Super Mario Bros.

The game that defined the platformer genre and saved the North American video game industry. Super Mario Bros. is the archetypal adventure that introduced Mario to the world.

Super Mario Bros. screenshot

💡 Super Mario Bros. — Key Facts

  • Super Mario Bros. was developed by Nintendo R&D4 and published by Nintendo
  • Released in 1985 on NES
  • Genre: Platformer
  • We rate it 9.8/10 — an absolute classic
  • Part of the Super Mario franchise
  • The game that defined the platformer genre and saved the North American video game industry. Super Mario Bros. is the archetypal adventure that introduced Mario to the world.

Overview

Super Mario Bros. is not merely a video game — it is a cultural artifact that redefined what interactive entertainment could be. Released on September 13, 1985 in Japan and arriving in North America that same year bundled with the Nintendo Entertainment System, this simple story of a plumber rescuing a princess from a fire-breathing turtle-dragon became the foundation upon which the entire modern video game industry was built.

Designed by Shigeru Miyamoto and Takashi Tezuka, Super Mario Bros. emerged from Nintendo’s determination to create a “killer app” for the NES at a time when the North American video game market had collapsed under the weight of the Atari 2600 era’s shovelware. The game needed to prove that video games could be rich, coherent experiences — not just score-chasing distractions. It succeeded beyond any reasonable expectation.

Gameplay

The premise is elegantly simple: Mario, a mustachioed plumber, must traverse the Mushroom Kingdom across eight worlds to rescue Princess Toadstool from the villainous Bowser. Each world contains four stages — three side-scrolling levels followed by a castle — and the game introduces its mechanics gradually and organically, without a single line of instructional text.

Mario can walk, run (by holding the B button), and jump (A button), with jump height and distance determined by running speed. This creates a physics-based movement system with remarkable depth. Players who run at full speed can clear gaps that seem impossible at walking pace, encouraging momentum and commitment that feels deeply satisfying.

Power-ups transform the experience: the Super Mushroom doubles Mario’s size and grants him an extra hit, the Fire Flower allows him to throw fireballs at enemies, and the Super Star grants temporary invincibility. These pickups are hidden in question-mark blocks scattered throughout each level, rewarding curious players who jump at every suspicious surface.

The enemy roster — Goombas, Koopa Troopas, Piranha Plants, Bullet Bills, Hammer Bros. — each require different approaches. A Koopa’s shell can be kicked to create chain reactions, defeating multiple enemies for massive point bonuses. These interactions create an emergent complexity that feels discovered rather than taught.

Story

Princess Toadstool (later renamed Princess Peach) has been kidnapped by King Bowser Koopa and imprisoned in one of his castles. Each castle ends with a boss battle against what appears to be Bowser, only for a Toad to inform Mario that “the princess is in another castle.” This joke structure — played out seven times before the real rescue in World 8-4 — became one of gaming’s earliest and most quoted punchlines.

The story is tissue-thin by modern standards, but that was entirely appropriate. Mario’s journey was about the joy of movement through a beautifully designed world, not narrative depth.

Why It’s a Classic

Super Mario Bros. is a classic because every design decision serves the player’s enjoyment. The first level, 1-1, is a masterclass in game design education — it teaches jumping over gaps, collecting coins, hitting blocks, and stomping enemies entirely through play, not text. The invincibility star hides in an early block, letting new players experience the thrill of dashing through enemies before they’re skilled enough to defeat them normally.

The level variety is remarkable given the hardware constraints. Underground stages offer maze-like pipe networks. Underwater levels slow Mario’s movement and introduce new enemy behavior. Castle levels feature lava, firebars, and moving platforms. The visual and mechanical variety maintains engagement across all 32 stages.

Shigeru Miyamoto has described the design philosophy as creating a space where players feel clever for discovering secrets rather than guided toward predetermined solutions. Every hidden block, every warp zone, every shortcut feels like a personal discovery — a conspiracy between the designers and the player that rewards curiosity.

Legacy

Super Mario Bros. spawned one of the most successful franchises in entertainment history. Its sequels, spin-offs, and successors have sold hundreds of millions of copies. The character of Mario became the global mascot for video gaming itself, appearing on merchandise, in animated series, in theme parks, and in a 2023 animated film that grossed over $1.3 billion worldwide.

The game’s direct impact on game design cannot be overstated. The side-scrolling platformer became the dominant genre of the 1980s precisely because Super Mario Bros. proved its commercial and artistic potential. Developers from Sega to Capcom to Namco rushed to create their own platformers in its image.

Speedrunning culture has elevated Super Mario Bros. to a competitive art form. The Any% world record has been pushed below five minutes, with runners exploiting every pixel of the game’s physics. The game remains one of the most-watched speedruns on Twitch decades after its release.

Perhaps most importantly, Super Mario Bros. demonstrated that video games could be designed as holistic experiences — where music, visuals, controls, and level design worked in concert toward a unified feeling. That ambition, first fully realized in a game about a plumber jumping on mushrooms, is the inheritance every game developer works within today.

Our Review

9.8
Masterpiece / 10
🎮
Gameplay
★★★★★
🎨
Graphics
★★★★★
🎵
Audio
★★★★★
🔄
Replay
★★★★★

Gameplay

Super Mario Bros. delivers deceptively simple controls that mask incredible depth. Running, jumping, and stomping enemies feels immediately intuitive, yet the game rewards mastery with hidden shortcuts, warp zones, and techniques that speedrunners still exploit today. The momentum-based physics engine, designed by Shigeru Miyamoto and Takashi Tezuka, set a standard for platform games that persists four decades later.

Graphics

For 1985 NES hardware, Super Mario Bros. is a visual marvel. Each world has a distinct color palette and visual identity — the bright greens of the Mushroom Kingdom, the blue-black of underground stages, the eerie darkness of castle levels. Sprite work is clean and expressive, and the scrolling engine was a technical achievement that few contemporary games could match.

Audio

Koji Kondo's soundtrack is one of the most iconic in gaming history. The overworld theme is immediately recognizable worldwide and has been performed by symphony orchestras. The underground, underwater, castle, and starman themes each perfectly complement their environments. The sound effects — coin collection, stomping a Goomba, the death jingle — are culturally embedded in modern consciousness.

Replayability

Beyond the main eight worlds, Super Mario Bros. offers a harder second quest after completion, hidden warp zones for speedrunning, and the two-player alternating mode. Generations of players continue to return for time attacks, no-death runs, and the pure joy of its design. Its simplicity makes it endlessly accessible while its precision demands mastery.

Historical Significance

Super Mario Bros. is widely credited with reviving the North American video game market after the 1983 crash. It demonstrated that home video games could be deep, polished experiences and established design conventions — lives, power-ups, level progression — that defined the medium for decades. It is the best-selling standalone game of all time (as of the late 1990s) and remains a cultural touchstone worldwide.

Pros

  • + Timeless control scheme that feels perfect after 40 years
  • + Koji Kondo's legendary soundtrack remains iconic
  • + Ingenious level design introduces mechanics gradually with no tutorials
  • + Hidden secrets and warp zones reward exploration and experimentation
  • + Established the vocabulary of platform games for all future generations

Cons

  • - Two-player mode is alternating rather than simultaneous
  • - World 8 difficulty spike may frustrate newcomers
  • - Limited continues system forces players to restart from the beginning

Also Known As

スーパーマリオブラザーズ

In the Series

Super Mario Bros. FAQ

When was Super Mario Bros. first released?
Super Mario Bros. was first released in Japan on September 13, 1985, for the Famicom. It launched in North America in October 1985 bundled with the Nintendo Entertainment System, and in Europe in 1987.
Who created Super Mario Bros.?
Super Mario Bros. was designed by Shigeru Miyamoto and Takashi Tezuka, developed by Nintendo R&D4. The music was composed by Koji Kondo. It was produced by Hiroshi Yamauchi.
How do you access the warp zones in Super Mario Bros.?
The most famous warp zone is in World 1-2. Near the end of the level, climb on top of the pipe and run along the ceiling past the exit pipe, then drop into the warp zone area to access Worlds 2, 3, or 4. Another warp zone in World 4-2 leads to Worlds 6, 7, or 8.
Is there a second quest or harder mode in Super Mario Bros.?
Yes. After completing the game, you can start a second, harder playthrough where all Goombas are replaced by Buzzy Beetles and the other enemies are generally harder. This mode is sometimes called the 'Hard Mode' or 'Second Quest.'
How many copies did Super Mario Bros. sell?
Super Mario Bros. has sold approximately 40 million copies worldwide, making it one of the best-selling video games of all time. For many years it held the record as the best-selling standalone video game until Wii Sports surpassed it.
What is the famous 'Minus World' glitch?
The Minus World is a glitch level accessible through a specific wall-clipping technique in World 1-2. In the NES version, it takes players to a looping underwater level labeled World -1. The Famicom Disk System version contains several distinct glitch levels accessible the same way.

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