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Super Mario Bros.[b] is a platform game developed and published by Nintendo for the Nintendo Entertainment System (NES). The successor to the 1983 arcade game Mario Bros. and the first game in the Super Mario series, it was first released in 1985 for the Famicom in Japan. Following a limited US release for the NES, it was ported to international arcades for the Nintendo VS. System in early 1986. The NES version received a wide release in North America that year and in PAL regions in 1987.
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.[26] 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.\"[27][28]
Super Mario Bros. was first released in Japan on Friday the 13th of September 1985, for the Family Computer (Famicom).[37] It was released later that year in North America for the Nintendo Entertainment System (NES).[38][39] Its exact North American release date is debated; though most sources report it was released in October 1985 as a launch game, when the NES had a limited release in the US, several sources suggest it was released between November 1985 and early 1986.[38]
Super Mario Bros. was immensely successful, both commercially and critically. It helped popularize the side-scrolling platform game genre,[98] and served as a killer app for the NES.[99][92] Upon release in Japan, 1.2 million copies were sold during its September 1985 release month.[37] Within four months, about 3 million copies were sold in Japan,[100][101] grossing more than 12.2 billion, equivalent to $72 million at the time[102] (which is inflation-adjusted to $181 million in 2021). The success of Super Mario Bros. helped increase Famicom sales to 6.2 million units by January 1986.[103] By 1987, 5 million copies of the game had been sold for the Famicom.[104] Outside of Japan, many were introduced to the game through the arcade version,[43][44][40] which became the best-selling Nintendo Vs. System release with 20,000 arcade units sold within a few months in early 1986.[44] In the United States, more than 1 million copies of the NES version were sold in 1986,[105] more than 4 million by 1988,[106] 9.1 million by mid-1989,[107] more than 18.7 million by early 1990,[108] nearly 19 million by April 1990,[109] and more than 20 million by 1991.[110] More than 40 million copies of the original NES version had been sold worldwide by 1994,[111] and 40.23 million by April 2000, for which it was awarded the Guinness World Record for best-selling video game of all time.[112]
The Game Boy Advance port of Super Mario Bros. holds an aggregate score of 84 on Metacritic.[127] 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.[152] 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.\"[153] 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.\"[154]
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.[179][180] 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.[181] 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,[182] and Full Screen Mario (2013) adds a level editor.[183] 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.[184][185][186][187] Super Mario Bros. is substantial in speedrunning esports,[188][189][190] with coverage beyond video gaming[190][191] and a specific version for Guinness World Records.[192]
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