Super Mario Bros.
Super Mario Bros.[b] is a platform game developed and published by Nintendo. The successor to the 1983 arcade game, Mario Bros., and the first in the Super Mario series of platformers, it was released in Japan in 1985 for the Famicom, and in North America and Europe for the Nintendo Entertainment System (NES) in 1985 and 1987 respectively. Players control Mario, or his brother Luigi in the multiplayer mode, as they travel the Mushroom Kingdom to rescue Princess Toadstool from Bowser. They must traverse side-scrolling stages while avoiding hazards such as enemies and pits with the aid of power-ups such as the Super Mushroom, Fire Flower, and Starman.
|Super Mario Bros.|
North American cover art
The game was designed by Shigeru Miyamoto and Takashi Tezuka as "a grand culmination" of the Famicom team's three years of game mechanics and programming. The design of the first level, World 1-1, serves as a tutorial for first-time video gamers on the basic mechanics of platform gameplay. The aggressively size-optimized profile was intended as a farewell to the Famicom's cartridge medium in favor of the forthcoming Famicom Disk System, whose floppy disks temporarily became the dominant distribution medium for a few years.
Super Mario Bros. is frequently cited as one of the greatest video games of all time, with praise on its precise controls. It is one of the bestselling games of all time, with more than 40 million physical copies. It is credited alongside the NES as one of the key factors in reviving the video game industry after the 1983 crash, and helped popularize the side-scrolling platform game genre. Koji Kondo's soundtrack is one of the earliest and most popular in video games, making music into a centerpiece of game design. The game inspired an expansive franchise including a long-running game series, an animated television series, and a feature film. Re-releases and cameos of the game are on most of Nintendo's following systems. Alongside Mario himself, Super Mario Bros. has become prominent in popular culture.
In Super Mario Bros., the player takes on the role of Mario, the protagonist of the series. Mario's younger brother, Luigi, is controlled by the second player in the game's multiplayer mode and assumes the same plot role and functionality as Mario. The objective is to race through the Mushroom Kingdom, survive the main antagonist Bowser's forces, and save Princess Toadstool.:7 The game is a side-scrolling platformer; the player moves from the left side of the screen to the right side in order to reach the flag pole at the end of each level.
The game world features coins scattered around for Mario to collect and special bricks marked with a question mark (?), which when hit from below by Mario may reveal more coins or a special item. Other "secret", often invisible, bricks may contain more coins or rare items. If the player gains a Super Mushroom, Mario grows to double his size and gains the ability to break bricks above him. If Mario gets hit in this mode, then instead of dying he turns back to regular Mario.:12 Players start with a certain number of lives and may gain additional lives by picking up green spotted orange 1-Up mushrooms hidden in bricks, or by collecting 100 coins, defeating several enemies in a row with a Koopa shell, or bouncing on enemies successively without touching the ground. Mario loses a life if he takes damage while small, falls in a bottomless pit, or runs out of time. The game ends when the player runs out of lives, although a button input can be used on the game over screen to continue from the first level of the world in which the player died.
Mario's primary attack is jumping on top of enemies, though many enemies have differing responses to this. For example, a Goomba will flatten and be defeated,:12 while a Koopa Troopa will temporarily retract into its shell, allowing Mario to use it as a projectile.:11 These shells may be deflected off a wall to destroy other enemies, though they can also bounce back against Mario, which will hurt or kill him.:19 Other enemies, such as underwater foes and enemies with spiked tops, cannot be jumped on and damage the player instead. Mario can also defeat enemies above him by jumping to hit the brick that the enemy is standing on. Mario may also acquire the Fire Flower from certain "?" blocks that when picked up changes the color of Super Mario's outfit and allows him to throw fireballs. However, certain enemies such as Buzzy Beetles are immune to fireballs. A less common item is the Starman, which often appears when Mario hits certain concealed or otherwise invisible blocks. This item makes Mario temporarily invincible to most hazards and capable of defeating enemies on contact.:10
The game consists of eight worlds with four sub-levels called "stages" in each world.":7 The final stage of each world takes place in a castle where Bowser is fought above a suspension bridge; the first seven of these Bowsers are "false Bowsers" whom are actually minions disguised as him, whilst the real Bowser is found in the 8th world. Bowser and his decoys are defeated by jumping over them and reaching the axe on the end of the bridge, although they can also be defeated using a Fire Flower. The game also includes some stages taking place underwater, which contain different enemies. In addition, there are bonuses and secret areas in the game. Most secret areas contain more coins for Mario to collect, but some contain "warp pipes" that allow Mario to advance directly to later worlds in the game without completing the intervening stages. After completing the game once, the player is rewarded with the ability to replay the game with changes made to increase its difficulty, such as all Goombas in the game being replaced with Buzzy Beetles.
In the fantasy setting of the Mushroom Kingdom, a tribe of turtle-like creatures known as the Koopa Troopas invade the kingdom and uses the magic of its king, Bowser, to turn its inhabitants, known as the Mushroom People, into inanimate objects such as bricks, stones and horsehair plants. Bowser and his army also kidnap Princess Toadstool, the princess of the Mushroom Kingdom and the only one with the ability to reverse Bowser's spell. After hearing the news, Mario sets out to save the princess and free the kingdom from Bowser.:2 After traveling through various parts of the kingdom and fighting Bowser's forces along the way, Mario reaches Bowser's final stronghold, where he is able to defeat him by striking an axe on the bridge suspended over lava he is standing on, breaking the bridge, defeating Bowser, and allowing for the princess to be freed and saving the Mushroom Kingdom.
Super Mario Bros., the successor to the 1983 arcade game Mario Bros., was designed by Shigeru Miyamoto and Takashi Tezuka, both of whom belonged to Nintendo's Creative Department, and largely programmed by Toshihiko Nakago of SRD Company, Ltd. Though not originally using any particular character, the very deliberate creative process of what would become their next game was motivated by "a grand culmination" of their technical knowledge from previous games such as Excitebike, Devil World, and Kung Fu, by a desire to give the ROM cartridge format "a final exclamation point" in light of the forthcoming Famicom Disk System as the new dominant medium, and by continuing their legacy in the platform game genre. Miyamoto explained, "We felt strongly about how we were the first to come up with [what we called the "athletic game"] genre, and it was a goal of ours to keep pushing it. ... We had built up a lot of know-how since the release of the console, and the time had come when that would be possible." The game was made in tandem with The Legend of Zelda, another Famicom game directed and designed by Miyamoto, which was released in Japan five months after Super Mario Bros. As a result, certain elements were carried over from The Legend of Zelda to Super Mario Bros; for instance, the fire bars that appear in the game's castle levels began as an unused object from Zelda.
Development was aimed at simplicity in order to have a new game available for the end-of-year shopping season. They started with a prototype in which the player simply moves a 16 by 32 pixel square around a single screen. Tezuka suggested the use of Mario after seeing the sales figures of Mario Bros., which was still selling well throughout the previous year. The team chose to name the game "Super Mario Bros." after deciding to implement the Super Mushroom into the game. The game initially made use of a concept in which Mario or Luigi could enter a rocket ship and drive it around while firing at enemies, but this went unused; the final game's sky-based bonus stages are a remnant of this concept. After releasing Mario Bros., the team had reflected that it had been an illogical gameplay decision for Mario to be hurt by stomping upon the walking turtles, so they decided that any future Mario game would "definitely have it so that you could jump on turtles all you want." When designing King Koopa, Miyamoto initially imagined the character as an ox, taking inspiration from the character design of the Ox King from the Toei Animation film Alakazam the Great. However, when Tezuka saw Miyamoto's design for the character, he noted that it looked more akin to that of a turtle, prompting the two to work on defining and fleshing out the character's design until coming up with his final appearance.
The development of Super Mario Bros. is an early example of specialization in the video game industry, made possible and necessary by the Famicom's arcade-capable hardware. Miyamoto designed the game world and led a team of seven programmers and artists who turned his ideas into code, sprites, music, and sound effects. Developers of previous hit games joined the team, importing many special programming techniques, features, and design refinements such as these: "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".
The team based the level design around a small Mario, intending to later make his size bigger in the final version. Then they decided it would be fun to let Mario change his size via a power-up. The early level design was focused on teaching players that mushrooms were distinct from Goombas and would be beneficial to them, so in the first level of the game, the first mushroom is difficult to avoid if it is released. The use of mushrooms to change size was influenced by common Japanese folktales in which people wander into forests and eat magical mushrooms; this also resulted in the game world being named the "Mushroom Kingdom". The team also deliberately chose not to have Mario begin levels as Super Mario in order to make obtaining a mushroom more gratifying for the player. Miyamoto explained: "When we made the prototype of the big Mario, we did not feel he was big enough. So, we came up with the idea of showing the smaller Mario first, who could be made bigger later in the game; then players could see and feel that he was bigger." A rumor stemming from a Japanese magazine claimed that the developers came up with the idea to include a small Mario after a bug in the game caused only the upper-half of his body to appear, but this claim has been disavowed by Miyamoto. Miyamoto said the shell-kicking 1-up trick was intentionally designed and carefully tested, but "people turned out to be a lot better at pulling the trick off for ages on end than we thought". Other features, such as blocks containing multiple coins, were inspired by programming glitches.
Super Mario Bros. was developed for a cartridge with 256 kilobits of program code and data and 64 kilobits of sprite and background graphics. Due to this storage limitation, the designers happily considered their aggressive search for space-saving opportunities to be akin to their own fun television game show competition. For instance, clouds and bushes in the game's backgrounds use that same sprite recolored. Sound effects were also recycled; the sound when Mario is damaged is the same as when he enters a pipe, and Mario jumping on an enemy is the same sound as each stroke when swimming. After completing the game, the development team decided that they should introduce players with a simple, easy-to-defeat enemy rather than beginning the game with Koopa Troopas. By this point, the project had nearly run out of memory, so the designers created the Goombas by making a single static image and flipping it back and forth to save space while creating a convincing character animation. After the addition of the game's music, around 20 bytes of open cartridge space remained. Miyamoto used this remaining space to add a sprite of a crown into the game, which would appear in the player's life counter as a reward for obtaining at least 10 lives.
During the third generation of video game consoles, tutorials on gameplay were rare. Instead, players learned how a video game worked through being guided by level design. The opening section of Super Mario Bros. was therefore specifically designed in such a way that players would be forced to explore the mechanics of the game in order to be able to advance. Rather than confront the newly oriented player with obstacles, the first level of Super Mario Bros. lays down the variety of in-game hazards by means of repetition, iteration, and escalation. In an interview with Eurogamer, Miyamoto explained that he created "World 1-1" to contain everything a player needs to "gradually and naturally understand what they're doing", so that they can quickly understand how the game works. According to Miyamoto, once the player understands the mechanics of the game, the player will be able to play more freely and it becomes "their game."
Nintendo sound designer Koji Kondo wrote the six-track score for Super Mario Bros., as well as all of the game's sound effects. At the time he was composing, video game music was mostly meant to attract attention, not necessarily to enhance or conform to the game. Kondo's work on Super Mario Bros. was one of the major forces in the shift towards music becoming an integral and participatory part of video games. Kondo had two specific goals for his music: "to convey an unambiguous sonic image of the game world", and "to enhance the emotional and physical experience of the gamer".
The music of Super Mario Bros. is coordinated with the onscreen animations of the various sprites, which was one way which Kondo created a sense of greater immersion. Kondo wasn't the first to do this in a video game; for instance, Space Invaders features a simple song that gets faster and faster as the aliens speed up, eliciting a sense of stress and impending doom which matches the increasing challenge of the game. However, Kondo attempted to take the idea further, stating that the primary question determining the use of a game's music was "Do the game and music fit one another?" Unlike most games at the time, for which composers were hired later in the process to add music to a nearly finished game, Kondo was a part of the development team almost from the beginning of production, working in tandem with the rest of the team to create the game's soundtrack. Kondo's compositions were largely influenced by the game's gameplay, intending for it to "heighten the feeling of how the game controls".
Before composition began, a prototype of the game was presented to Kondo so that he could get an idea of Mario's general environment and revolve the music around it. Kondo wrote the score with the help of a small piano to create appropriate melodies to fit the game's environments. After the development of the game showed progress, Kondo began to feel that his music did not quite fit the pace of the game, so he changed it a bit by increasing the songs' tempos. The music was further adjusted based on the expectations of Nintendo's play-testers.
Super Mario Bros. was first released in Japan on September 13, 1985, for the Family Computer. It was released later that year in North America for the Nintendo Entertainment System (NES). Its exact North American release date is unknown and is frequently debated; though generally being cited as having been released alongside the NES in October 1985 as a launch game, several other sources conflict with this statement, suggesting that the game may have released in other varying time frames ranging from November 1985 to early 1986. The game was released in Europe two years later on May 15, 1987 for the NES.
In 1988, the game was re-released along with the shooting range game Duck Hunt as part of a single ROM cartridge, which came packaged with the NES as a pack-in game, as part of the console's Action Set. This version of the game is extremely common in North America, with millions of copies of it having been manufactured and sold in the United States. In 1990, another cartridge, touting the two games as well as World Class Track Meet, was also released in North America as part of the NES Power Set. It was released on May 15, 1987 in Europe, and during that year in Australia as well. In 1988, the game was re-released in Europe in a cartridge containing the game plus Tetris and Nintendo World Cup. The compilation was sold alone or bundled with the revised version of the NES.
Super Mario Bros. has been ported several times since its release.
Super Mario Bros. Special
A version of the game titled Super Mario Bros. Special developed by Hudson Soft was released in Japan in 1986 for the NEC PC-8801 and Sharp X1 personal computers. Though featuring similar controls and graphics, the game has different level designs and new items, as well as brand new enemies based on enemies from Mario Bros. and Donkey Kong.
Game & Watch
Vs. Super Mario Bros.
Vs. Super Mario Bros. is a 1986 arcade adaptation of Super Mario Bros (1985), released on the Nintendo VS. System and the Nintendo Vs. Unisystem (and its variant, Nintendo Vs. Dualsystem). Existing levels were made much more difficult, with narrower platforms, more dangerous enemies, fewer hidden power-ups, and 200 coins needed for an extra life instead of 100. Several of the new levels went on to be featured in the Japanese sequel, Super Mario Bros 2. The game was featured in an official contest during the 1986 ACME convention in Chicago.
Although the game was not officially released in Japan, Japanese arcade operators were able to get access to the title.
An emulated version of the game was released for the Nintendo Switch via the Arcade Archives collection on December 22, 2017. Playing that release, Chris Kohler of Kotaku called the game's intense difficulty "The meanest trick Nintendo ever played".
Several modified variants of the game have been released, many of which are ROM hacks of the original NES game.
All Night Nippon Super Mario Bros.,[c] a promotional, graphically-modified version of Super Mario Bros., was officially released in Japan in December 1986 for the Family Computer Disk System as a promotional item given away by the popular Japanese radio show All Night Nippon. The game was published by Fuji TV, the same company which later went on to publish Yume Kōjō: Doki Doki Panic (which was released outside of Japan as Super Mario Bros. 2). The game features graphics based upon the show, with sprites of the enemies, mushroom retainers, and other characters being changed to look like famous Japanese music idols, recording artists, and DJs as well as other people related to All-Night Nippon. The game also makes use of the same slightly upgraded graphics and alternate physics featured in Super Mario Bros.: The Lost Levels. This version of the game is considered extremely rare, with copies going online for upwards of nearly $500.
On November 11, 2010, a special red variant of the Wii containing a pre-downloaded version of the game was released in Japan to celebrate Super Mario Bros.'s 25th anniversary. This version of the game features several graphical changes, such as changing "?" blocks to have the number "25" on them to symbolize the game's anniversary.
Super Luigi Bros., a redux of the game featuring Luigi, was included as a feature within NES Remix 2, based on a mission featured in the first NES Remix featuring Luigi in a backwards version of World 1–2. The player now controls Luigi instead of Mario, who now jumps higher and slides more when running on the ground similar to his appearance in the Japanese Super Mario Bros. 2 (if the game's two-player mode is selected, both players control as Luigi), and the game's level designs are exactly the same as they are in the original Super Mario Bros but completely mirrored, such as the game scrolling from left-to-right.
Super Mario All-Stars
Super Mario All-Stars, a compilation game released in 1993 for the Super Nintendo Entertainment System, featured a remade version of Super Mario Bros. alongside remakes of several of the other Super Mario games released for the NES. The version of Super Mario Bros. included in this compilation has improved graphics and sound to match the SNES's 16-bit capabilities, as well as minor alterations to some of the game's collision mechanics. The game also features the ability for a player to save their progress midway through the game and changes the game's multiplayer mode so that the two players switch off after every level in addition to whenever a player dies. Super Mario All-Stars was also re-released for the Wii as a re-packaged, 25th anniversary version, featuring the same version of the game, along with a 32-page art book and a compilation CD of music from various Super Mario games.
Super Mario Bros. Deluxe
Super Mario Bros. Deluxe,[d] sometimes referred to as Super Mario Bros. DX, was released on the Game Boy Color on May 10, 1999 in North America and Europe and in 2000 in Japan. Based on the original Super Mario Bros., it features an overworld level map, simultaneous multiplayer, a Challenge mode in which the player finds hidden objects and achieves a certain score in addition to normally completing the level, and eight additional worlds based on the main worlds of the Japanese 1986 game Super Mario Bros. 2. It is compatible with the Game Boy Printer. Compared to Super Mario Bros., the game features a few minor visual upgrades such as water and lava now being animated rather than static, and a smaller screen due to the lower resolution of the Game Boy Color.
It was released on the Nintendo 3DS Virtual Console in 2014. In Japan, users who registered a Nintendo Network ID on their Nintendo 3DS system between December 10, 2013 and January 10, 2014 received a free download code, with emails with download codes being sent out starting January 27, 2014. In Europe and Australia, users who registered a Nintendo Network ID on their Nintendo 3DS system between December 10, 2013 and January 31, 2014 received a free download code, with emails with download codes being sent out from February 13 to 28, 2014. It was released for purchase on the Nintendo 3DS eShop in Europe on February 27, 2014, in Australia on February 28, 2014, and in North America on December 25, 2014.
GamesRadar+ placed the game number 15 of the greatest Game Boy games of all time explaining that they could have simply ported the game but instead they expanded on it. The staff opined the only downside was the camera in the game. Jeremy Parish of USGamer praised the game comparing it more popularly to Super Mario All-Stars which basically just gave a lift of Mario from 8-bit to 16-bit. Instead he praised Super Mario Bros. DX for adding "considerably more" to the original games like the secret unlockable bonus, the addition of The Lost Levels, new objectives, modes and multiplayer mechanics along with the ability to play with Luigi physics. He described it as "a comprehensive overhaul" of the whole Super Mario Bros. video game. Additionally Kevin Webb of Game Informer placed the game as one of greatest Game Boy games of all time. Meanwhile, the Esquire staff ranked it as the 9th greatest Game Boy game.
As one of Nintendo's most popular games, Super Mario Bros. has been re-released and remade numerous times, with every single major Nintendo console up to the Nintendo Switch sporting its own port or remake of the game with the exception of the Nintendo 64.
In early 2003, Super Mario Bros. was ported to the Game Boy Advance as a part of the Famicom Minis collection in Japan and as a part of the NES Series in the US. This version of the game is entirely emulated, making it completely identical to the original game. According to the NPD Group (which tracks game sales in North America), this re-released version of Super Mario Bros. was the best-selling Game Boy Advance game from June 2004 to December 2004. In 2005, Nintendo re-released this port of the game as a part of the game's 20th Anniversary; this special edition of the game went on to sell approximately 876,000 units.
The game is one of the 19 unlockable NES games included in the GameCube game Animal Crossing, for which it was distributed by Famitsu as a prize for owners of Dobutsu no Mori+; outside of this, the game can't be unlocked through in-game conventional means, and the only way to access it is through the use of a third-party cheat device such as a Game Shark or Action Replay.
Super Mario Bros. is featured as one of the 30 included games with the NES Classic Edition, a dedicated video game console containing several NES games. This version of the game allows for the use of suspension points to save in-game progress, and can be played in various different display styles, including its original 4:3 resolution, a "pixel-perfect" resolution and a style emulating the look of a cathode ray tube television.
Super Mario Bros. has been re-released for several of Nintendo's game systems as a part of their Virtual Console line of classic video game releases. It was first released for the Wii on December 2, 2006 in Japan, December 25, 2006 in North America and January 5, 2007 in PAL regions. The release is a complete emulation of the original game, meaning that nothing is changed from its original NES release. This version of the game is also one of the "trial games" made available in the "Masterpieces" section in Super Smash Bros. Brawl, where it can be demoed for a limited amount of time. A Nintendo 3DS release of the game was initially distributed exclusively to members of Nintendo's 3DS Ambassador Program in September 2011. A general release of the game later came through in Japan on January 5, 2012, in North America on February 16, 2012 and in Europe on March 1, 2012. The game was released for the Wii U's Virtual Console in Japan on June 5, 2013, followed by Europe on September 12, 2013 and North America on September 19, 2013.
Super Mario Bros. was immensely successful and helped popularize side-scrolling platform games. Altogether, excluding ports and rereleases, the original NES version of the game has sold 40.24 million copies, making it the bestselling video game in the Mario series and one of the bestselling video games of all time, with 29 million copies sold in North America. The game was the all-time bestselling game for over 20 years until its lifetime sales were ultimately surpassed by Wii Sports. The game's Wii Virtual Console release was also successful, becoming the #1 selling game out of the service's lineup of games by mid-2007.
Computer Entertainer / Video Game Update magazine highly praised Super Mario Bros., writing that the game was worthy of "a spot in the hall of fame reserved for truly addictive action games", praising its "cute and comical" graphics and its lively music. It stated that the game was a must-have for the system, and considered its greatest strength to be its depth of play.
Retrospective critical analysis of the game has been extremely positive, with many touting it as one of the best video games of all-time. Nintendo Power listed it as the fourth best Nintendo Entertainment System video game, describing it as the game that started the modern era of video games as well as "Shigeru Miyamoto's masterpiece". The game ranked first on Electronic Gaming Monthly's "Greatest 200 Games of Their Time" list and was named in IGN's top 100 games of all-time list twice, in 2005 and 2007. The All-Stars edition of the game was ranked 37th in Electronic Gaming Monthly's 1997 list of the "100 Best Games of All Time". In 2009, Game Informer put Super Mario Bros. in second place on its list of "The Top 200 Games of All Time", behind The Legend of Zelda, saying that it "remains a monument to brilliant design and fun gameplay". The Game Informer staff also ranked it the second best in their 2001 list of the top 100 games ever made. In 2012, G4 ranked Super Mario Bros. first of the "Top 100 Video Games of All Time", citing its revolutionary gameplay as well as its role in helping recover the NA gaming industry from the Video Game Crash of 1983. In 2014, IGN ranked Super Mario Bros. as the best Nintendo game in their "Top 125 Nintendo Games of All Time" list, saying that "this is the most important Nintendo game ever made".:9 In a poll held by IGN in 2005, the game was ranked number one in the website's list of the 100 greatest video games of all-time. In 2017, Polygon ranked the game #8 out of the core Super Mario games, crediting the game with "kick[ing] off this franchise's habit of being an exception to so many rules". In 2018, Business Insider included the game as number 2 in their list of the top 10 Super Mario games.
Several critics have praised the game for its precise controls, which allow the player to control how high and far Mario or Luigi jumps, and how fast he runs. AllGame gave Super Mario Bros. a five-star rating, stating that "[T]he sense of excitement, wonder and – most of all – enjoyment felt upon first playing this masterpiece of videogame can't barely be put into words. And while its sequels have far surpassed it in terms of length, graphics, sound and other aspects, Super Mario Bros., like any classic – whether of a cinematic or musical nature – has withstood the test of time, continuing to be fun and playable" and that any gamer "needs to play this game at least once, if not simply for a history lesson". Reviewing the Virtual Console Release of the game, IGN called it "an absolute must for any gamer's Virtual Console collection." Darren Calvert of Nintendo Life called the game's visuals "unavoidably outdated" compared to newer games, but mused that they were impressive at the time that the game was released.
The Game Boy Advance port of Super Mario Bros. holds an aggregate score of 84 on Metacritic. Many critics compared the port to previous ports of the game such as Super Mario Deluxe and Super Mario All-Stars, noting its seeming lack of brand new content to separate it from the original version of the game. Jeremy Parish of 1up.com called the game "The most fun you'll ever have while being robbed blind," ultimately giving the game a score of 80% and praising its larger-scaling screen compared to Deluxe while greatly criticizing its lack of new features. IGN's Craig Harris labeled the game as a "must-have," but also mused "just don't expect much more than the original NES game repackaged on a tiny GBA cart." GameSpot gave the port a 6.8 out of 10, generally praising the gameplay but musing that the port's graphical and technical differences from the original version of the game "prevent this reissue from being as super as the original game."
The Game Boy Color port of the game also received wide critical appraisal; IGN's Craig Harris gave Super Mario Bros. Deluxe a perfect score, praising it as a perfect translation of the NES game. He hoped that it would be the example for other NES games to follow when being ported to the Game Boy Color. GameSpot gave the game a 9.9, hailing it as the "killer app" for the Game Boy Color and praising the controls and the visuals (it was also the highest rated game in the series, later surpassed by Super Mario Galaxy 2 which holds a perfect 10). Both gave it their Editors' Choice Award. Allgame's Colin Williamson praised the porting of the game as well as the extras, noting the only flaw of the game being that sometimes the camera goes with Mario as he jumps up. Nintendo World Report's Jon Lindemann, in 2009, called it their "(Likely) 1999 NWR Handheld Game of the Year," calling the quality of its porting and offerings undeniable. Nintendo Life gave it a perfect score, noting that it retains the qualities of the original game and the extras. St. Petersburg Times' Robb Guido commented that in this form, Super Mario Bros. "never looked better." The Lakeland Ledger's Nick S. agreed, praising the visuals and the controls. In 2004, a Game Boy Advance port of Super Mario Bros. (part of the Classic NES Series) was released, which had none of the extras or unlockables available in Super Mario Bros. Deluxe. Of that version, IGN noted that the version did not "offer nearly as much as what was already given on the Game Boy Color" and gave it an 8.0 out of 10. Super Mario Bros. Deluxe ranked third in the best-selling handheld game charts in the U.S. between June 6 and 12, 1999 and sold over 2.8 million copies in the U.S. It was included on Singapore Airlines flights in 2006. Lindemann noted Deluxe as a notable handheld release in 1999.
The success of Super Mario Bros. led to the development of many successors in the Super Mario series of video games, which in turn form the core of the greater Mario franchise. Two of these sequels, Super Mario Bros. 2 and Super Mario Bros. 3, were direct sequels to the game and were released for the NES, experiencing similar levels of commercial success. A different sequel, also titled Super Mario Bros. 2, was released for the Famicom Disk System in 1986 exclusively in Japan, and was later released elsewhere as a part of Super Mario All-Stars under the name Super Mario Bros.: The Lost Levels. The gameplay concepts and elements established in Super Mario Bros. are prevalent in nearly every Super Mario game. The series consists of over 15 entries; at least one Super Mario game has been released on nearly every Nintendo console to date. Super Mario 64 is widely considered one of the greatest games ever made, and is largely credited with revolutionizing the platforming genre of video games and its step from 2D to 3D. The series is one of the best-selling, with more than 310 million copies of games sold worldwide as of September 2015[update]. In 2010, Nintendo released special red variants of the Wii and Nintendo DSi XL consoles in re-packaged, Mario-themed limited edition bundles as part of the 25th anniversary of the game's original release. To celebrate the series' 30th anniversary, Nintendo released Super Mario Maker, a game for the Wii U which allows players to create custom platforming stages using assets from Super Mario games and in the style of Super Mario Bros. along with other styles based around different games in the series.
The game's success helped to push Mario as a worldwide cultural icon; in 1990, a study taken in North America suggested that more children in the United States were familiar with Mario than they were with Mickey Mouse, another popular media character. The game's musical score composed by Koji Kondo, particularly the game's "overworld" theme, has also become a prevalent aspect of popular culture, with the latter theme being featured in nearly every single Super Mario game. Alongside the NES platform, Super Mario Bros. is often credited for having resurrected the video game industry after the market crash of 1983. In the United States Supreme Court case Brown v. Entertainment Merchants Association, the Electronic Frontier Foundation submitted an amicus brief which supported the overturn a law which would ban violent video games in the state of California. The brief cited social research that declared Super Mario Bros, among several others, to contain cartoon violence similar to that found in children's programs such as Mighty Mouse and Road Runner that garnered little negative reaction from the public.
Because of its status within the video game industry as well as one of the first titles published by Nintendo, mint condition copies of Super Mario Bros. have been considered collectors items. In 2019, the auction of a near-mint, sealed box version of the game sold for just over US$100,000, and which is considered to have drawn wider interest in the field of video game collecting. A year later in July 2020, a similar near-mint sealed box copy of the game, from the period when Nintendo was transitioning from sticker-seals to shrinkwrap, went for US$114,000, at the time the highest price ever for a single video game.
The Super Mario Bros. series has inspired various media products. The 1986 anime film Super Mario Bros.: The Great Mission to Rescue Princess Peach! is acknowledged as one of the first feature-length films to be based directly off of a video game. A live-action film based on the game was released theatrically in 1993, starring Bob Hoskins and John Leguizamo as Mario and Luigi, respectively. The American animated television series The Super Mario Bros. Super Show! ran from 1989 to 1990, starring professional wrestler Lou Albano as Mario and Danny Wells as Luigi. An animated film based on the series created by Illumination Entertainment is currently in production.
Video game developer Yuji Naka has cited Super Mario Bros. as a large inspiration towards the concept for the immensely successful 1991 Sega Genesis game, Sonic the Hedgehog; according to Naka, the general idea for the game first materialized when he was playing through game and trying to beat the game's first level as quickly as possible, and thought about the concept of a platformer based around moving as fast as possible.
Super Mario Bros. has served as inspiration for several fangames. In 2009, developer SwingSwing released Tuper Tario Tros, a game which combines elements of Super Mario Bros. with Tetris. Super Mario Bros. Crossover, a PC fangame developed by Jay Pavlina and released in 2010 as a free browser-based game, is a full recreation of Super Mario Bros. that allows the player to alternatively control various other characters from Nintendo games, including Mega Man, Link from The Legend of Zelda, Samus from Metroid, and Simon Belmont from Castlevania. Mari0, released in December 2012, combines elements of the game with that of Portal (2007) by giving Mario a portal-making gun with which to teleport through the level, and Full Screen Mario (2013) adds a level editor. In 2015, game designer Josh Millard released Ennuigi, a metafictional fangame with commentary on the original game which relates to Luigi's inability to come to terms with the game's overall lack of narrative. Super Mario Bros. is substantial in speedrunning esports, with coverage beyond video gaming and a specific version for Guinness World Records.
The "Minus World" or "World Negative One" is an unbeatable glitch level present in the original NES release. World 1-2 contains a hidden warp zone, with warp pipes that transport the player to worlds 2, 3, and 4, accessed by running over a wall near the exit. If the player is able to exploit a bug that allows Mario to pass through bricks, the player can enter the warp zone by passing through the wall and the pipe to World 2-1 and 4-1 may instead transport the player to an underwater stage labeled "World -1". This stage's map is identical to worlds 2-2 and 7–2, and upon entering the warp pipe at the end, the player is taken back to the start of the level, thus trapping the player in the level until all lives have been lost. Although the level name is shown as " -1" with a leading space on the heads-up display, it is actually World 36–1, with the tile for 36 being shown as a blank space.
The Minus World bug in the Japanese Famicom Disk System version of the game behaves differently and creates multiple, completable stages. "World -1" is an underwater version of World 1–3 with an underwater level color palette and underwater level music, and contains sprites of Princess Toadstool, Bowser, and Hammer Bros. World -2 is an identical copy of World 7–3, and World -3 is a copy of World 4–4 with an underground level color palette and underground level music, and does not loop if the player takes the wrong path, contrary to the original World 4-4. After completing the level, Toad's usual message is displayed, but Toad himself is absent. After completing these levels, the game returns to the title screen as if completed, and is now replayable as if in a harder mode, since it's higher than world 8. There are hundreds of glitch levels beyond the Minus World (256 worlds are present including the 8 playable ones), which can be accessed in a multitude of ways, such as cheat codes or ROM hacking.
- Cifaldi, Frank (March 28, 2012). "Sad But True: We Can't Prove When Super Mario Bros. Came Out". Gamasutra. Retrieved July 9, 2019.
- Nintendo staff. "NES Games" (PDF). Nintendo. Archived from the original (PDF) on December 21, 2010. Retrieved September 24, 2011.
- Super Mario Bros. Instruction Booklet (PDF). USA: Nintendo of America. 1985. Archived (PDF) from the original on June 23, 2017. Retrieved July 4, 2017.
- "Archived copy". Archived from the original on February 22, 2018. Retrieved February 22, 2018.CS1 maint: archived copy as title (link)
- Birnbaum, Mark (March 6, 2007). "Super Mario Bros. VC review". IGN. Archived from the original on September 24, 2017. Retrieved February 5, 2018.
- Smith, Geoffrey Douglas. "Super Mario Bros – Review". Allgame. Archived from the original on November 14, 2014. Retrieved December 6, 2012.
- Nintendo (September 13, 1985). Super Mario Bros. Nintendo. Level/area: World 8-4.
- "Using the D-pad to Jump". Iwata Asks: Super Mario Bros. 25th Anniversary Vol. 5: Original Super Mario Developers. Nintendo of America. February 1, 2011. Archived from the original on February 3, 2011. Retrieved February 1, 2011.
- Gifford, Kevin. "Super Mario Bros.' 25th: Miyamoto Reveals All". 1UP.com. Archived from the original on January 5, 2015. Retrieved October 24, 2010.
- "Iwata Asks- Super Mario Bros. 25th Anniversary (3. The Grand Culmination)". Nintendo of America. Retrieved March 15, 2018.
- "Super Mario Bros. and Super Mario Bros. 3 developer interviews- NES Classic Edition". Nintendo.com. Nintendo of America. Archived from the original on December 1, 2017. Retrieved November 18, 2017.
- Birch, Nathan (April 24, 2014). "20 Fascinating Facts You Might Not Know about 'Super Mario Bros.'". Uproxx. Retrieved March 15, 2018.
- "Keeping It Simple". Iwata Asks: Super Mario Bros. 25th Anniversary. Nintendo. Archived from the original on June 29, 2012. Retrieved October 25, 2010.
- Iwata, Satoru (2009). "Iwata Asks: New Super Mario Bros (Volume 2- It Started With a Square Object Moving)". Archived from the original on December 15, 2009. Retrieved October 25, 2017.
- Gantayat, Anoop (October 25, 2010). "Super Mario Bros. Originally Had Beam Guns and Rocket Packs". Andriasang. Archived from the original on January 26, 2014. Retrieved January 24, 2014.
- Miggels, Brian; Claiborn, Samuel. "The Mario You Never Knew". IGN. Archived from the original on December 25, 2010. Retrieved March 27, 2011.
- "Iwata Asks Volume 8- Flipnote Studios-An Animation Class 4.My First Project: Draw a Rug". Nintendo of Europe. Archived from the original on May 25, 2012.2009-08-11
- O'Donnell, Casey (2012). "This Is Not A Software Industry". In Zackariasson, Peter; Wilson, Timothy L. (eds.). The Video Game Industry: Formation, Present State, and Future. Routledge.
- "Letting Everyone Know It Was A Good Mushroom". Iwata Asks: New Super Mario Bros Wii. Nintendo. Archived from the original on September 27, 2016. Retrieved December 5, 2012.
- DeMaria, Rusel; Wilson, Johnny L. (2004). High Score!: The Illustrated History of Electronic Games. Emeryville, California: McGraw-Hill/Osborne. pp. 238–240. ISBN 0-07-223172-6.
- "Iwata Asks- New Super Mario Bros. Wii (Volume 6: Applying A Single Idea To Both Land And Sky)". Nintendo of America. Archived from the original on September 27, 2016. Retrieved March 15, 2018.
- Parish, Jeremy (2012). "Learning Through Level Design with Mario". 1UP.com.
- Robinson, Martin (September 7, 2015). "Video: Miyamoto on how Nintendo made Mario's most iconic level". Eurogamer. Archived from the original on March 21, 2016.
- Kerr, Chris (September 8, 2015). "How Miyamoto built Super Mario Bros.' legendary World 1-1". Gamasutra. Archived from the original on March 5, 2016.
- "Behind the Mario Maestro's Music". Wired News. March 15, 2007. Archived from the original on February 13, 2011. Retrieved June 26, 2010.
- Schartmann, Andrew (2015). Koji Kondo's Super Mario Bros. Soundtrack. New York: Bloomsbury. p. 30. ISBN 978-1-62892-853-2.
- Schartmann, Andrew (2015). Koji Kondo's Super Mario Bros. Soundtrack. New York: Bloomsbury. p. 31. ISBN 978-1-62892-853-2.
- Laroche, G. (2012). Analyzing musical Mario-media: Variations in the music of Super Mario video games (Thesis). McGill University Libraries. ISBN 978-0-494-84768-8. ProQuest 1251652155. (Order No. MR84768).
- Schartmann, Andrew (2015). Koji Kondo's Super Mario Bros. Soundtrack. New York: Bloomsbury. p. 33. ISBN 978-1-62892-853-2.
- "Super Mario Bros. Composer Koji Kondo Interview". 1up.com. Archived from the original on August 12, 2012. Retrieved April 21, 2012.
- "Super Mario Bros. Video Game, Japanese Soundtrack Illustration". GameTrailers. Archived from the original on May 30, 2010. Retrieved April 21, 2012.
- "Macy's advertisement". New York Times. November 17, 1985. p. A29.
- "111.4908: Super Mario Bros. / Duck Hunt". museumofplay.org. Archived from the original on March 1, 2018. Retrieved March 14, 2018.
- Birch, Nathan (October 3, 2014). "How To Shoot The Dog And Other Facts You Probably Don't Know About 'Duck Hunt'". Uproxx. Archived from the original on February 28, 2018. Retrieved March 14, 2018.
- Tognotti, Chris (July 30, 2017). "Vintage, still-wrapped Super Mario Bros. NES cartridge sells for $30,000". The Daily Dot. Archived from the original on February 28, 2018. Retrieved March 14, 2018.
- "108.5270: Super Mario Bros. / Duck Hunt / World Class Track Meet". museumofplay.org. Archived from the original on February 28, 2018. Retrieved March 14, 2018.
- Duck Hunt/Super Mario Bros. instruction booklet. USA: Nintendo. 1988. NES-MH-USA.
- Whitehead, Thomas (September 17, 2015). "Decade-Old Japanese Shigeru Miyamoto Interview Shows How Super Mario Bros. Helped Save the NES". Nintendo Life. Archived from the original on February 20, 2018. Retrieved February 19, 2018.
- Orland, Kyle. "30 years, 30 memorable facts about Super Mario Bros". Ars Technica. Archived from the original on April 4, 2017. Retrieved April 10, 2017.
- "107.1265: Super Mario Bros. Game & Watch". Archived from the original on February 20, 2018. Retrieved March 14, 2018.
- "Nintendo Names 'Ca$h Grab' Winners" (PDF). Cash Box. 49 (44): 37. April 19, 1986. Retrieved August 20, 2017.
- "Namco's "Family Stadium" Has Enjoyed Popularity (Paragraphs 9-11)" (PDF). Amusement Press. June 15, 1987.
- "Arcade Archives VS. SUPER MARIO BROS". Nintendo.co.uk. Retrieved December 26, 2017.
- Whitehead, Thomas (November 17, 2017). "VS. Super Mario Bros. Arcade Archives Release Set for Festive Arrival on Switch". Nintendo Life. Nlife Media. Archived from the original on December 26, 2017. Retrieved December 26, 2017.
- Kohler, Chris (December 22, 2017). "Vs. Super Mario Bros. Is The Meanest Trick Nintendo Ever Played". Kotaku. Archived from the original on February 21, 2018. Retrieved February 20, 2018.
- Fletcher, JC. "Virtually Overlooked: All Night Nippon Super Mario Bros". Engadget. Archived from the original on April 15, 2017. Retrieved April 15, 2017.
- Kohler, Chris (October 7, 2010). "Nintendo Hacks Super Mario Bros. for Limited-Edition Wii". Wired. Archived from the original on February 20, 2018. Retrieved February 19, 2018.
- Wilson, Jason (April 10, 2014). "NES Remix 2's Super Luigi Bros. is a speedrunner's ass-backward nightmare". VentureBeat. Archived from the original on April 22, 2016. Retrieved May 31, 2016.
- "Little Mac Joins Super Smash Bros., Mario Kart 8 Launching May 30 with Koopalings & More". ComingSoon.net. February 14, 2014. Archived from the original on August 16, 2016. Retrieved May 31, 2016.
- "SNES: Super Mario All-Stars". GameSpot. Retrieved August 27, 2008.
- Kuchera, Ben (October 28, 2010). "Nintendo bringing classic Mario games to the Wii for $30". Ars Technica. Archived from the original on March 2, 2018. Retrieved March 1, 2018.
- "Super Mario Bros". Game List. Nintendo of America. Archived from the original on April 27, 1999. Retrieved September 11, 2010.
- "Game Boy Color: Super Mario Bros. Deluxe". GameSpot. Retrieved August 27, 2008.
- McMinn, Kevin (January 27, 2014). "Nintendo Japan Issuing Nintendo Network ID Campaign Download Codes". Nintendo News. Archived from the original on March 20, 2015. Retrieved January 27, 2015.
- "Nintendo Network 3DS Promotion to Offer Free Super Mario Bros. Deluxe Download in Europe". Nintendo Life. Archived from the original on April 2, 2014. Retrieved March 2, 2014.
- "Register a Nintendo Network ID on Nintendo 3DS to get Super Mario Bros. Deluxe for free!". Nintendo Australia. Nintendo. December 30, 2013. Archived from the original on May 14, 2015. Retrieved January 27, 2015.
- "Super Mario Bros. Deluxe". nintendo.co.uk. Nintendo. February 27, 2014. Retrieved March 14, 2018.
- Vuckovic, Daniel (February 27, 2014). "Nintendo Download Updates (28/2) Mammaries of Fate". Vooks. Archived from the original on February 4, 2016. Retrieved January 27, 2015.
- NintenDaan (December 25, 2014). "This week's North American downloads – December 25 (Shantae Wii U, SMB Deluxe and more!)". GoNintendo. Archived from the original on April 18, 2015. Retrieved January 27, 2015.
- July 2016, GamesRadar Staff 27. "The best Game Boy games of all time". gamesradar. Retrieved July 16, 2020.
- Parish, Jeremy (April 22, 2019). "The 25 Greatest Game Boy Games". USgamer. Retrieved July 16, 2020.
- Webb, Kevin. "The 30 best Game Boy games, in honor of the trail-blazing console's 30th anniversary". Business Insider. Retrieved July 17, 2020.
- "10 Best Game Boy Video Games of All Time, Ranked". Esquire. April 19, 2019. Retrieved July 17, 2020.
- Thorsen, Tor (November 21, 2005). "ChartSpot: June 2004". GameSpot. Archived from the original on September 29, 2007. Retrieved August 27, 2008.
- Davidson, Joey. "Animal Crossing on Gamecube let you play full NES games for free, and it was amazing". Techno Buffalo. Archived from the original on April 15, 2017. Retrieved April 15, 2017.
- Sao, Akinori. "Super Mario Bros. Developer Interview - NES Classic Edition". Nintendo of America. Archived from the original on December 1, 2017. Retrieved March 14, 2018.
- Gerstmann, Jeff (January 2, 2007). "Super Mario Bros. Review". GameSpot. Archived from the original on December 31, 2011. Retrieved November 30, 2008.
- Birnbaum, Mark (March 6, 2007). "Super Mario Bros. VC Review". IGN. Archived from the original on December 7, 2008. Retrieved November 30, 2008.
- "Masterpieces". Smash Bros. DOJO!!. Archived from the original on January 28, 2008. Retrieved January 25, 2008.
- "Super Mario Bros. (NES) News, Reviews, Trailer & Screenshots". Nintendo Life. Archived from the original on November 16, 2016. Retrieved December 14, 2016.
- Gerstmann, Jeff. "Super Mario Bros Review". GameSpot. Archived from the original on March 26, 2013. Retrieved May 5, 2015.
- Minotti, Mike (September 13, 2015). "Super Mario Bros. is 30 years old today and deserves our thanks". VentureBeat. Archived from the original on March 10, 2016. Retrieved May 31, 2016.
- Fox, Glen (July 29, 2018). "Guide: The Best Mario Games - Every Super Mario Game Ranked". Nintendo Life. p. 2. Retrieved July 29, 2018.
- Stewart, Keith (September 13, 2010). "Super Mario Bros: 25 Mario facts for the 25th anniversary". The Guardian. Archived from the original on August 25, 2017. Retrieved March 14, 2018.
- "25 crazy facts about mario that change everything". MTV. Archived from the original on March 16, 2018. Retrieved March 15, 2018.
- "Getting That "Resort Feel"". Iwata Asks: Wii Sports Resort. Nintendo. p. 4. Archived from the original on September 27, 2016.
As it comes free with every Wii console outside Japan, I'm not quite sure if calling it "World Number One" is exactly the right way to describe it, but in any case it's surpassed the record set by Super Mario Bros., which was unbroken for over twenty years.
- Kuchera, Ben (June 1, 2007). "Nintendo announces 4.7 million Virtual Console games sold, Mario rules the top five list". Ars Technica. Retrieved April 19, 2018.
- Hamilton, Kirk. "The First and Only English-Language Review of Super Mario Bros". Kotaku. Archived from the original on January 22, 2018. Retrieved October 17, 2017.
- Sources calling Super Mario Bros. one of the all-time best games include these:
- "G4TV's Top 100 Games". www.g4tv.com. G4. 2012. Archived from the original on November 23, 2014. Retrieved March 30, 2017.
- "Top 100 Greatest Video Games Ever Made". www.gamingbolt.com. GamingBolt. April 19, 2013. Archived from the original on October 26, 2014. Retrieved March 30, 2018.
- "The Top 200 Games of All Time". Game Informer (200). January 2010.
- "IGN's Top 100 Games of All Time". IGN. 2003. Archived from the original on December 7, 2014. Retrieved December 17, 2014.
- "IGN's Top 100 Games of All Time". IGN. 2003. Archived from the original on December 7, 2014. Retrieved December 17, 2014.
- "The Top 100 Games of All Time!". IGN. 2007. Archived from the original on December 3, 2007. Retrieved October 28, 2017.CS1 maint: BOT: original-url status unknown (link)
- "Top 100 Games Of All Time". IGN. 2015. Retrieved October 28, 2017.
- "The 100 Greatest Video Games of All Time". slantmagazine.com. June 9, 2014. Archived from the original on July 12, 2015. Retrieved July 12, 2015.CS1 maint: BOT: original-url status unknown (link)
- "All-TIME 100 Video Games". Time. November 15, 2012. Archived from the original on March 7, 2016. Retrieved October 28, 2017.
- Peckham, Matt; Eadicicco, Lisa; Fitzpatrick, Alex; Vella, Matt; Patrick Pullen, John; Raab, Josh; Grossman, Lev (August 23, 2016). "The 50 Best Video Games of All Time". Archived from the original on August 30, 2016. Retrieved August 30, 2016.
- Polygon Staff (November 27, 2017). "The 500 Best Video Games of All Time". Polygon.com. Retrieved December 1, 2017.
- "The Top 300 Games of All Time". Game Informer (300). April 2018.
- "Nintendo Power – The 20th Anniversary Issue!". Nintendo Power. Vol. 231 no. 231. San Francisco, California: Future US. August 2008. p. 71.
- "The Greatest 200 Videogames of Their Time". Electronic Gaming Monthly. Archived from the original on June 29, 2012. Retrieved August 27, 2008.
- "IGN's Top 100 Games". IGN. 2005. Archived from the original on May 11, 2015. Retrieved August 27, 2008.
- "100 Best Games of All Time". Electronic Gaming Monthly. No. 100. Ziff Davis. November 1997. pp. 134, 136. Note: Contrary to the title, the intro to the article explicitly states that the list covers console video games only, meaning PC games and arcade games were not eligible.
- Staff (December 2009). "The Top 200 Games of All Time". Game Informer (200): 44–79. ISSN 1067-6392. OCLC 27315596.
- Cork, Jeff (November 16, 2009). "Game Informer's Top 100 Games of All Time (Circa Issue 100)". Game Informer. Archived from the original on February 13, 2016. Retrieved December 10, 2013.
- "G4TV's Top 100 Games – 1 Super Mario Bros". G4TV. 2012. Archived from the original on December 31, 2013. Retrieved June 27, 2012.
- "The Top 125 Nintendo Games of All Time". IGN. September 24, 2014. Archived from the original on April 1, 2015. Retrieved September 26, 2014.
- "IGN's Top 100 Games". ign.com. Archived from the original on May 11, 2015. Retrieved February 13, 2018.
- Parish, Jeremy (November 8, 2017). "Ranking the core Super Mario games". Polygon. Retrieved April 19, 2018.
- "RANKED: The 10 best Super Mario games of all time". businessinsider.com.
- Calvert, Darren (December 26, 2006). "Super Mario Bros. Review - NES". Nintendo Life. Retrieved April 19, 2018.
- "Classic NES Series: Super Mario Bros critic reviews". Metacritic. Archived from the original on February 7, 2018. Retrieved February 6, 2018.
- Parish, Jeremy (March 29, 2004). "Super Mario Bros. (Famicom Mini 01) (GBA)". 1UP.com. Archived from the original on June 3, 2004. Retrieved February 5, 2018.
- Harris, Craig (June 4, 2004). "Classic NES Series: Super Mario Bros". IGN. Archived from the original on July 31, 2017. Retrieved February 6, 2018.
- Gerstmann, Jeff (June 8, 2004). "Classic NES Series: Super Mario Bros. Review". GameSpot. Archived from the original on February 3, 2018. Retrieved February 2, 2018.
- Harris, Craig (July 21, 1999). "IGN: Super Mario Bros. Deluxe Review". IGN.com. Archived from the original on December 2, 2007. Retrieved April 23, 2008.
- Davs, Cameron (January 28, 2000). "Super Mario Bros. Deluxe for Game Boy Color Review". GameSpot. Archived from the original on March 26, 2014. Retrieved January 19, 2014.
- "IGN Editors' Choice Games". IGN. Archived from the original on April 9, 2008. Retrieved April 18, 2008.
- "Super Mario Bros. Deluxe for GBC – Super Mario Bros. Deluxe Game Boy Color – Super Mario Bros. Deluxe GBC Game". GameSpot. Retrieved April 19, 2008.
- Williamson, Colin (October 3, 2010). "Super Mario Bros. Deluxe – Review". Allgame. Archived from the original on February 16, 2010. Retrieved December 13, 2010.
- "Feature – 1999 NWR Handheld Game of the Year". Nintendo World Report. March 7, 2009. Archived from the original on January 21, 2012. Retrieved December 13, 2010.
- "Super Mario Bros. Deluxe (Retro) review". Retro.nintendolife.com. March 29, 2010. Archived from the original on May 15, 2011. Retrieved December 13, 2010.
- Guido, Robb (June 14, 1999). "Games heat up for the summer Series: TECH TIMES; SUMMER tech guide for kids; games". Pqasb.pqarchiver.com. Retrieved December 12, 2010.
- "'Super Mario Bros. Deluxe' is Back". Lakeland Ledger. August 25, 1999. Retrieved December 13, 2010.
- Harris, Craig (June 4, 2004). "Classic NES Series: Super Mario Bros. review". IGN. Archived from the original on July 16, 2009.
- "Pocket Charts". GBA News. IGN. June 25, 1999. Archived from the original on February 23, 2007. Retrieved December 13, 2010.
- "US Platinum Chart Games". The Magic Box. December 27, 2007. Archived from the original on April 21, 2007. Retrieved April 19, 2008.
- "Rugrats, the Barnyard Animals on Singapore Air". Scoop (Press release). November 27, 2006. Archived from the original on October 7, 2012. Retrieved December 13, 2010.
- "Feature – 1999: The Year in Review". Nintendo World Report. March 7, 2009. Archived from the original on November 16, 2010. Retrieved December 13, 2010.
- Morris, Chris (September 13, 2015). "Happy 30th birthday, 'Super Mario Bros.'!". Yahoo! Tech. Yahoo!. Archived from the original on May 31, 2016. Retrieved May 15, 2016.
- Fletcher, JC (October 21, 2010). "Red Wii and DSi XL bundles, Wii Remote Plus, and FlingSmash in North America Nov 7". Wired. Archived from the original on August 28, 2017. Retrieved February 6, 2018.
- "Archived copy". Archived from the original on February 21, 2018. Retrieved February 20, 2018.CS1 maint: archived copy as title (link)
- Coates, James (May 18, 1993). "How Mario Conquered America". The Chicago Tribune. Archived from the original on November 23, 2015. Retrieved February 7, 2018.
- "Archived copy". Archived from the original on February 8, 2018. Retrieved February 7, 2018.CS1 maint: archived copy as title (link)
- Hoffman, Gene (September 27, 2010). "How the Wrong Decision in Schwarzenegger v. EMA Could Cripple Video Game Innovation". Xconomy.com. Archived from the original on September 30, 2010. Retrieved September 27, 2010.
- Schwarzenegger, Arnold (September 2010). "Brief of the Progress & Freedom Foundation and the Electronic Frontier Foundation as Amici Curiae in Support of Respondents" (PDF). Archived (PDF) from the original on October 9, 2010. Retrieved October 5, 2010.
- Bailey, Jason M. (January 27, 2020). "Collectors Are Spending Thousands on Video Games They Will Never Play". The New York Times. Retrieved July 11, 2020.
- Williams, David (July 11, 2020). "Somebody paid a record $114,000 for a rare Super Mario Bros. video game". CNN. Retrieved July 11, 2020.
- "Vintage Super Mario Bros fetches 86 Lakh Rupees". theindependent.in. July 11, 2020. Retrieved July 11, 2020.
- Guinness Book of World Records 2015: Gamer's Edition. Guinness World Records. November 14, 2014. p. 179. ISBN 978-1908843661.
- "Archived copy". Archived from the original on February 21, 2018. Retrieved February 20, 2018.CS1 maint: archived copy as title (link)
- Orland, Kyle. "30 years, 30 memorable facts about Super Mario Bros". Archived from the original on September 14, 2015. Retrieved September 15, 2015.
- McWhertor, Michael (December 29, 2009). "Tuper Tario Tros. Puts A Little Tetris In Your Mushroom Kingdom". Kotaku. Archived from the original on February 1, 2014. Retrieved January 20, 2014.
- Donlan, Chris (September 2, 2011). "Tuper Tario Tros". Edge. Archived from the original on March 28, 2012. Retrieved January 20, 2014.
- "GR Pick: Super Mario Bros. Crossover Game". gamerant.com. April 29, 2010.
- McWhertor, Michael. "Mari0 Is What Happens When Mario Gets a Portal Gun". kotaku.com.
- Whitehead, Thomas (November 11, 2013). "Full Screen Mario Web Game Closed Down Following Nintendo's Copyright Complaint". Nintendo Life. Retrieved October 10, 2018.
- Billock, Jennifer (August 6, 2015). "One of the Mario Bros. has an existential crisis in the new game Ennuigi". The A.V. Club. The Onion. Archived from the original on August 31, 2016. Retrieved August 31, 2016.
- Maiberg, Emanuel (August 17, 2015). "Uh Oh, Luigi Read Some Derrida and Now He's 'Ennuigi'". Motherboard. Vice. Archived from the original on October 10, 2016. Retrieved August 31, 2016.
- Schneider, Martin (August 6, 2015). "'Ennuigi': Nintendo for pretentious existentialists". Dangerous Minds. Archived from the original on September 3, 2016. Retrieved August 31, 2016.
- Messner, Steven (August 29, 2016). "In Ennuigi you play a depressed, chain-smoking Luigi who's lost all hope". PC Gamer. Future plc. Archived from the original on September 1, 2016. Retrieved August 31, 2016.
- "It's Been A Spectacular Few Days For Mario Speedrunning". Kotaku. Retrieved December 4, 2019.
- Good, Owen S. (August 15, 2019). "Speedrunner breaks major Super Mario Bros. record". Polygon. Retrieved December 4, 2019.
- Beck, Kellen. "Speedrunner beats 'Super Mario Bros.' in unbelievable time". Mashable. Retrieved December 4, 2019.
- "Speedrunner sets new Super Mario Bros. warpless record". TechSpot. Retrieved December 4, 2019.
- "Watch this Super Mario Bros. gamer beat his own speedrun record - again". Guinness World Records. October 30, 2017. Retrieved December 4, 2019.
- Ashton, Daniel; Newman, James (2011). "Slow Play Strategies: Digital Games Walkthroughs and the Perpetual Upgrade Economy" (PDF). Transformations Journal. Archived (PDF) from the original on March 15, 2018. Retrieved March 14, 2018. Cite journal requires
- "Japanese Famicom SMB Minus World". Kotaku. Archived from the original on January 4, 2013. Retrieved August 27, 2008.
- "The Secret Minus World". Legends of Localization. Archived from the original on January 24, 2018. Retrieved March 14, 2018.
American gamers eager for more Mario stuff went bonkers when the above trick got out. Of course, since both the Japanese and American versions of the game are the same, this trick exists in the Japanese version too, and Japanese gamers got a kick out of it, of course. But while American gamers were freaking out about a measly single level that goes on forever, Japanese gamers were going crazy about something much more: a trick to reach 256 different levels!
- Gilbert, Ben (January 29, 2017). "Here's how to unlock hundreds of secret 'Super Mario Bros.' levels hidden on the cartridge". Business Insider. Retrieved March 14, 2018.