Super Mario Bros. - wikipedia Super Mario Bros.. This article is about the 1985 video game. For other uses, see Super Mario Bros. ( disambiguation ). Super Mario Bros. North American packaging artwork Developer ( s ) Nintendo R&D4 Publisher ( s ) Nintendo Director ( s ) Shigeru Miyamoto Producer ( s ) Shigeru Miyamoto Designer ( s ) Shigeru Miyamoto Takashi Tezuka Programmer ( s ) Toshihiko Nakago Kazuaki Morita Composer ( s ) Koji Kondo Series Super Mario Platform ( s ) Nintendo Entertainment System Arcade, Disk System, Game Boy Color, Game & Watch, PC - 8801, PlayChoice - 10, Super NES, X1 Release September 13, 1985 NES / Famicom JP : September 13, 1985 NA : 1985 EU : May 15, 1987 AU : 1987 Famicom Disk System JP : February 21, 1986 Arcade JP : 1986 NA : 1986 Game Boy Color NA : May 10, 1999 EU : July 1, 1999 JP : March 1, 2000 Game Boy Advance JP : February 14, 2004 NA : June 2, 2004 EU : July 9, 2004 20th Anniversary JP : September 13, 2005 Genre ( s ) Platformer Mode ( s ) Single - player, multiplayer Super Mario Bros. is a platform video game developed and published by Nintendo. Released as a successor to the 1983 game Mario Bros., it was first released in Japan in 1985 for the Famicom Disk System, and was released in North America later on that year, and in Europe and Australia two years later, for the Nintendo Entertainment System. In North America, the game was often bundled with the NES, and came on a single cartridge along with other games, namely Duck Hunt and World Class Track Meet. In Super Mario Bros., the player controls Mario and his brother, Luigi, as they travel through the Mushroom Kingdom in order to rescue Princess Toadstool from the antagonist, Bowser. The game features 2D side - scrolling gameplay, and has the player traverse the Mushroom Kingdom by running and jumping through 8 worlds of levels, while defeating enemies and collecting coins and distinct power - ups which aid Mario on his quest, including the Super Mushroom, the Fire Flower and the Starman. Initially intended as a farewell to the Famicom in Japan before the release of the Famicom Disk System, Super Mario Bros. was designed by Shigeru Miyamoto and Takashi Tezuka, and began development as a shooting game before the team decided to instead make it a side - scrolling platformer, and choosing to feature Mario, Nintendo 's mascot who had previously featured in Donkey Kong and Mario Bros., as the playable main character. The development team tried to keep it the game simple so it could be released by the end - of - year shopping season, and it was designed with ease of access in mind, with the game 's first level, world 1 - 1, meant to immediately introduce the player to the game 's core mechanics. The game 's music, which is often considered an integral factor in making music a larger aspect of video games, was composed by Koji Kondo. Super Mario Bros. experienced immense commercial success and has received critical acclaim, with many crediting it alongside the NES as one of the key factors in reviving the video game industry after it had experienced a market crash in 1983. The game 's mid-1980s release served to further popularize the side - scrolling subgenre of the already popular platform video game genre of the early 1980s. It is one of the best - selling games of all time, moving over 40 million physical units and becoming one of the defining titles of the NES. The commercial success of Super Mario Bros. prompted the creation of two direct sequels both for the NES, and ultimately led to the synthesis of an expansive franchise, spawning a successful video game series consisting of several sequels and spin - off titles, as well as an animated television series, an anime film, and a full - length feature film. Ports and remakes of the game were later developed for other Nintendo systems including the Super Nintendo Entertainment System, the Game Boy Color and the Game Boy Advance, and emulated rereleases of the game have been made for the Wii, 3DS, and Wii U as part of the Virtual Console line of retro video game releases. Alongside Mario himself, the game has become a prominent figure of American popular culture. Contents 1 Gameplay 1.1 Plot and setting 2 Development 2.1 World 1 - 1 2.2 Minus World 2.3 Music 3 Release 3.1 Alternate versions 3.1. 1 Ports 3.1. 1.1 Vs. Super Mario Bros. 3.1. 2 Remakes 3.1. 2.1 Super Mario Bros. Deluxe 3.1. 3 Rereleases 3.1. 3.1 Virtual Console 3.1. 4 Modified versions 4 Reception 5 Legacy 6 Notes 7 References 8 External links Gameplay Screenshot of Super Mario Bros. where Mario adventures throughout the Mushroom Kingdom, revealing an invincibility star and shooting fireballs after having picked up a Fire Flower. In Super Mario Bros., the player takes on the role of the main protagonist of the series, Mario. 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. 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 has coins scattered around it 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 red and yellow Super Mushroom, Mario grows to double his size and can take one extra hit from most enemies and obstacles, in addition to being able to break bricks above him. Players are given a certain number of lives, and may gain additional lives by picking up green and orange 1 - Up mushrooms which are 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 all lives are lost, although a button input can be used on the game 's game over to continue from the first level of the world that the player is currently. 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, while a Koopa Troopa will temporarily retract into its shell, allowing Mario to use it as a projectile. 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. Other enemies, such as underwater ones and enemies with spiked tops, can not be jumped on, causing the player to become damaged. Another attack, for enemies standing overhead, is to jump up and hit beneath the brick that the enemy is standing on. Another is the Fire Flower ; when picked up, this item changes the color of Super Mario 's outfit and allows him to throw fireballs, or only upgrades Mario to Super Mario if he has not already. 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. The game consists of eight worlds with four sub-levels called `` stages '' in each world. The final stage of each world takes place in a castle where Bowser or one of his decoys are fought. 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 to later worlds in the game, skipping over earlier ones. Plot and setting 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. 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. Development Super Mario Bros., the successor to the 1983 arcade title Mario Bros., was designed by Shigeru Miyamoto and Takashi Tezuka, both of whom belonged to Nintendo 's former Entertainment Analysis and Development division at the time. Though not originally using any particular character, the very deliberate creative process of what would become their next game was motivated by 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 which was expected to become the dominant new game delivery medium, and by continuing their legacy of `` athletic games '' with a character running and jumping with many obstacles. Miyamoto explained, `` We felt strongly about how we were the first to come up with that genre, and it was a goal of ours to keep pushing it. '' Development was aimed at simplicity, in order to have a new game available for the end - of - year shopping season. According to Tezuka, the prototype initially was not a side - scrolling game, and the player controlled a 16 by 32 pixel square. Tezuka only suggested the use of Mario after seeing the sales figures of Mario Bros., which was still selling well throughout the previous year since its release. The team chose decided to name the game `` Super Mario Bros. '' after deciding to implement the Super Mushroom into the game. The prototype was based around a shooting mechanic with considerably different controls. The final game 's sky - based bonus stages are a remnant of an early level design in which Mario jumped onto a cloud and fired at enemies. The development team changed the game 's focus to jumping action and they thus remapped the A button from shooting to jumping. 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. '' The development of Super Mario Bros. is an early example of specialization in the video game industry, made possible and necessary by the capabilities of the Famicom. 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. 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. 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 ''. World 1 - 1 Main article : World 1 - 1 During the third generation of video game consoles, tutorials that explain the mechanics of the game were rare, and instead, players had to learn how a video game worked by being guided by level design. The opening sectionSuper Mario Bros. was 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. Super Mario Bros. is the first side - scrolling video game featuring Mario, and one of the first video games directed and designed by Shigeru Miyamoto. 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. '' Minus World The `` Minus World '' ( also referred to as `` World Negative One '' ) is the name given to an unbeatable glitch level present in the original release of Super Mario Bros. 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 a 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 alternate color palette, 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, also with an alternate color palette. After completing these levels, the player returns to the title screen as if the game were completed. There are actually hundreds of glitch levels beyond the Minus World, and can be accessed in a multitude of ways. Music Main article : Super Mario Bros. theme Nintendo sound designer Koji Kondo wrote the six - song musical score for Super Mario Bros., as well as designing 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 he created a sense of greater immersion. He was n't the first to do this, for example, Space Invaders has a simple song that gets faster and faster as the aliens speed up, eliciting a sense of stress and impending doom that matches the increasing challenge of the game. However, he took the idea further than that, saying that, `` the guiding question which decides whether to accept or reject his own ( and, more recently, others ' ) musical tracks is : do the game and music fit one another ? '' This shift in ideals and results was, in part, born of a method of design that was unusual at the time : instead of being hired later in the process to add music to a nearly finished game, Kondo was there almost from the beginning, working in tandem with the rest of the team. As he said, `` the ( Super Mario Bros. ) music is inspired by the game controls, and its purpose is to heighten the feeling of how the game controls ''. Before composition began, a prototype was presented to Kondo for the game so that he could get an idea of Mario 's general environment. Kondo wrote the score with the help of small pianos for an appropriate melody of this scene. After the development of the game showed progress, he realized that his music did not quite fit the pace of the game, so he changed it a bit by increasing the tempo. The music was further adjusted based on the expectations of Nintendo 's play - testers. Release Super Mario Bros. was first released in Japan on September 13, 1985 for the Famicom Disk System, Nintendo 's proprietary floppy disk drive for the Famicom. The game was released in North America later that year for the Nintendo Entertainment System. Alongside the game 's separate release, the game was also released along with the shooting range game Duck Hunt as part of a single ROM cartridge that came packaged with the NES as a pack - in title. This version of the game is extremely common in North America, with several copies of it having been manufactured and sold in the United States. Another cartridge, touting the two games as well as World Class Track Meet, was also manufactured. The game 's concrete North American release date is frequently debated ; despite generally being cited as having been released alongside the NES in October of 1985 as a launch title, several other sources conflict with this statement, suggesting that the game may have released in other varying time frames ranging from November of 1985 to early 1986. Alternate versions 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 Wii U dawning its own port or remake of the game with the exception of the Nintendo 64. Ports Super Mario Bros. has been ported several times since its release. 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. Despite 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 '. A handheld LCD game titled Super Mario Bros was released as a part of Nintendo 's Game & Watch line of LCD games. Vs. Super Mario Bros.. Vs. Super Mario Bros. is an arcade adaptation of the original version of Super Mario Bros, released through Nintendo 's NES - based arcade cabinet, the Nintendo Vs. Unisystem ( and its variant, Nintendo Vs. Dualsystem ). Several of the game 's levels are changed, containing narrower platforms, more dangerous enemies, and omitting several hidden secrets such as 1 - ups, making the game more difficult than the original Super Mario Bros. Entirely new stages are also present, with several of them reappearing from the game 's Japanese sequel, Super Mario Bros 2. The game was featured in an official contest during the 1986 ACME convention in Chicago. An emulated version of the title was released for the Nintendo Switch via the Arcade Archives collection on December 22, 2017. Chris Kohler of Kotaku called the game `` The meanest trick Nintendo ever played '', referring to the several level changes as differences which made it difficult for people who had mastered the NES game. Remakes Main article : Super Mario All - Stars A remade version of Super Mario Bros. was included as a part of Super Mario All - Stars, a compilation game released in 1993 for the Super Nintendo Entertainment System, 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 died, rather than only the latter. Several glitches from the original NES version of the game were also fixed. Super Mario All - Stars was also rereleased for the Wii as a re-packaged, 25th anniversary version, featuring the same version of the game. In 2013, an open - source HTML5 conversion of the game, entitled Full Screen Mario, was released online. This online version of the game featured new aspects, such as a level editor and the option to play on a randomly generated map. The game 's website gained nearly 2.7 million unique visitors before the game was eventually taken down in response to a DMCA takedown notice sent to the creator by Nintendo. Super Mario Bros. Deluxe Super Mario Bros. Deluxe cartridge for the Game Boy Color. Super Mario Bros. Deluxe, sometimes referred to as Super Mario Bros. DX, was released on the Game Boy Color in 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. Players can alternate between Mario and Luigi by pressing select on the map screen. IGN 's Craig Harris gave it 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. Lindermann noted Deluxe as a notable handheld release in 1999. 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. Rereleases In early 2003, Super Mario Bros. was rereleased for 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. Super Mario Bros. is one of the best - selling of these re-releases ; 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 rereleased 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. The game was distributed by Famitsu as a prize for owners of Dobutsu no Mori+ ; outside of this, the game ca n't be unlocked through in - game conventional means, and the only way for it to be accessed 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 tube ray television. Virtual Console Super Mario Bros. has been released to several of Nintendo 's game systems as a part of their Virtual Console line for classic video game rereleases. 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 the 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 version of the game was initially distributed exclusively to members of Nintendo 's 3DS Ambassador Program in September 2011. A general release of the title 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, 2012, followed by Europe on September 12, 2012 and North America on September 19, 2012. Modified versions Several modified variants of the game have been released, many of which are ROM hacks of the original NES game. A promotional, graphically - modified version of the game titled All Night Nippon Super Mario Bros. was officially released only in Japan in December 1986 for the Famicom Disk System as a promotional item given away by the popular Japanese radio show All Night Nippon and 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 ). ( and in turn is extremely rare ). 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 `` ? '' blocks instead having 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 ( i.e. the game scrolls from left - to - right rather than vice versa ). Reception Reception Review scores Publication Score AllGame NES : GameSpot Wii VC : 8.3 / 10 Super Mario Bros. was immensely successful, and helped to further popularize the side - scrolling subgenre of the already popular platform video game. Altogether, excluding ports and rereleases, the original NES version of the game has sold 40.24 million copies, making it the best - selling video game in the Mario series and one of the best - selling video games of all time. The game was the all - time best - selling game for over 20 years until its lifetime sales were ultimately surpassed by Wii Sports. 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. When it was first released, Super Mario Bros. only received one English written review from Computer Entertainer / Video Game Update ; video game magazines were not common at the time, as the video game crash of 1983 had rendered the industry nearly obsolete. The magazine wrote 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 title 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. 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 ). ScrewAttack declared it the second - best Mario game of all time. In 2009, Game Informer put Super Mario Bros. in second place on their 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 ''. 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 ca n'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. '' 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 comparative 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 do n'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. '' Legacy 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, an entry in the series and the first to take place in a three - dimensional environment, 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 most recent release is Super Mario Odyssey, released in 2017 for the Nintendo Switch. The series is one of the best - selling, with over 310 million copies of games sold worldwide as of September 2015. 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 an American 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 as a whole, Super Mario Bros. is often credited for having resurrected the video game industry after it had experienced a market crash in 1983. Super Mario Bros. and its sequels inspired various projects in media ; 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. An American animated television series titled 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. In the United States Supreme Court case Brown v. Entertainment Merchants Association, the Electronic Frontier Foundation submitted an amicus brief citing social research that declared Super Mario Bros to be a violent video game. It was compared to Mighty Mouse and Road Runner, cartoons that depict a similar form of violence with little negative reaction from the public. 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. Notes Jump up ^ Super Mario Bros. ( Japanese : スーパー マリオ ブラザーズ, Hepburn : Sūpā Mario Burazāzu ) References Jump up ^ `` Macy 's advertisement ''. New York Times. November 17, 1985. p. A29. Jump up ^ Dayton, David. `` Super Mario 's Release Date is Missing ! ''. The Mushroom Kingdom. Retrieved December 31, 2010. ^ Jump up to : Cifaldi, Frank. Sad But True : We Ca n't Prove When Super Mario Bros. Came Out. Gamasutra. March 28, 2012. Jump up ^ Duck Hunt / Super Mario Bros. instruction booklet. USA : Nintendo. 1988. NES - MH - USA. Jump up ^ `` Super Mario Bros ''. Game List. Nintendo of America, Inc. Archived from the original on April 27, 1999. Retrieved September 11, 2010. ^ Jump up to : Super Mario Bros. Instruction Booklet ( PDF ). USA : Nintendo of America. 1985. 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The Lost Levels Super Mario Bros. 2 Super Mario Bros. 3 Super Mario World Super Mario 64 Super Mario Sunshine Super Mario Galaxy New Super Mario Bros. Wii Super Mario Galaxy 2 New Super Mario Bros. U New Super Luigi U Super Mario 3D World Super Mario Maker Super Mario Odyssey Handheld Super Mario Land Super Mario Land 2 : 6 Golden Coins New Super Mario Bros. Super Mario 3D Land New Super Mario Bros. 2 Super Mario Run Spin - offs Wario Land : Super Mario Land 3 Yoshi 's Island Super Princess Peach Captain Toad : Treasure Tracker Remakes Super Mario All - Stars Super Mario Bros. Deluxe Super Mario Advance Super Mario Advance 2 Super Mario Advance 3 Super Mario Advance 4 Super Mario 64 DS Mario video games Games designed and directed by Shigeru Miyamoto Director Donkey Kong ( 1981 ) Donkey Kong Jr. ( 1982 ) Mario Bros. ( 1983 ) Super Mario Bros. ( 1985 ) The Legend of Zelda ( 1986 ) Super Mario 64 ( 1996 ) The Legend of Zelda : Ocarina of Time ( 1998 ) Mario Artist : Paint Studio ( 1999 ) Designer Donkey Kong ( 1981 ) Donkey Kong Jr. ( 1982 ) Popeye ( 1983 ) Mario Bros. ( 1983 ) Donkey Kong 3 ( 1983 ) Baseball ( 1983 ) Tennis ( 1984 ) Golf ( 1984 ) Devil World ( 1984 ) Excitebike ( 1984 ) Super Mario Bros. ( 1985 ) The Legend of Zelda ( 1986 ) Yume Kōjō : Doki Doki Panic ( 1987 ) Super Mario Bros. 2 ( 1988 ) BS Zelda no Densetsu ( 1995 ) The Legend of Zelda : Ocarina of Time ( 1998 ) See also Shigeru Miyamoto gameography Mario portal Nintendo portal Video Games portal 1980s portal Japan portal Retrieved from `` https://en.wikipedia.org/w/index.php?title=Super_Mario_Bros.&oldid=826740511 '' Categories : 1985 video games Arcade games Famicom Disk System games Game & Watch games Game Boy Advance games Game Boy Color games Mario platform games Multiplayer and single - player video games NEC PC - 8801 games Nintendo Entertainment Analysis and Development games Nintendo Entertainment System games Nintendo Vs. 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Question: when did the first super mario come out
Answer: September 13, 1985