Super Mario Bros.
1985 side‑scrolling platform game by Nintendo that shaped the platform genre, introduced Mario and key series elements, and helped revive the home console market.
Super Mario Bros. is a landmark two‑dimensional side‑scrolling platform game first released in Japan in 1985. It casts the player as Mario, a plumber who travels through a sequence of themed worlds to rescue Princess Toadstool from the antagonist King Koopa. The title consolidated several gameplay ideas—precise running and jumping, momentum, secret paths, collectible coins, and power‑ups—into a design that became a template for many later platformers and for the genre as a whole. It also exists among other works that share the name; for example, a live‑action adaptation is often referenced separately as the film.
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10 ImagesGameplay
Play proceeds from a two‑dimensional side view in horizontally scrolling levels. The player navigates obstacles and enemies using a small set of responsive controls: move, run, and jump. Items such as the Super Mushroom and Fire Flower alter Mario’s size or grant offensive abilities and are central to risk‑reward decisions. The game encourages exploration through concealed blocks, warp zones, and secret areas that reward curiosity. Its pacing balances short, immediately satisfying encounters with longer, skillful platforming sequences.
Design and technical approach
Unlike earlier Nintendo arcade titles such as Donkey Kong and the two‑player arcade Mario Bros., Super Mario Bros. implemented continuous horizontal scrolling, allowing levels to extend beyond a single static screen. The arrangement of enemies, items, and terrain demonstrates careful tuning: simple elements combine to produce emergent challenge and a smooth learning curve. The game’s music, composed by Kōji Kondō, contributes strongly to player recognition and atmosphere; short melodic motifs are associated with particular level types and actions.
Development and release
Super Mario Bros. was developed by Nintendo, produced under the creative leadership of Shigeru Miyamoto and Takashi Tezuka. It was released for the Japanese Famicom on September 13, 1985, and subsequently introduced Western audiences as a central title for the Nintendo Entertainment System. Development overlapped with other mid‑1980s Nintendo projects such as The Legend of Zelda. The game reflected the technical constraints of cartridge media at the time and used clever programming and art design to maximize variety and playability within limited memory.
Reception and impact
Upon release, the game received widespread acclaim for its gameplay, level design, and audio. Commercially, it sold in the tens of millions of copies across various releases and compilations, helping to revitalize the North American and global home console market after an earlier slump. Its success launched the broader Super Mario series, which expanded into numerous sequels, genre spin‑offs, and media adaptations. Game designers and critics frequently cite Super Mario Bros. as a touchstone for pacing, player feedback, and the use of small mechanics to create enduring depth.
Versions, adaptations and community
Over the years Nintendo has reissued and adapted the original game on multiple platforms, sometimes as part of compilations, emulated archives, or limited updates. The title is also a focal point for communities such as speedrunners and preservationists who study its mechanics and history. Historically, the release sits within a lineage that includes Nintendo’s arcade work and home‑console experimentation, and it shares technological and cultural context with systems like the Famicom Disk System. The game’s role in establishing conventions for the platform game contributed to its repeated study in game design discourse.
- Origins: evolved from Nintendo’s arcade and early platform efforts and the two‑player Mario Bros. concept.
- Audio: recognizable themes by Kondō used to cue level identity and player actions.
- Legacy: inspired designers across genres and helped establish Nintendo as a dominant company in the home market (Japanese company Nintendo).
Why it remains important
Super Mario Bros. illustrates how a compact, tightly tuned set of mechanics and level components can produce long‑lasting player engagement. Its combination of approachable controls, escalating challenge, and memorable audio created a model for future console titles. For readers seeking more details or distinct perspectives, consult related entries on the series, technical histories of the Famicom and NES, and coverage of the game’s later adaptations and analysis in game studies.
Related topics and further reading: original release, arcade heritage, Japanese title.
Game description
Backstory
One day, the Mushroom Kingdom was occupied by the Koopa, a tribe of turtles who can use powerful dark magic. Their magic was used to turn all the inhabitants of the kingdom into inanimate objects such as stones, bricks, and even horsehair, signifying the kingdom's demise. Only Princess Peach can reverse the spell and bring her people back to life, but she is held captive by Bowser himself. Italian plumber Mario learns of the princess' plight and sets out through 32 levels to overthrow the turtle tribe and save the once peaceful kingdom.
Game principle
Super Mario Bros. is divided into eight worlds, each of which contains four sections of gameplay. Mario (or his brother Luigi in the case of a second player) must complete the level by jumping over various gaps and avoiding enemies. Mario can use several platforms (some of which collapse when Mario lands on them), stairs in the level, as well as trampolines. There are also warp tubes along the way, some of which Mario can enter to visit various secret coin rooms before returning to the level a little further ahead than when he left.
Enemies include Gumbas, Koopas, Beetles, Parakoopas, Bullet Willis, Hammer Brothers, and Jumping Cheep Cheeps. All of these enemies can be defeated if Mario jumps on them. Koopa Troopas and Beetles hide in their shells when the player jumps on them, and Mario can kick them to defeat other enemies. Parakoopas lose their wings and fall to the ground when Mario jumps on them. Other enemies include Piranha Plants and the Stachi-throwing Lakitu, and Mario must either shoot fireballs at them or simply avoid them. There are two levels that take place underwater. Mario can swim freely from top to bottom in the water. The enemies in underwater levels are Bloopers and Cheep-cheeps. Mario can only defeat these creatures by shooting them with fireballs.
If regular Mario takes a hit, falls into a pit, or runs out of time, he loses a life and restarts the level. The point at which Mario continues depends on how far he ran through the level before being defeated. Either from the beginning, or at one of several invisible "checkpoints" throughout the level. If Mario's life count drops to zero, the game ends and Mario must start his journey all over again. However, after a game ends, if the player presses the Start button while holding down the A button on the title screen, the player can continue at the beginning of the last world reached. In a 2-player game, both players start in the same world where the second player's game ended. Luigi's turn begins when Mario loses a life. Luigi has no special abilities in the game that are different from Mario's.
Mario can get special power-ups from question mark blocks or occasionally stone blocks. Most of the 'blocks where Mario finds these items are visible, but some are hidden and only become visible when Mario hits them from below. With the Super Mushroom, he transforms into Super Mario. As Super Mario, he can survive hitting an enemy once, but transforms back into regular Mario. He can also destroy empty brick blocks by jumping underneath them. Additionally, he can also get the fire flower. With the Fire Flower, Super Mario transforms into Fire Mario so he can shoot fireballs at enemies to defeat them from a distance. The 1-up mushroom gives him an extra life. He can also get an extra life by collecting a hundred coins. With the Super Star, which can only be found in stone blocks, Mario becomes invincible for a short time and can defeat enemies by simply touching them.
At the end of each level is a castle with a goal post nearby. When Mario reaches the goal post, he takes down the enemy flag and enters the castle to finish the level. The higher the point Mario hits the goal post, the more points he gets.
The fourth level of each world takes place in a castle. They are usually filled with Fire Sticks and Hotheads. At the end of a castle level, Mario is confronted with a fake Bowser in worlds 1 through 7, and the actual Bowser in world 8. Mario and Luigi usually have no way to hurt the fake Bowsers or the actual Bowser, and must both use the axe to destroy the bridge and send Bowser into the lava, or defeat him with fireballs (which brings out the real faces of the fakes). After Mario defeats an imposter, he frees one of the seven remaining Toads from the castle. At the time of his release, the Toad utters the phrase "Thank you, Mario!", which is considered legendary in the video game world. But our princess is in another castle!" (Thank you, Mario! But our princess is in another castle!). At the end of the castle in World 8, Mario frees the grateful princess and ends his adventure. He has the choice to continue in a "new quest". In this second version of the game, the player can choose a world and repeat some levels, or play through the 32 levels in a modified form. All gumbas are replaced with beetles, all ground enemies are also significantly faster, some platforms and elevator-style lifts are shorter, and the level design has been slightly changed for some levels.
Control
- Control pad (left & right): Move; change the position on a tendril
- Control pad (bottom): duck; enter a warp tube
- Control pad (top & bottom): climb a vine
- A button: jump; swim upwards
- B button: sprint; throw fireballs; restart the game at the end; select world
- Start button: Pause; confirm selected options on title screen
- Select button: Select the number of players on the title screen.
Characters
Playable
- Mario: He is the hero of the story and a plumber by profession. He can jump high and throw fireballs with the help of the fire flower. He wears brown clothes and red overalls.
- Luigi: Mario's younger brother and partner in plumbing. He has the same abilities as Mario. To distinguish him from his brother, his clothes are green and his overalls are white.
Not playable
- Princess Peach: The monarch of the kingdom. She is the only one capable of reversing Bowser's spell.
- Toad: Small creatures with a mushroom-like hat. They are seven in number and have been captured by Bowser.
Opponents
- Blooper: Octopus-like enemies that live underwater. Their tactic is to chase Mario in the water.
- Kugelwilli: Rockets with eyes and arms. They are either fired by Willi blasters or appear by themselves.
- Beetles: Small turtles with a dark blue shell. They act the same as Koopas, except that they are immune to fireballs.
- Cheep-Cheep: A spherical fish. The red ones are faster than the grey ones. In two levels they can also jump.
- Fire Stick: Consisting of several fireballs, they move clockwise or counterclockwise. Their length varies.
- Hammer Brother: Armored Koopas that throw hammers and jump in between.
- Parakoopa: Koopas with wings. The red ones hover above the ground, the green ones jump around.
- Koopa: Bowser's turtle-like soldiers. When you jump on them, they crawl into their shell. The red ones turn back when they hit a pit.
- Lakitu: These special Koopas wear goggles and throw an infinite number of Stachi eggs from their cloud.
- Gumba: A mushroom-like enemy and traitor to the Mushroom Kingdom. He does not turn back before a pit.
- Hothead: Fireball-like guardian of the fortresses. They jump out of the lava to harm Mario.
- Stachi: Lakitus' spiky pet. Because of its spikes, it can only be defeated with fireballs.
- Piranha Plant: Carnivorous plant that lives in tubes. They won't come out if Mario is standing directly on or next to the tube.
Bosses
- Fake Bowser: Enemy who disguises himself as Bowser. Use five fireballs to defeat him and reveal his true form.
- Bowser: King of the Koopas and kidnapper of the princess. He breathes fire and can throw hammers.
Items
Power-Ups
- Super Mushroom: A yellow-red mushroom. Turns Mario into Super Mario.
- Coin: Most common item in the game. If Mario collects 100 of them, he gets an extra life.
- Fire Flower: Turns Super Mario into Fire Mario.
- Super Star: Makes Mario invulnerable for a short time. Resembles a star with eyes.
- 1-Up Mushroom: A yellow-green mushroom. With this, Mario gets an extra life. Most of the time they are hidden.
Publication
Publication in Japan
Before its release, Super Mario Bros. was little known within Nintendo. For example, Masayuki Uemura, the Famicom's chief developer, and Hiroshi Imanishi, the company's director of administration, knew nothing about the game. In contrast, Miyamoto showed the game to company president Yamauchi and his former mentor Yokoi during the prototype phase. Both Yamauchi and Yokoi reacted positively to the game.
Super Mario Bros. was released in Japan on September 13, 1985 for the Famicom. Immediately after its launch, the game received little attention from the video game market and initially spread mainly by word of mouth. Shortly thereafter, the game's popularity increased, especially among children, due to positive reviews in the Japanese press. The game's commercials were "poorly made and put little emphasis on the game" ("[they] were rather poorly made and put little emphasis on the game"). The Japanese launch of the game benefited from the fact that few games with lasting positive impressions had been released in 1985. In addition, most Famicom releases of the year offered simple technology and familiar concepts. At the same time, however, more technically sophisticated titles than Super Mario Bros. were released. By the end of the year, the game's distribution had picked up sharply. It was very popular with both children and adults, and sold out at many retailers.
From the end of 1985, Nintendo also distributed the game as a bundle offer together with the Famicom console. This made it an important reason to buy the Famicom.
Western market launch
Nintendo of America (NoA) decided to launch the Famicom in North America in 1985 under the name "Nintendo Entertainment System". The NoA president at the time, Minoru Arakawa, commissioned the company's game reviewer, Howard Phillips, to select those titles from the Famicom's gaming repertoire that would also be released in North America. Phillips determined 16 games, including Super Mario Bros. , which he selected as the flagship title for the NES's American launch.
NoA released the NES in New York City in late 1985 as part of a test market launch; the console was not available throughout North America until late 1986. Whether Super Mario Bros. was available at the first test releases or only at the national launch is not known. Nintendo itself gives a North American release date of October 18, 1985. The company launched an advertising campaign for the game, which eventually convinced many customers in North America to buy the NES. "Once kids tried Super Mario Bros, Nintendo was put on Christmas lists," reported journalist David Sheff in 1993.
To introduce the NES and its flagship game Super Mario Bros. to a wider audience before its national launch, an arcade port of the game was released in North America and presumably Europe in early 1986.
Since Europe and Australia did not have their own Nintendo subsidiaries at the time, independent local distributors were responsible for releasing Super Mario Bros. in those markets. In European countries, the game was available from June 1986 or September 1987; the latter date applied to Germany, France and the United Kingdom, among others. The response to Super Mario Bros. from the European gaming market, which was mainly dominated by home computers, was rather muted. Its technology did not convince the European market, but its gameplay did.
In North America, Super Mario Bros. was available as a standalone module and as part of the NES Control Deck and Nintendo Action Set console bundles. Later, Nintendo also distributed the game in the form of multi-modules. For example, a 2-in-1 module containing Super Mario Bros. and Duck Hunt (NES, 1984) was available from 1988, and was later followed by a 3-in-1 module containing the game World Class Track Meet (NES, 1988) in addition to those two titles. In 1990, the Nintendo World Championships 1990 multimodule was released, which included Super Mario Bros. , Rad Racer (NES, 1987) and Tetris (NES, 1989) and is considered one of the rarest video games. In 1991, the Super Mario Bros./Tetris/Nintendo World Cup multimodule was released in Europe.
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The Nintendo Entertainment System with an inserted Super Mario Bros.
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Back of the NES module of Super Mario Bros.
Global sales figures
The Japanese video game organization Computer Entertainment Supplier's Association announced in 2002 that Super Mario Bros. had sold a total of about 6.81 million copies in Japan. The exact worldwide sales figures of the game, on the other hand, were unclear for a long time. In 1989, Nintendo spoke of 70 million sales in a Japanese brochure. In 1991, the company lowered that estimate to 50 million in an official American game guide. In 2001, Kent wrote that the game had sold 30 million copies, and in 2004, video game journalist Chris Kohler spoke of "well past" 20 million sales.
In 2010, to mark the 25th anniversary of Super Mario Bros, Nintendo announced that it had sold over 40 million copies of the title worldwide. This made it the best-selling console video game for two decades until Wii Sports (Wii, 2006) surpassed this achievement.
Related articles
Author
AlegsaOnline.com Super Mario Bros. Leandro Alegsa
URL: https://en.alegsaonline.com/art/94995
Sources
- us.wii.com : "Getting That "Resort Feel""


