobody actually knows the release date of Super Mario Bros. in North America.
  • This is the only game where Luigi uses a green shirt and white overalls.
  • Mario actually dies on the front cover, as evidenced by the lava below him and the wall in front of him.
  • World 8-3 is the only third level of each world that is not athletic.
  • The clouds and bushes in Super Mario Bros. are actually the same sprite in different colors. Piranha Plant Pipeway from Mario Kart 7 makes a reference to this, as the cloud and bushes are the same model in different colors.

External links

References

  1. ^ Cite error: Invalid <ref> tag; no text was provided for refs named narelease1
  2. ^ Cite error: Invalid <ref> tag; no text was provided for refs named narelease2
  3. ^ a b Legends of Localization comparing the Japanese and North American storylines of Super Mario Bros. (Retrieved April 30, 2014)
  4. ^ Ed Acosta. (Jan 25, 2015) Super Mario Bros a+start level restart. YouTube. Retrieved January 12, 2016.
  5. ^ YouTube video of "Minus World"
  6. ^ Several glitches on YouTube
  7. ^ https://www.nintendo.com/nes-classic/super-mario-bros-and-super-mario-bros-3-developer-interview
  8. ^ "Super Mario Bros. main character originally started out as...a huge square"
  9. ^ Iwata Asks: New Super Mario Bros. Wii: It Started With A Square Object Moving
  10. ^ Iwata Asks: New Super Mario Bros Wii
  11. ^ Nintendo (Nintendo of America) (June 16, 2015). Nintendo Digital Event @ E3 2015. YouTube. Retrieved June 19, 2015.
  12. ^ http://www.gamekult.com/communaute/forum/voirmessage.html?foid=13000909, retrieved 6/4/2009
  13. ^ [1]
  14. ^ Super Mario Sales Data: Historical Units Sold Numbers for NES, SNES, N64... GameCubicle. Retrieved January 25, 2015.
  15. ^ Nintendo Entertainment System – Nintendo Switch Online. Nintendo. Retrieved May 8, 2018.
  16. ^ From the description of 9-Volt's microgame "Super Mario Bros." in iQue's localization of WarioWare, Inc.: Mega Microgame$!
  17. ^ shmuplations, "Koji Kondo – 2001 Composer Interview". Retrieved November 29, 2016

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