Claim set · data/claims/super-mario-bros-3-history.yaml

Super Mario Bros. 3 (history and reception)

Game: Super Mario Bros. 3.

Famitsu's database gives 23 October 1988 as the date Super Mario Bros. 3 came out on the Famicom in Japan. The staff's letter that closes the Japanese manual is dated the same day. super-mario-bros-3-history/release

Webスーパーマリオブラザーズ3 [ファミコン] / ファミ通.com title page · game data — the release-date line of Famitsu's database page1988年10月23日スーパーマリオブラザーズ3 取扱説明書 (HVC-UM) · last page (PDF p. 45), "To Mario's Players" — the dateline of the staff's letter to players that closes the booklet, read by the scout from the page image; the OCR misses the letter1988. 10. 23.

Cited by: Super Mario Bros. 3

Nintendo of America's list of NES games dates the North American release February 1990, and Electronic Gaming Monthly's April 1990 review gives 15 February. super-mario-bros-3-history/na-release

PublisherNES Games (Nintendo of America release list) · PDF p. 12 — the row gives Nintendo as licensee and February 1990; the list gives months, not daysSuper Mario Bros. 3Electronic Gaming Monthly, issue 9 (April 1990): Super Mario Bros. 3 review · p. 10, review box2/15/90

Cited by: Super Mario Bros. 3

Mean Machines, a British magazine, wrote in July 1991 that the game would come out in Britain in early November, and its review in the October 1991 issue gives the release as November. super-mario-bros-3-history/uk-release

MagazinedisputedMean Machines, issue 10 (July 1991): Nintendo's Ace Line-Up · p. 10will doubtlessly do the same when it's released over here in early NovemberMean Machines, issue 13 (October 1991): Super Mario Bros. 3 review · p. 59, review boxRELEASE DATE: NOVEMBER

Disputed: A date of 29 August 1991 for Europe circulates online. No source found here gives it, and both British issues read give November; a Nintendo of Europe document or a mainland magazine of 1991 would settle whether August belongs to another market.

Cited by: Super Mario Bros. 3

The game has eight worlds, which the North American manual calls the eight kingdoms of the Mushroom World. A Koopa Kid guards each world, and Bowser waits at the end of World 8. super-mario-bros-3-history/worlds

ManualSuper Mario Bros. 3 instruction booklet (NES-UM-USA-1) · p. 30 (PDF p. 31), "The Eight Kingdoms"Let's take a look at the 8 kingdoms that make up the Mushroom World.Mean Machines, issue 13 (October 1991): Super Mario Bros. 3 review · p. 56Each Mushroom World is guarded by an evil Koopa childMean Machines, issue 13 (October 1991): Super Mario Bros. 3 review · p. 56The object is to reach the end of world eight where Bowser lies in waitNintendo Power: Super Mario Bros. 3 strategy guide (1990) · p. 3, contents — the guide's name for World 8; it names the other seven Grass Land, Koopahari Desert, Island World, Land Of The Giants, Sky World, Winter Wonderland, and Pipe MazeCastle Of Koopa

Cited by: Super Mario Bros. 3

The North American manual lists the items that change Mario's form: the Super Leaf makes him Raccoon Mario (spelled "Racoon" there), the Frog Suit Frog Mario, and the Tanooki Suit Tanooki Mario, besides the Super Mushroom and the Fire Flower. super-mario-bros-3-history/suit-items

ManualSuper Mario Bros. 3 instruction booklet (NES-UM-USA-1) · pp. 23-24 (PDF pp. 24-25), items you can use on the map screen — the Super Leaf's entry; the text layer splits "Racoon" and sets the leaf's name a line earlierChanges Mario into R acoon Mario.Super Mario Bros. 3 instruction booklet (NES-UM-USA-1) · pp. 23-24 (PDF pp. 24-25)Frog Suit Changes Mario into Frog Mario.Super Mario Bros. 3 instruction booklet (NES-UM-USA-1) · pp. 23-24 (PDF pp. 24-25)Tanooki Suit Changes Mario into Tanooki Mario.Super Mario Bros. 3 instruction booklet (NES-UM-USA-1) · pp. 23-24 (PDF pp. 24-25)Changes Mario into Fire Mario.

The list doesn't include the Hammer Suit.

Cited by: Super Mario Bros. 3

Both manuals close with a letter from the staff naming what is new against the earlier games: a map screen between the action scenes, on which the player charts progress, and a new two-player game. The Japanese letter likens the map to a board game. super-mario-bros-3-history/new-features

ManualSuper Mario Bros. 3 instruction booklet (NES-UM-USA-1) · p. 42 (PDF p. 43), "To Mario's Players"In addition to the action scenes, we've added a World Map on which you can plot your progress as well as play a new 2 player game.スーパーマリオブラザーズ3 取扱説明書 (HVC-UM) · last page (PDF p. 45) — ours: a map screen, a little of a board game's element, has come in too; read by the scout from the page image, since the OCR misses the letterマップ画面という少しボードゲームの要素も入り

Cited by: Super Mario, Super Mario Bros. 3

On the map screen the player picks the next level by walking to its panel and pressing A. Some paths are blocked until an item clears them, such as a hammer for a pile of rocks, and items Mario has collected can be used there before a level. Enemies roam the map, and meeting one starts a fight that wins another item. A mini-fortress stands partway through each world. super-mario-bros-3-history/map-screen

MagazineNintendo Power, issue 11 (March/April 1990): Super Mario Bros. 3 feature · pp. 8-9 — the end of the sentence that begins "Stand on one of the doors on the Map", which the text layer splitsScreen and hit the A Button and you’ll be whisked to an Action Scene.Mean Machines, issue 13 (October 1991): Super Mario Bros. 3 review · p. 58if there's a pile of rocks blocking your way, use the hammer to knock the obstacle away!Mean Machines, issue 13 (October 1991): Super Mario Bros. 3 review · p. 58Items are selected with the A button, and these can help you in your selected level.Mean Machines, issue 13 (October 1991): Super Mario Bros. 3 review · p. 58Mario can rendezvous with these critters and beat them about a bit, thus gaining another useful item!Nintendo Power, issue 11 (March/April 1990): Super Mario Bros. 3 feature · pp. 8-9In the middle of each World is stationedNintendo Power, issue 11 (March/April 1990): Super Mario Bros. 3 feature · pp. 8-9a Mini-Fortress defended by Boo Diddly

Cited by: Super Mario Bros. 3

In the two-player game each player can continue separately. Electronic Gaming Monthly's review describes claiming areas of the map and fighting over them in a game derived from Mario Bros. super-mario-bros-3-history/two-player

Manualスーパーマリオブラザーズ3 取扱説明書 (HVC-UM) · last page (PDF p. 45) — ours: each player can continue separately; read by the scout from the page image1人ずつ別々にコンティニューすることができるElectronic Gaming Monthly, issue 9 (April 1990): Super Mario Bros. 3 review · p. 10Claim areas and fight forElectronic Gaming Monthly, issue 9 (April 1990): Super Mario Bros. 3 review · p. 10 — the OCR's spelling; the text layer interleaves two columns, so the sentence is split across themcontrol by playing a derivitive of Mario

Nintendo Power's January 1990 feature on the making of the game names Shigeru Miyamoto as project head, Takashi Tezuka as a director and planner, Mr. Nakago as coding director, and Koji Kondo as the composer. It credits the design and programming to the staff of the Research and Development departments of Nintendo's Kyoto headquarters, NCL. super-mario-bros-3-history/makers

MagazineNintendo Power, issue 10 (January/February 1990): The Making of Super Mario Bros. 3 · pp. 20-23, "The Making of Super Mario Bros. 3"project head in charge of development on SMB 3Nintendo Power, issue 10 (January/February 1990): The Making of Super Mario Bros. 3 · pp. 20-23Mr. Tezuka, a director and planner of SMB 3Nintendo Power, issue 10 (January/February 1990): The Making of Super Mario Bros. 3 · pp. 20-23Mr. Nakago, coding director on SMB 3Nintendo Power, issue 10 (January/February 1990): The Making of Super Mario Bros. 3 · pp. 20-23He composed the music for SMB 3.Nintendo Power, issue 10 (January/February 1990): The Making of Super Mario Bros. 3 · p. 20staff of NCL's Research and Development Departments

The feature gives Nakago's surname only. No source read names a producer, and the manuals carry no staff list.

Cited by: Super Mario Bros. 3

In Nintendo's 2016 interview, Miyamoto and Tezuka put the team at 20 to 30 people. Miyamoto describes a "Map Room" where programmers entered map data from paper sheets every day, and Kondo says he was alone on sound. super-mario-bros-3-history/team

InterviewNintendo Classic Mini: NES special interview – Volume 3: Super Mario Bros. · Human Wave TacticsMaybe 20 to 30?Nintendo Classic Mini: NES special interview – Volume 3: Super Mario Bros. · Human Wave TacticsWe had what we called the Map RoomNintendo Classic Mini: NES special interview – Volume 3: Super Mario Bros. · Human Wave TacticsBut I was alone on sound.

Cited by: Super Mario Bros. 3

Miyamoto says work began in the spring of 1986, after The Lost Levels, and that a spring 1988 release slipped by another six months. Tezuka says the game was first built with a view from above at a slant; Miyamoto told him that view lost the sense of distance to the ground, and the game became a side view. super-mario-bros-3-history/schedule

InterviewNintendo Classic Mini: NES special interview – Volume 3: Super Mario Bros. · Human Wave TacticsWe began after Super Mario Bros.: The Lost Levels in the spring of 1986Nintendo Classic Mini: NES special interview – Volume 3: Super Mario Bros. · Human Wave TacticsWe wanted to release it in spring of 1988, but we couldn't do that either, so it dragged on for another six months!Nintendo Classic Mini: NES special interview – Volume 3: Super Mario Bros. · Human Wave TacticsAt first, we were making it with a bird's-eye view rather than a side view.Nintendo Classic Mini: NES special interview – Volume 3: Super Mario Bros. · Human Wave Tacticsyou lost your sense of distance to the ground

Cited by: Super Mario Bros. 3

Nintendo Power's making-of feature says a power-up turning Mario into a centaur was rejected, and the team settled on a tail and flight instead. super-mario-bros-3-history/tail-origin

MagazineNintendo Power, issue 10 (January/February 1990): The Making of Super Mario Bros. 3 · p. 20A concept that was rejected was having Mario power-up as a CentaurNintendo Power, issue 10 (January/February 1990): The Making of Super Mario Bros. 3 · p. 20to give Mario a tail and the ability of flight

Cited by: Super Mario Bros. 3

Famicom Tsūshin's cross review gave it 35 of 40, which placed it in the magazine's Platinum Hall. One reviewer called it close to the best form a sequel to Super Mario could take. super-mario-bros-3-history/famitsu

Value
{
 "review": "Famitsu",
 "of": 40,
 "score": 35
}
Webスーパーマリオブラザーズ3 [ファミコン] / ファミ通.com title page · game data — the page prints the hall with the score, 35プラチナ殿堂スーパーマリオブラザーズ3 [ファミコン] / ファミ通.com title page · review comments — ours: as a sequel to Super Mario, I think it's close to the best form『スーパーマリオ』の続編としては、最高の形に近いと思う。

The page gives the total but not the four reviewers' scores, which are in the print issue (no. 60), not read here.

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Famicom Tsūshin's staff named it the action game of 1988, citing the leaf that lets Mario fly. super-mario-bros-3-history/famitsu-award

MagazineFamicom Tsūshin, no. 67 (3 February 1989): 1988 Best Hit Game Awards · p. 8, genre awards chosen by the staff — read by the scout from the page image; the OCR is too garbled to searchアクションゲーム賞Famicom Tsūshin, no. 67 (3 February 1989): 1988 Best Hit Game Awards · p. 8 — ours: this time he flies with the leaf item; read by the scout from the page image今回はハッパのアイテムで空を飛んだり

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Electronic Gaming Monthly's four reviewers each scored it 9 of 10. One called it the best Nintendo game ever made, another the best game ever made for the NES, and a third one of the best Nintendo games ever made. super-mario-bros-3-history/egm

Value
{
 "review": "Electronic Gaming Monthly",
 "of": 10,
 "reviewers": [
  9,
  9,
  9,
  9
 ]
}
MagazineElectronic Gaming Monthly, issue 9 (April 1990): Super Mario Bros. 3 review · p. 10, Review Crewyou get the best game ever made for the NES!Electronic Gaming Monthly, issue 9 (April 1990): Super Mario Bros. 3 review · p. 10, Review CrewThis is the best Nintendo game ever made.Electronic Gaming Monthly, issue 9 (April 1990): Super Mario Bros. 3 review · p. 10, Review Crew — the end of Alessi's "One of the best Nintendo games ever made!", which the text layer splitsthe best Nintendo games ever made!

The four scores are red numerals that the OCR drops; the scout read them from the page image. The reviewers are Steve Harris, Ed Semrad, Martin Alessi, and Jim Stockhausen; the first quote is Semrad's, the second Stockhausen's, and the third Alessi's.

Cited by: Super Mario Bros. 3

Mean Machines scored it 98% overall; its reviewer Julian called it the finest video game he had played. super-mario-bros-3-history/mean-machines

Value
{
 "review": "Mean Machines",
 "of": 100,
 "score": 98
}
MagazineMean Machines, issue 13 (October 1991): Super Mario Bros. 3 review · p. 59, scores — the OCR reads "OVERALL93%", and its line above "LASTABILITY 98%"; the scout read 98 and 96 from the page imageOVERALL 98%Mean Machines, issue 13 (October 1991): Super Mario Bros. 3 review · p. 57Super Mario III is simply the finest videogame I've ever played.

Cited by: Super Mario Bros. 3

Nintendo Power's readers' chart had it at no. 1 by the May/June 1990 issue, with about twice the points of Tetris in second place, and still at no. 1 after 26 months in December 1991. In December 1994, after 63 months on the chart, it was no. 2 among NES games. super-mario-bros-3-history/chart

MagazineNintendo Power, issue 12 (1990-05) · pp. 42-43, Top 30 — SMB3's points at no. 1, read from the page image (docs/notes/nes-popular-sources.md); the OCR drops them11,595Nintendo Power, issue 12 (1990-05) · pp. 42-43, Top 30 — Tetris, at no. 25,570Nintendo Power, issue 31 (1991-12) · pp. 90-91, Top 30 — SMB3's points at no. 1; the text layer runs on "26months", the time on the chart8,825Nintendo Power, issue 67 (1994-12) · p. 101, NES Top 20 — read from the page image (docs/notes/nes-popular-sources.md); the OCR drops the chart63 months

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The Chicago Tribune reported in March 1990, citing a Nintendo spokeswoman, that more than 250,000 cartridges sold at about $50 each in the game's first two days in stores. super-mario-bros-3-history/launch-sales

Value: 250000

WebU.S. Parents! Get Ready For The 3rd Invasion Of Super Mario Bros. · 29 March 1990more than 250,000 cartridges were boughtU.S. Parents! Get Ready For The 3rd Invasion Of Super Mario Bros. · 29 March 1990first two days on the shelves

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David Sheff's book Game Over says the game sold 7 million copies in the United States and 4 million in Japan, more than any video game until then. super-mario-bros-3-history/sales

Value
{
 "us": 7000000,
 "japan": 4000000
}
BookGame Over, Press Start to Continue (1999 edition) · Prologue, pp. 4-5would sell more copies than any video game in historyGame Over, Press Start to Continue (1999 edition) · Prologue, pp. 4-57 million in the United States and 4 million in Japan

The 1999 edition repeats the first edition's count, so it dates from the early 1990s and isn't a lifetime total.

Cited by: Super Mario, Super Mario Bros. 3

Universal's film The Wizard, released on 14 December 1989, ends in a tournament played on Super Mario Bros. 3, two months before the game's North American release; Nintendo Power promoted it as a preview of the game. Sheff writes that Nintendo was paid a licensing fee and approved the script and the game footage. super-mario-bros-3-history/the-wizard

MagazineNintendo Power, issue 9 (1989-11) · pp. 89-90, "The Wizard"On December 14, Universal City Studios will premiereNintendo Power, issue 9 (1989-11) · pp. 89-90pits the finalists against each other on Super Mario Bros. 3Nintendo Power, issue 9 (1989-11) · pp. 89-90a great chance to get a preview of Super Mario Bros. 3Game Over, Press Start to Continue (1999 edition) · "The Grinch Who Stole Christmas", pp. 190-191approval of both the script and the film's game footage

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Sheff writes that Nintendo of America's television commercial for the game showed no game footage, only crowds of children chanting "Mario". super-mario-bros-3-history/advertising

BookGame Over, Press Start to Continue (1999 edition) · "The Grinch Who Stole Christmas", p. 191a television commercial that showed no game footage at all

A remake for the Super NES came in Super Mario All-Stars in 1993, and the NES game is one of the games built into Nintendo's Classic Mini NES of 2016. super-mario-bros-3-history/re-releases

MagazineElectronic Gaming Monthly, issue 100 (November 1997) · no. 21993 (All-Stars Version)Nintendo Classic Mini: NES special interview – Volume 3: Super Mario Bros. · closing exchangeare both available for play on the Classic Mini NES

Electronic Gaming Monthly's 1997 list of the 100 best games ranked its All-Stars version no. 2 and called it the best platform game of all time, crediting among much else the map that spread the levels out. IGN's list of the 100 best NES games ranks it no. 1, as the greatest NES game. super-mario-bros-3-history/legacy

MagazineElectronic Gaming Monthly, issue 100 (November 1997) · no. 2single best platform game of all timeElectronic Gaming Monthly, issue 100 (November 1997) · no. 2the levels were spread out on an overworld map that sprawled in every directionTop 100 NES Games: 1, Super Mario Bros. 3 · no. 1we can unequivocally call it the greatest NES game of all time

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