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

Super Mario Bros. (history and reception)

Game: Super Mario Bros..

Nintendo dates the release of Super Mario Bros. to 13 September 1985. super-mario-bros-history/release

InterviewIwata Asks: Super Mario Bros. 25th Anniversary, Vol. 2, p. 1 (Bringing Video Games Home) · Vol. 2, p. 1, openingThis September 13th marked the 25th anniversary of the release of the game Super Mario Bros.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 1 (Using the D-pad to Jump) · Vol. 5, p. 1, note 1 — the note gives one month for both systems, which Nintendo of America's list disputes for the NES (super-mario-bros-history/na-release)A side-scrolling action game released for the Family Computer System (Famicom) and the Nintendo Entertainment System (NES) in September 1985.Corporate Information: Company History (Nintendo) · 1985 — Nintendo's corporate timeline gives the year only, and names the system by its export nameStarted selling the Super Mario Bros. game software for the Nintendo Entertainment System.

The interview gives the day without naming a system or region.

Cited by: Mario, Super Mario, Super Mario Bros.

Nintendo of America's list of NES games dates the North American release October 1985. super-mario-bros-history/na-release

PublisherdisputedNES Games (Nintendo of America release list) · PDF p. 12 — the row for Super Mario Bros., with Nintendo as licensee; it gives a month, not a daySuper Mario Bros. Nintendo October 1985

Disputed: Joe Blenkle's review of the console in Computer Entertainer's February 1986 issue says Nintendo of America introduced the NES to the New York City area "a little before Christmas, 1985" (computer-entertainer-1986-02, The Nintendo Entertainment System). Nintendo's own note in Iwata Asks dates the game's release on both the Famicom and the NES to September 1985 (iwata-asks-smb25-vol5-p1, note 1). No period document found here gives the game's day.

Cited by: Super Mario Bros.

In February 1986 Computer Entertainer listed Super Mario Bros. among the 15 games sold with the NES in the markets it had reached, as a $30 Action Series game. After New York, shipments to southern California were about to begin. super-mario-bros-history/na-launch-games

MagazineComputer Entertainer, Vol. 4, No. 11 (February 1986) · Nintendo Update (printed page unmarked in the OCR)is accompanied by 15 games in the markets where it isComputer Entertainer, Vol. 4, No. 11 (February 1986) · Nintendo UpdateCLIMBER, KUNG FU, SUPER MARIO BROS., and PINBALLComputer Entertainer, Vol. 4, No. 11 (February 1986) · Nintendo Update(Action Series at $30)Computer Entertainer, Vol. 4, No. 11 (February 1986) · Nintendo Update — the OCR reads "southem" for "southern"this issue went to press, shipments into southem California were about

Cited by: Super Mario Bros.

From June 1986 Nintendo offered the NES in a new, cheaper set, the Control Deck, with two controllers and the Super Mario Bros. Game Pak, while the Deluxe Set kept its robot, light gun, and two games. super-mario-bros-history/control-deck

MagazineComputer Entertainer, Vol. 5, No. 3 (June 1986) · New Way to Buy Nintendo System (printed page unmarked in the OCR) — the OCR reads "frting" for "Starting" before itthis month, Nintendo will offer its system in a newComputer Entertainer, Vol. 5, No. 3 (June 1986) · New Way to Buy Nintendo Systemallowing consumers an inexpensive way toComputer Entertainer, Vol. 5, No. 3 (June 1986) · New Way to Buy Nintendo System — the OCR reads "puhase" for "purchase" and "corollers" for "controllers"; the price after it is garbled and not used hereThe new option is to puhase the NES Control Deck, which includes two corollers and the “Super Mario Bros." Game PakComputer Entertainer, Vol. 5, No. 3 (June 1986) · New Way to Buy Nintendo System — the Deluxe Set's contents, from "Control Deck, controllers, Zapper light-sensing gun, R.O.B. video robot"rot and "Duck Hunt" and “Gyromite” Game Paks will

Cited by: Super Mario Bros.

In North America the game was later sold on two multicarts, with Duck Hunt from November 1988 and with Duck Hunt and World Class Track Meet from December 1990, by Nintendo of America's list. super-mario-bros-history/multicarts

PublisherNES Games (Nintendo of America release list) · PDF p. 12-in-1 Super Mario Bros/Duck Hunt Nintendo November 1988NES Games (Nintendo of America release list) · PDF p. 13-in-1 Super Mario Bros/Duck Hunt/World Class Track Meet Nintendo December 1990

Cited by: Super Mario Bros.

In the manual's story the Koopa, a tribe of turtles, have invaded the Mushroom Kingdom and turned its people into stones, bricks, and plants. Only Princess Toadstool, the Mushroom King's daughter, can undo the spell, and the Koopa king holds her; Mario sets out to free her. super-mario-bros-history/story

ManualSuper Mario Bros. instruction booklet (NES) · Object of the GameOne day the kingdom of the peaceful mushroom people was invaded by theSuper Mario Bros. instruction booklet (NES) · Object of the GameMushroom People were turned into mere stones, bricks and even field horse-Super Mario Bros. instruction booklet (NES) · Object of the GameThe only one who can undo the magic spell on the Mushroom People andSuper Mario Bros. instruction booklet (NES) · Object of the Gamethe Mushroom King. Unfortunately, she is presently in the hands of the greatSuper Mario Bros. instruction booklet (NES) · Object of the Gameplight and sets out on a quest to free the Mushroom Princess from the evilSuper Mario Bros. instruction booklet (NES) · Characters — the manual's cast names the Koopa king "Bowser, King of the Koopa"Bowser,

Cited by: Super Mario Bros.

The screen scrolls to the right as Mario goes. The kingdom is a number of worlds of four areas each, the fourth ending in a castle, and Mario has to reach each world's castle within the given time. A lost life halfway through an area restarts there, and an area ends at a flagpole whose bonus rises with how high Mario lands on it. super-mario-bros-history/structure

ManualSuper Mario Bros. instruction booklet (NES) · 3. How to PlayAs this game proceeds the screen gradually advancesSuper Mario Bros. instruction booklet (NES) · 3. How to Playa number of worlds, and each world is divided into 4Super Mario Bros. instruction booklet (NES) · 3. How to Playareas. The fourth area of each world ends in a bigSuper Mario Bros. instruction booklet (NES) · 3. How to Playto make it to the castle at the end of each world with-Super Mario Bros. instruction booklet (NES) · 3. How to Playin the given time. Along the way are mountains, pits,Super Mario Bros. instruction booklet (NES) · 3. How to Play, Starting position and time progressever, once Mario gets about halfway through an area, he doesn't have to go allSuper Mario Bros. instruction booklet (NES) · 3. How to Play, Finish Areaflagpole, the higher the bonus

Cited by: Super Mario Bros.

The game has eight worlds; Miyamoto says warps let a good player go from World 1 straight to World 8, to reach the end. super-mario-bros-history/eight-worlds

InterviewIwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 3 (The Grand Culmination) · Vol. 5, p. 3, The Grand CulminationSo we made warps possible for people who want to play to the end. If the players figure out the warps, they can jump to World 8 right away.Nintendo Power, issue 3 (1988-11) · PDF p. 34, holiday gift guidedream your way through all 8 Worlds of Super Mario Bros.?

Cited by: Super Mario Bros.

Miyamoto says the warps came from Excitebike's arcade version, which let a player choose which of its three levels to start on: since a cartridge couldn't save, a good player could skip ahead instead of playing from the start every time. super-mario-bros-history/warps

InterviewIwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 3 (The Grand Culmination) · Vol. 5, p. 3, The Grand Culminationperhaps the most important one was Excitebike. For example, the idea for warps came from there.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 3 (The Grand Culmination) · Vol. 5, p. 3, The Grand CulminationThe arcade version of Excitebike had three levels, and you could choose where you wanted to start playing.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 3 (The Grand Culmination) · Vol. 5, p. 3, The Grand Culmination — Miyamoto's answer to Iwata's "I guess you couldn't save with the cartridges back then."Right. Every time, you had to play from the beginning.

Cited by: Super Mario Bros.

Power-ups hidden in bricks and invisible blocks change Mario: the Magic Mushroom into Super Mario, the Fire Flower into Fiery Mario, who throws fireballs with B, and the Starman into Invincible Mario. A hit turns Super or Fiery Mario back into regular Mario, who flickers and can't be hurt for a short while. An extra life comes from a 1-up mushroom or 100 coins. super-mario-bros-history/power-ups

ManualSuper Mario Bros. instruction booklet (NES) · Mario's FriendsIf you come across mushrooms who have been turnedSuper Mario Bros. instruction booklet (NES) · Mario's Friendsinto bricks or made invisible, they reward you bySuper Mario Bros. instruction booklet (NES) · Mario's Friends*When Super Mario or Fiery Mario are bumped into by a bad guy, they don't dieSuper Mario Bros. instruction booklet (NES) · Mario's Friendsbut simply return to their old regular-Mario selves.Super Mario Bros. instruction booklet (NES) · Mario's FriendsFor a short while after turning back into his regular-Mario self, Mario flickers.Super Mario Bros. instruction booklet (NES) · Mario's FriendsDuring this time, he can not be killed by bad guys (he's invincible).Super Mario Bros. instruction booklet (NES) · 2. Names of Controller Parts, B buttonFireballs ...... After you pick up the fire flower, you can use this button to throwSuper Mario Bros. instruction booklet (NES) · Bonus PrizesIf Mario picks up 1 up mushroom, he gets an extra life.Super Mario Bros. instruction booklet (NES) · Bonus PrizesIf Mario picks up 100 coins, he gets an extra life.

The OCR keeps the chart's labels (Magic Mushroom, Fire Flower, Starman; Super Mario, Fiery Mario, Invincible Mario) but not their arrows, so which item makes which Mario is the chart's order.

Cited by: Super Mario Bros., Super Mario Bros. 3

The manual says the d-pad walks Mario and B held with it runs; A jumps, higher the longer it is held, and higher from a run; the d-pad steers him in mid-air; and Super Mario jumps as high as Mario. Down crouches, for Super Mario only. super-mario-bros-history/controls

ManualSuper Mario Bros. instruction booklet (NES) · 2. Names of Controller Parts(Push button B at theSuper Mario Bros. instruction booklet (NES) · 2. Names of Controller Parts, A buttonMario (Luigi) jumps higher if you hold the button down longer.Super Mario Bros. instruction booklet (NES) · 2. Names of Controller Parts, B buttonAccelerate ... Press this button to speed up, then jump and you can go all theSuper Mario Bros. instruction booklet (NES) · 3. How to Play, Pointershook to the left or right even in mid-air!Super Mario Bros. instruction booklet (NES) · 3. How to Play, PointersJumping.......Mario and Super Mario both jump theSuper Mario Bros. instruction booklet (NES) · 2. Names of Controller Parts — under "Crouch."(Super Mario only.)

Cited by: Super Mario Bros.

A second player plays Luigi on controller 2, taking turns with the first. super-mario-bros-history/two-player

ManualSuper Mario Bros. instruction booklet (NES) · 2. Names of Controller PartsController 2 — for second player in 2 player gameSuper Mario Bros. instruction booklet (NES) · 2. Names of Controller Partsmoves Mario (LuigiComputer Entertainer, Vol. 5, No. 3 (June 1986) · review of Super Mario Bros.(Solo or 2-player alternating; Pause.)

Cited by: Super Mario Bros., Super Mario Bros.: The Lost Levels

Nintendo names the game's original developers as Shigeru Miyamoto, who wrote its specifications; Takashi Tezuka, a designer in his first year at Nintendo when the first plans were drawn up; Toshihiko Nakago, president of SRD, the contractor whose programmers built it; and Koji Kondo, whom Miyamoto appointed to sound. super-mario-bros-history/makers

InterviewIwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 1 (Using the D-pad to Jump) · Vol. 5, p. 1, opening — the four speakers are Miyamoto, Tezuka, Nakago, and KondoI have gathered the original developers, four men who continue to be active in development of the Super Mario Bros. series.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 1 (Using the D-pad to Jump) · Vol. 5, p. 1These are Miyamoto-san's first specifications for Super Mario Bros.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 2 (The New Guys, Too!) · Vol. 5, p. 2, The New Guys, Too! — Iwata to Tezuka and Kondo, who joined in April 1984Super Mario Bros. was completed your second year at the company, so when the first plans were drawn up, you two were still new guys in your first year.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 2 (The New Guys, Too!) · Vol. 5, p. 2, The New Guys, Too!Back then, before Tezuka-san came, I was doing all the design work myself, so it was a big help just to have another designer.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 1 (Using the D-pad to Jump) · Vol. 5, p. 1, note 4A company established in 1979 that contracts to develop video game software programs and develops and sells CAD packages. The head office is in Osaka, but their Kyoto office is inside Nintendo headquarters. Toshihiko Nakago is company president.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 1 (Using the D-pad to Jump) · Vol. 5, p. 1so I asked the programmers at Nakago-san's company, SRDIwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 3 (The Grand Culmination) · Vol. 5, p. 3, The Grand Culminationthe SRD members who had made, for example, the Springs in Donkey Kong Jr.12, were also participating in the Super Mario Bros. projectIwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 2 (The New Guys, Too!) · Vol. 5, p. 2, The New Guys, Too!After Kung-Fu, we started making Super Mario Bros., and I appointed Kondo-san to sound.

The interview gives these roles in passing; the game's own credits aren't read here, so no credit titles (director, producer) are claimed.

Cited by: Super Mario Bros.

Kondo says he was hired in 1984 with one other person as Nintendo's first music staff; before them, programmers such as Hirokazu Tanaka also wrote the music. super-mario-bros-history/kondo

InterviewIwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 2 (The New Guys, Too!) · Vol. 5, p. 2, The New Guys, Too!I was hired along with one other person to be the first music staff.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 2 (The New Guys, Too!) · Vol. 5, p. 2, The New Guys, Too! — the "10" is the page's note markerBut there were some before us, like Hirokazu Tanaka10, who did music along with programming.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 2 (The New Guys, Too!) · Vol. 5, p. 2, The New Guys, Too!Tezuka-san, you joined Nintendo in April of 1984Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 2 (The New Guys, Too!) · Vol. 5, p. 2, The New Guys, Too!I joined the same time as Kondo-san.

Around December 1984 Miyamoto had SRD's programmers make a test of a Mario about twice the size of the one in Mario Bros., who jumped when a button was pressed. Tezuka recalls that at first only a square moved, and Nakago that the sky was still black in the test and turned blue after the background could scroll sideways. super-mario-bros-history/test-version

InterviewIwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 1 (Using the D-pad to Jump) · Vol. 5, p. 1, Using the D-pad to JumpAround December of 1984, I wanted to see what it would be like with a Mario jumping around who was about twice the size of the one in Mario Bros.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 1 (Using the D-pad to Jump) · Vol. 5, p. 1, Using the D-pad to Jumpsomething in which, when you pressed a button, Mario would jumpIwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 1 (Using the D-pad to Jump) · Vol. 5, p. 1, Using the D-pad to Jump — Tezuka, to Iwata's "At first, only Mario moved?"No, only a square shape.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 1 (Using the D-pad to Jump) · Vol. 5, p. 1, Using the D-pad to Jump — Nakago, on when the sky turned blue; in the test it "was still pitch black"That was after we became able to scroll the background sideways.

Miyamoto's specifications are dated 20 February 1985, and the game was on ROM about six months later. They have Up on the d-pad jump and A attack with items, and Mario flying a rocket; a later drawing by Tezuka put him on a cloud, which wasn't used. super-mario-bros-history/spec

InterviewIwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 1 (Using the D-pad to Jump) · Vol. 5, p. 1, Using the D-pad to Jumpthe date is...February 20, 1985.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 1 (Using the D-pad to Jump) · Vol. 5, p. 1, Using the D-pad to JumpWe wrote the specifications on February 20, and six months later we put it on the ROM...Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 1 (Using the D-pad to Jump) · Vol. 5, p. 1, Using the D-pad to JumpIt says you're supposed to push up on the D-pad to jump!Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 1 (Using the D-pad to Jump) · Vol. 5, p. 1, Using the D-pad to JumpThe A button is for attacking with items...Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 1 (Using the D-pad to Jump) · Vol. 5, p. 1, Using the D-pad to JumpBut at the time, it wasn't on a cloud, but on a rocket.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 2 (The New Guys, Too!) · Vol. 5, p. 2, The New Guys, Too! — Tezuka, on the undated drawing of Mario riding a cloudYeah. There's no date, so it's probably mine.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 2 (The New Guys, Too!) · Vol. 5, p. 2, The New Guys, Too!Even though we ended up not using it.

Uemura, in volume 2, guesses the development took about six months, and Iwata thinks it took longer (iwata-asks-smb25-vol2-p4).

Miyamoto says he set out to make something like his arcade Mario Bros. (1983), which didn't scroll and had a black background, but scrolling, bright, and with bigger characters. Scrolling cost Mario Bros.' simultaneous two-player play. super-mario-bros-history/mario-bros-contrast

InterviewIwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 3 (The Grand Culmination) · Vol. 5, p. 3, The Grand CulminationAbout two years before Super Mario Bros., I made the arcade version of Mario Bros., but the screen didn't scroll, the background was black, and it was sort of plain.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 3 (The Grand Culmination) · Vol. 5, p. 3, The Grand CulminationSo I decided to test out something like Mario Bros., but which scrolled, had a bright background, and had bigger characters moving around.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 3 (The Grand Culmination) · Vol. 5, p. 3, The Grand CulminationI wanted the screen to scroll, so at that point, I gave up on a two-player game.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 3 (The Grand Culmination) · Vol. 5, p. 3, The Grand Culmination — Iwata goes on to say that keeping several characters on a scrolling screen, like New Super Mario Bros. Wii's "simultaneous four-person play", wasn't possible thenTwo people could enjoy playing Mario Bros., but it didn't scroll sideways.

Cited by: Mario, Super Mario Bros.

The game drew on Nintendo's earlier ones. Its specification lists refinements of Donkey Kong's slopes, lifts, conveyor belts, and ladders, Donkey Kong Jr.'s ropes, logs, and springs, and Mario Bros.' enemies, frozen platforms, and POW Blocks. Iwata says the scrolling came from Excitebike and the large characters from Devil World, and Nakago that SRD's makers of Donkey Kong Jr.'s springs brought them in. super-mario-bros-history/borrowed

InterviewIwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 3 (The Grand Culmination) · Vol. 5, p. 3, The Grand Culmination — Iwata reading from the specificationAdd refinements focusing on Donkey Kong's slopes, lifts, conveyor belts and ladders; Donkey Kong Jr.'s ropes, logs and springs; and Mario Bros.'s enemy attacks, enemy movement, frozen platforms and POW Blocks.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 3 (The Grand Culmination) · Vol. 5, p. 3, The Grand Culminationyou brought in the partial scrolling technology from Excitebike, which allowed you to scroll part of the screen, and the two-character mode technology from Devil World, which allowed characters twice the size of those in Mario Bros.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 3 (The Grand Culmination) · Vol. 5, p. 3, The Grand Culmination — Miyamoto's answerRight. It was a combination of elements from previous games.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 3 (The Grand Culmination) · Vol. 5, p. 3, The Grand Culmination — the "12" is the page's note markerthe SRD members who had made, for example, the Springs in Donkey Kong Jr.12, were also participating in the Super Mario Bros. project, so they brought that straight in.

Cited by: Mario, Super Mario Bros.

Miyamoto says that, a year before the Disk System, the team meant it to be their last cartridge game, and packed in as much as they could to show what Nintendo could do with one. In another interview Izuhiko Imanishi recalled him making it on cartridge on purpose against the expectation of the Disk System, and Masayuki Uemura disputed it. super-mario-bros-history/last-cartridge

InterviewIwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 3 (The Grand Culmination) · Vol. 5, p. 3, The Grand CulminationIt was the year before the Disk System came out, and we intended it to be the last game we released on a cartridge. I wanted to put in as much as possible that would make people think, "Nintendo sure does know cartridges!"Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 2, p. 4 (The Grand Culmination of Famicom Cartridges) · Vol. 2, p. 4I had the impression that Miyamoto-kun* purposely made Super Mario Bros. on cartridge against everyone's anticipation surrounding the Disk System.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 2, p. 4 (The Grand Culmination of Famicom Cartridges) · Vol. 2, p. 4 — Uemura's reply; Iwata then says Miyamoto made it the "grand culmination of ROM cartridges" while making The Legend of Zelda for the Disk SystemNo, not true! Not true!

Cited by: Super Mario Bros.

Iwata says the game used 256-kilobit memory at first, and Miyamoto that its characters stayed at 64 kilobits. super-mario-bros-history/memory

InterviewIwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 3 (The Grand Culmination) · Vol. 5, p. 3, The Grand CulminationWhen you first made Super Mario Bros., you used 256-kilobit memory at first.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 3 (The Grand Culmination) · Vol. 5, p. 3, The Grand CulminationThat's right. The characters stayed at 64 kilobits, though.

The cartridge's header agrees, two 16 KB PRG pages (256 kilobits) and one 8 KB CHR page (64 kilobits) (smb1-av/chr-fixed).

Cited by: Super Mario Bros.

At the end of development the team used up the spare bytes usually left for bug fixes: with 20 bytes left, Miyamoto added a crown as a reward for ten or more extra lives, and with eight left, more blocks. super-mario-bros-history/crown

InterviewIwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 3 (The Grand Culmination) · Vol. 5, p. 3, The Grand Culmination — NakagoAnd 20 bytes were left over, so Miyamoto-san said, "Let's make a crown!"Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 3 (The Grand Culmination) · Vol. 5, p. 3, The Grand CulminationI wanted to make a crown as a reward for people who got ten or more extra lives.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 3 (The Grand Culmination) · Vol. 5, p. 3, The Grand CulminationUsually you would leave about 100 bytes as a precaution against bugs that might need to be fixedIwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 3 (The Grand Culmination) · Vol. 5, p. 3, The Grand Culmination"There are eight bytes left, so is there anything you want to put in?"Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 5, p. 3 (The Grand Culmination) · Vol. 5, p. 3, The Grand CulminationI really wanted to put some blocks here!

Nakago's account has the crown come after Kondo looped the ending's song in 40 bytes; Miyamoto's eight bytes are told separately, and the order of the two isn't given.

Cited by: Super Mario Bros.

Computer Entertainer's June 1986 review called the game "sheer delight" and placed it among "truly addictive action games", saying the depth of its action keeps one playing and that no NES owner should be without it. It was rated Recommended. super-mario-bros-history/review-computer-entertainer

MagazineComputer Entertainer, Vol. 5, No. 3 (June 1986) · review of Super Mario Bros. (printed page unmarked in the OCR)For the game player, it's sheer delightComputer Entertainer, Vol. 5, No. 3 (June 1986) · review of Super Mario Bros.reserved for truly addictive action gamesComputer Entertainer, Vol. 5, No. 3 (June 1986) · review of Super Mario Bros.action that keeps you playing again and againComputer Entertainer, Vol. 5, No. 3 (June 1986) · review of Super Mario Bros. — after "No owner" in the OCR's broken columnthe Nintendo Entertainment System should be withoutComputer Entertainer, Vol. 5, No. 3 (June 1986) · review of Super Mario Bros.game--it's a must!Computer Entertainer, Vol. 5, No. 3 (June 1986) · review of Super Mario Bros.Recommended. (MSR $29.95)

The review is unsigned. Its rating line, two scores of the newsletter's symbols, is garbled in the OCR ("(44 41/2/4444)") and isn't read here.

Cited by: Super Mario Bros.

Iwata recalled that the game wasn't released to great fanfare and didn't catch fire at once, but drew in everyone who played it. In January 1986 the Asahi Shimbun's Asahi Graph ran a feature on it that Uemura calls a strategy guide for adults, and a store sign in his photo from those days says it is sold out with no stock due. Iwata calls it a social phenomenon. super-mario-bros-history/slow-start

InterviewIwata Asks: Super Mario Bros. 25th Anniversary, Vol. 2, p. 4 (The Grand Culmination of Famicom Cartridges) · Vol. 2, p. 4It's not like Super Mario Bros. was released to great fanfare or really caught fire just after release, either.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 2, p. 4 (The Grand Culmination of Famicom Cartridges) · Vol. 2, p. 4Without exception, though, those who played it were drawn in.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 2, p. 4 (The Grand Culmination of Famicom Cartridges) · Vol. 2, p. 4 — Iwata reading a store's sign in Uemura's photo; the "14" is the page's note marker"Super Mario Bros. and Portopia Renzoku Satsujin Jiken14 are sold out. No further stock scheduled. Our apologies."Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 2, p. 4 (The Grand Culmination of Famicom Cartridges) · Vol. 2, p. 4"Take a Bite Out of Super Mario Bros." It's dated January 1986.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 2, p. 4 (The Grand Culmination of Famicom Cartridges) · Vol. 2, p. 4This feature article was in the Asahi Graph, published by Asahi Shimbun.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 2, p. 4 (The Grand Culmination of Famicom Cartridges) · Vol. 2, p. 4If you think about the reader demographic, this is a strategy guide for adults.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 2, p. 4 (The Grand Culmination of Famicom Cartridges) · Vol. 2, p. 4I've got this photo from those days...Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 2, p. 4 (The Grand Culmination of Famicom Cartridges) · Vol. 2, p. 4At that time, it truly was a social phenomenon.

Cited by: Super Mario Bros.

In 2010 Iwata said Super Mario Bros. had sold more packaged copies in Japan than any other game. super-mario-bros-history/japan-record

InterviewIwata Asks: Super Mario Bros. 25th Anniversary, Vol. 2, p. 1 (Bringing Video Games Home) · Vol. 2, p. 1when it comes to the number of packaged copies of a game sold in Japan, Super Mario Bros. still far surpasses all other games.

The interview gives no figure.

Cited by: Super Mario, Super Mario Bros.

Imanishi, then Nintendo's head of general affairs, recalled that before the game the Diet had taken up video games' influence on children and newspapers were mostly negative, and that Mario's bright atmosphere cleared away that prejudice against the Famicom. super-mario-bros-history/famicom-image

InterviewIwata Asks: Super Mario Bros. 25th Anniversary, Vol. 2, p. 4 (The Grand Culmination of Famicom Cartridges) · Vol. 2, p. 4Before Super Mario Bros. came out, even the parliament had taken up the issue of the influence of video games on children, and newspaper articles were mostly negative. But Mario's bright atmosphere cleared away that prejudice against the Famicom.Iwata Asks: Super Mario Bros. 25th Anniversary, Vol. 2, p. 1 (Bringing Video Games Home) · Vol. 2, p. 1When the Famicom (Nintendo Entertainment System) came out, Imanishi-san was heading the General Affairs Department

The translation says "parliament"; Japan's is the Diet.

Cited by: Super Mario Bros.

Electronic Gaming Monthly's 1997 list of the 100 best games ranked it 37th, counting the Super NES All-Stars version, and said it brought the video game market back from the dead and set the standard for side-scrolling platform games after it. super-mario-bros-history/egm-100

Value: 37

MagazineElectronic Gaming Monthly, issue 100 (November 1997) · 100 Best Games of All Time, no. 3737 Super Mario Bros. (All-Stars Edition)Electronic Gaming Monthly, issue 100 (November 1997) · 100 Best Games of All Time, no. 37this game brought the video game market back from the deadElectronic Gaming Monthly, issue 100 (November 1997) · 100 Best Games of All Time, no. 37it set the standard for all side-scrolling platform titles from that point on

EGM adds "(it was, after all, the first)"; the atlas doesn't repeat that, since earlier side-scrolling platform games exist.

Cited by: Super Mario Bros.

VS. Super Mario Bros. is an arcade version for Nintendo's VS. System, sold as six software ROMs and two custom chips to fit a VS. board. A two-monitor VS. DualSystem takes one copy, on its main side, and the operator's switches set coins per credit or free play, the number of lives, the coins for an extra life, and a continue mode. super-mario-bros-history/vs-version

ManualVS. Super Mario Bros. operation manual (Nintendo VS. System) · 1. How to install Software ROMs“VS. SUPER MARIO BROS.” contains 6 Software ROMs and 2 Custom ICsVS. Super Mario Bros. operation manual (Nintendo VS. System) · 1. How to install Software ROMsFor VS. DUAL SYSTEM (two monitors) : Only one“VS. SUPER MARIO BROS.” canVS. Super Mario Bros. operation manual (Nintendo VS. System) · 1. How to install Software ROMs — the OCR reads "Cleft)" for "(left)"the main Cleft) side of the cabinet.VS. Super Mario Bros. operation manual (Nintendo VS. System) · 2. Game Option SettingsCREDIT/COINVS. Super Mario Bros. operation manual (Nintendo VS. System) · 2. Game Option SettingsFREE PLAYVS. Super Mario Bros. operation manual (Nintendo VS. System) · 2. Game Option SettingsNUMBER OF LIVESVS. Super Mario Bros. operation manual (Nintendo VS. System) · 2. Game Option SettingsEXTRA LIFE COINSVS. Super Mario Bros. operation manual (Nintendo VS. System) · 2. Game Option SettingsCONTINUE MODE

The manual is undated, and the switch table's values are too garbled in the OCR to pair with their settings.

Cited by: Super Mario Bros.