GamerWiz.Info – In 2005, IGN’ѕ роll named thе “ріоnееrіng” аnd “highly іnfluеntіаl” title аѕ The Greatest Gаmе Of All Tіmе, соnѕіdеrіng іt to have аіdеd in resurrecting thе сrаѕhеd American video game market of the 1980s. 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. In addition to its definitive features, the game has also sold enormously well, and was the best-selling video game of all time for approximately three decades at over 40 million units, until Mario from Nintendo’s Super Mario Bros took that title.
The commercial success of Super Mario Bros. has caused it to be ported to almost every one of Nintendo’s major gaming consoles. Nintendo released special red variants of the Wii and Nintendo DSi XL consoles in re-packaged, Mario-themed, limited edition bundles in late 2010 as part of the 25th anniversary of the game’s release.
The player controls Mario throughout the Mushroom Kingdom. Mario’s abilities can be changed by picking up certain items; for example, Mario is able to shoot fireballs if he picks up a Fire Flower. The player takes on the role of the main protagonist of the series, Mario. Mario’s slightly younger brother, Luigi, is only playable 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 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, collecting 100 coins, defeating several enemies in a row with a Koopa shell, or bouncing on enemies successively without touching the ground. One life is lost when Mario takes damage while small, falls in a pit, or runs out of time. The game ends when all lives are lost.
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.
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 isn’t already so. 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.
Super Mario 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 Creative Department at the time. The game’s development was motivated by a desire to give Famicom (i.e., Nintendo Entertainment System game cartridges) a swan song in light of the forthcoming Famicom Disk System, and to further progress Nintendo’s work on “Athletic games”. Originally, the game was based around a shooting mechanic with very different controls.
This may have made the final product as a special level, but a desire to focus on jumping and the mapping of the mechanic to the A button resulted in it being dropped. Unlike in Mario Bros., where Mario would be hurt by stomping on turtles without first flipping them on their backs, Mario could defeat turtles by stomping on their shells, as the developers decided the previous method had been illogical.
The ability to have Mario change size was a result of basing level design around a smaller Mario, then intending to make his size bigger in the final version. They later decided it would be fun to have Mario become bigger as a Power-up. Early level design was focused on teaching players that Mushrooms were distinct from Goombas and would be beneficial to them: In World 1, level 1, the first Mushroom is difficult to avoid if it is released.
Using Mushrooms to change size was influenced by folk tales in which people wander into forests and eat magical Mushrooms; this also resulted in the game world being named the “Mushroom Kingdom”. The “Infinite 1-Up” trick was by design, but the developers did not expect players to be able to master it as well as they did.
Development was aimed at keeping things simple, in order to have a new game available for the end-of-year shopping season. Originally an idea for a shoot-’em-up stage in which Mario would jump onto a cloud and fire at enemies was to be included; however, this was dropped to maintain the game’s focus on jumping action, but the sky-based bonus stages still remained.
Video Game Music : Super Mario Bros. Theme
Koji Kondo wrote the six-song musical score for Super Mario Bros. 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. Further information: Super Mario Bros. theme
The Minus World
The “Minus World” (also referred to as “World Negative One”) is the name given to an unbeatable glitch level in Super Mario Bros game. 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 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 losing all extra lives.
Although the level name is shown as ” -1″ (note the leading space) on the heads-up display, it is actually World 36-1. The game displays tile #36, which is a blank space, to the left of the hyphen.
The glitch occurs because passing through the wall allows the player to reach the warp pipes before the screen has scrolled far enough to activate the invisible object that initializes the warp. The game defaults to the World 4-2 warp data since this is the first warp defined in the program. Most warps have three pipes with the destination world number displayed above them; since the World 4-2 warp has only one pipe, the other two exits are set to World 36, so that a blank tile is displayed in the empty spots. Since the World 1-2 warp has three pipes, the player is able to take the other two to World 36-1 (World ” -1″).
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, and contains flying Bloopers, no Bowser, and water instead of lava. After completing these levels, the player returns to the title screen as if the game were completed.
The Minus World bug was fixed in Super Mario All-Stars and subsequent remakes; however, the Virtual Console releases for Wii, 3DS and Wii U allow players to perform the glitch, as they are emulations of the original Super Mario Bros. Additionally, the game NES Remix for Wii U is also based upon authentic emulation and thus yields the same initially exploitable wall-traversal bug, but the game’s strictly compartmentalized gameplay format yields a loss of a life if the player finally attempts to access the entrance pipe to the Minus World.
Even today, I still consider Super Mario Bros. to be the Holy Grail of all video games. It’s surely the king of all the games on the Nintendo Entertainment System. I think I’ll go ahead and play some Super Mario Bros. right now as a matter of fact!