Super Mario no Daibōken

From the Super Mario Wiki, the Mario encyclopedia
Jump to navigationJump to search

The title of this article is official, but it comes from a Japanese source.
If an acceptable English name is found, then the article should be moved to the new title.

This article is about a work that used to be available to the public, but is now partially or entirely inaccessible. Details: a lot of scans unavailable
Our documentation of the subject is inadequate. Only remove this notice if the complete work is recovered and made available publicly.

Super Mario no Daibōken
Super Mario no Daibōken
The first page of December 1986 issue
Artist Yukio Sawada
Publisher Shogakukan
Label Yōchien
Original language Japanese
Release date Japan December 1986[1]–March 1987[2]
← Previous
Mario no Bōken Meiro
Next →
Ganbare Super Mario

Super Mario no Daibōken is a puzzle series written and illustrated by Yukio Sawada based on Super Mario Bros.: The Lost Levels, in which the player makes their own choices to determine the story's outcome. It was published in the kindergarten-aimed magazine Yōchien (幼稚園) published by Shogakukan in December 1986 and in March 1987.

Content[edit]

December 1986[edit]

Mario has to reach Princess Peach.

  • His first crossroad had the reader choosing between two mushrooms.
    • Grabbing the Poison Mushroom causes Mario to become small. Next, he can either pick a route through a beanstalk or grab a Starman before entering a cloud maze.
      • Climbing the beanstalk, Mario will end up in the upper part of the cloud maze with two dead ends: one with a Koopa Paratroopa, and one that will cause a Game Over due to the lack of an exit.
      • Taking the Star, Mario goes to the lower part of the cloud maze, with one dead end with a Bullet Bill, and the exit. Taking the exit causes the invincibility to run out, and Mario bumps against a Goomba, getting a Game Over.
    • Grabbing the Magic Mushroom transforms him into Super Mario, and he can either pick a Fire Flower or collect the coins. He then goes in a underwater maze.
      • Choosing to collect the coins, their weight will lead Mario to the lower part of the maze, causing a Game Over when he reaches a dead end.
      • With the Fire Flower, Mario can swim in the upper part of the maze, with two dead ends leading to a Bloober and a Cheep Cheep and the exit. With the use of fireballs, Mario makes it out of the maze unharmed and now has to decide who to fight: Bowser or a Hammer Brother.
        • Choosing the Hammer Brother, Mario will succumb to his hammers, earning a Game Over.
        • Selecting Bowser, Mario defeats it with his Fiery form and will access the final maze with multiple dead ends, one of which leads to a Piranha Plant. At the goal, Peach is waiting in a Mushroom House.

January 1987[edit]

The story is based around the Japanese New Year.

February 1987[edit]

Mario, Peach and Toad are celebrating mamemaki, when Bowser appears and Mario start chasing him before he can ruin the festivity. Puzzles included are a connect-the-dots with Bowser's faces and two mazes infested by Bowser's Minions, culminating with Mario catching Bowser, and using him as the oni and the fireballs as the rice grains.

Gallery[edit]

Names in other languages[edit]

Language Name Meaning Notes
Japanese スーパーマリオのだいぼうけん[3]
Sūpā Mario no Daibōken
Super Mario's Great Adventure

References[edit]

  1. ^ "Published in Learning Kindergarten 1986 December issue" – @JaredHendrix6 (March 26, 2024). Confirmation from the collector (Post). Retrieved May 18th, 2025 from X.
  2. ^ "小学館の幼稚園 1987/3 ドラえもん フラッシュマン スーパーマリオの大ぼうけん ドラゴンボール がんばれ!キッカーズ ウルトラマン" ("Shogakukan Kindergarten 1987/3 Doraemon Flashman Super Mario's Big Adventure Dragon Ball Ganbare! Kickers Ultraman") – Former auction post of the issue in question (Auction post). Retrieved May 18th, 2025 from auctions.yahoo.co.jp.
  3. ^ File:SMND 1.jpg