Mario (character): Difference between revisions

From Citizendium
Jump to navigation Jump to search
imported>Nick Bagnall
imported>Nick Bagnall
(large edit; expanded into whole mario series)
Line 1: Line 1:
{{subpages}}
{{subpages}}
'''''Super Mario Bros.''''' is a [[video game]] developed and published by [[Nintendo]] in late 1985 for the [[Nintendo Entertainment System]].  The game's two-dimensional, side-scrolling design would come to epitomize the modern [[Platform game|platformer]], a video game genre characterized by jumping to and from suspended platforms and over obstacles.
'''''Super Mario Bros.''''' is a [[video game]] created by Japanese electronic game manufacturer [[Nintendo]]. The title debuted in late 1985 for the [[Nintendo Entertainment System]]; its two-dimensional, side-scrolling design epitomizes the modern [[Platform game|platformer]], a video game genre characterized by jumping to and from suspended platforms and over obstacles. ''Super Mario 64'', the ''Mario'' series's first three-dimensional installment, has left a similarly lasting impression on 3D game design.  


As the second-best selling home console game of all time, ''Super Mario Bros.'' is largely responsible for the success of Nintendo's first home console and for ending the two-year slump of video game sales in North America that followed the [[video game crash of 1983]]. It has inspired countless imitators and was one of designer [[Shigeru Miyamoto]]'s most influential early successes. In 1990, ''Fortune'' magazine writer Susan Moffat predicted, "just as Mickey Mouse helped pioneer the animated picture in the 1930s, so might Mario help establish a new medium called interactive entertainment."<ref name="moffat">Moffat, Susan (1990, November 5). Can Nintendo Keep Winning?. ''Fortune''. Retrieved October 2, 2009 from http://money.cnn.com/magazines/fortune/fortune_archive/1990/11/05/74307/index.htm</ref>
As one of the best-selling game series of all time, ''Super Mario Bros.'' is largely responsible for the success of Nintendo's first home console and for ending the two-year slump of video game sales in North America that followed the [[video game crash of 1983]]. Its eponymous star, a mustachioed plumber named Mario, has become a pop culture icon and is Nintendo's most treasured intellectual property. In 1990, ''Fortune'' magazine's Susan Moffat predicted, "just as Mickey Mouse helped pioneer the animated picture in the 1930s, so might Mario help establish a new medium called interactive entertainment."<ref name="moffat">Moffat, Susan (1990, November 5). Can Nintendo Keep Winning?. ''Fortune''. Retrieved October 2, 2009 from http://money.cnn.com/magazines/fortune/fortune_archive/1990/11/05/74307/index.htm</ref>


==Creating a cultural icon==
==Creating a cultural icon==


Mario debuted as the hero in Miyamoto's first game, the arcade smash hit ''[[Donkey Kong]]'', under the moniker "Jumpman." Miyamoto intended Jumpman to be his go-to character, a slightly pudgy, silly-looking fellow who could easily fit into any game as needed. Accordingly, he designed his little carpenter mostly by creating elegant solutions to practical, 8-bit problems. A mouth wasn't visible enough, so the character got a mustache; the programmers couldn't animate hair, so he wore a cap; and to make his arm movements visible, he needed white gloves and colored overalls. The character was dubbed Mario by colleagues who said the nose, mustache, and overalls resembled the Italian caretaker at the small New York hotel where Nintendo employees stayed in the United States.
Mario debuted in Miyamoto's first game, the arcade hit ''[[Donkey Kong]]'', as a carpenter named Jumpman. Miyamoto intended Jumpman to be his go-to character, a slightly pudgy, silly-looking fellow who could easily fit into any game as needed. Accordingly, he designed his little carpenter mostly by creating elegant solutions to practical, 8-bit problems. A mouth wasn't visible enough, so the character got a mustache; the programmers couldn't animate hair, so he wore a cap; and to make his arm movements visible, he needed white gloves and colored overalls. The character was dubbed Mario by colleagues who said the nose, mustache, and overalls resembled the Italian caretaker of the small New York hotel where Nintendo employees stayed in the United States.


The 1983 arcade game ''[[Mario Bros.]]'' was the first to feature Mario as the title character and introduced his brother Luigi. And, owing to a colleague's comment on Mario's appearance, Miyamoto gave his character a new occupation: The Mario brothers became plumbers, whose jobs are to exterminate the various pests that come out of pipes—pipes that would become the trademark method of travel in subsequent ''Mario'' titles.
The 1983 arcade game ''Mario Bros.'' was the first to feature Mario as the title character and introduced his brother Luigi. And, owing to a colleague's comment on Mario's appearance, Miyamoto gave his character a new occupation: The Mario brothers became plumbers, whose jobs are to exterminate the various pests that come out of pipes—pipes that became the trademark method of travel in subsequent ''Mario'' titles.


Later that year Nintendo released their first home console in Japan: the Family Computer, or Famicom. Evaluating Famicom operations, company president [[Hiroshi Yamauchi]] realized that a video game system, like any other computer, is only as useful as the software available for it. Yamauchi prioritized the home console market and in 1984 he assigned Miyamoto to lead [[Nintendo EAD|Research & Development 4]] (R&D 4), a new development group within Nintendo; their assignment was to create the most imaginative video games ever. One of their first titles would take ''Donkey Kong''<nowiki>'</nowiki>s plucky hero and place him in a new world.
Later that year Nintendo released their first home console in Japan: the Family Computer, or Famicom.<ref name="famicomnote">The Family Computer was released worldwide as the Nintendo Entertainment System, or NES.</ref> Evaluating Famicom operations, company president [[Hiroshi Yamauchi]] realized that a video game system, like any other computer, is only as useful as the software available for it. Yamauchi prioritized the home console market and in 1984 he assigned Miyamoto to lead R&D 4, a new development group within Nintendo. Their assignment was to create the most imaginative video games ever, and one of their first titles took ''Donkey Kong''<nowiki>'</nowiki>s plucky hero and placed him in a new world.


==Game design==
==Game design==


''Super Mario Bros.'' began with a simple idea: Miyamoto wondered what it would be like to have a character bouncing around under the background of a clear, blue sky.<ref name="businessweek">O'Connell, Patricia (2005, November 7). Meet Mario's Papa. ''BusinessWeek''. Retrieved October 9, 2007 from http://www.businessweek.com/magazine/content/05_45/b3958127.htm</ref> He took that idea to a programmer, and they started working on it. [[Kazuaki Morita]], one of the game's three main programmers, described the working relationship between its designers and programmers: "In the NES era, the designer and programmer would sit side by side, constantly discussing what the game design should be, and the programmer would actually try to program the design right there on the spot while the designer watched."<ref name="insidenp9">(2006, February). Inside Zelda: Part 9. ''Nintendo Power'', ''200''. Retrieved October 7, 2007 from [http://www.zelda.com/universe/game/twilightprincess/inside09.jsp http://www.zelda.com/universe/game/twilightprincess/inside09.jsp]</ref>
''Super Mario Bros.'' began with a simple idea: Miyamoto wondered what it would be like to have a character bouncing around under the background of a clear, blue sky.<ref name="businessweek">O'Connell, Patricia (2005, November 7). Meet Mario's Papa. ''BusinessWeek''. Retrieved October 9, 2007 from http://www.businessweek.com/magazine/content/05_45/b3958127.htm</ref> He took his idea to a programmer, and they started working on it. [[Kazuaki Morita]], one of the game's three programmers, described the working relationship between its designer and programmers: "In the NES era, the designer and programmer would sit side by side, constantly discussing what the game design should be, and the programmer would actually try to program the design right there on the spot while the designer watched."<ref name="insidenp9">(2006, February). Inside Zelda: Part 9. ''Nintendo Power'', ''200''. Retrieved October 7, 2007 from [http://www.zelda.com/universe/game/twilightprincess/inside09.jsp http://www.zelda.com/universe/game/twilightprincess/inside09.jsp]</ref>


At the time, division of labor was still an emerging concept in the video game industry. Before ''Donkey Kong'', programmers were responsible for creating every element of their games—the same person who created the concept was also responsible for the coding, the art, and even the sound effects. But Miyamoto is not a programmer; he is an artist. As [[IGN]]'s Rus McLoughlin tells it, "the games he designed were so different from everything else simply because he didn't really know what he wasn't supposed to do. That left him free to explore, and exploration soon became a part of his games."<ref name="ignrus">McLaughlin, Rus (2007, November 8). IGN Presents The History of Super Mario Bros. IGN. Retrieved October 1, 2009 from [http://games.ign.com/articles/833/833615p1.html http://games.ign.com/articles/833/833615p1.html]</ref> ''Super Mario Bros.''<nowiki>'</nowiki>s progression is linear, but the game's hidden items, rooms, and shortcuts encourage exploration and experimentation.  
At the time, division of labor was an emerging concept in the video game industry. Before ''Donkey Kong'', programmers were responsible for creating every element of their games—the same person who created the concept was also responsible for the coding, the art, and even the sound effects. But Miyamoto is not a programmer, he is an artist. As [[IGN]]'s Rus McLoughlin tells it, "the games he designed were so different from everything else simply because he didn't really know what he wasn't supposed to do. That left him free to explore, and exploration soon became a part of his games."<ref name="ignrus">McLaughlin, Rus (2007, November 8). IGN Presents The History of Super Mario Bros. IGN. Retrieved October 1, 2009 from [http://games.ign.com/articles/833/833615p1.html http://games.ign.com/articles/833/833615p1.html]</ref> ''Super Mario Bros.''<nowiki>'</nowiki>s progression is linear, but its hidden items, rooms, and shortcuts encourage exploration and experimentation.  


The game's scope and sophistication were unprecedented. ''[[Pong]]'', one of the earliest commercial video games, is set on a single screen; ''Super Mario Bros.'' has the equivalent of more than 200 screens. The seamless transition between these "screens" as Mario advances from left to right gives the game its smooth "side-scrolling" style of play. The full playing field isn’t immediately visible; it only unfolds with progress, fostering a sense of discovery and a spontaneity that’s complemented by the game’s whimsical, seemingly arbitrary architecture: bricks and platforms hang suspended in mid-air, green sewer pipes protrude from the ground, bottomless pits space the bedrock. Guiding Mario around, over, and under these obstacles and conquering the game’s quirky villains—which include marching mushrooms, flying turtles, and man-eating plants—are the primary challenges. These challenges are alleviated by the precise control afforded to the player. The ability to alter the distance, height, and hook of the player-character’s jump is one of the game’s main innovations.
The game's scope and sophistication were unprecedented. ''[[Pong]]'', one of the earliest commercial video games, is set on a single screen; ''Super Mario Bros.'' comprises more than 200 screens. The seamless transition between these "screens" as Mario advances from left to right gives the game its smooth "side-scrolling" style of play. The full playing field isn’t immediately visible; it only unfolds with progress, fostering a sense of discovery and a spontaneity that’s complemented by the game’s whimsical architecture: bricks and platforms hang suspended in mid-air, green sewer pipes protrude from the ground, bottomless pits space the bedrock. Guiding Mario around, over, and under these obstacles and conquering the game’s colorful villains—which include marching mushrooms, flying turtles, and man-eating plants—are the primary challenges. These challenges require quick reflexes and considerable hand-eye coordination but are alleviated by the precise control afforded to the player. The ability to alter the distance, height, and hook of the character’s jump is one of the game’s main innovations.


As large as the game is, its objective is as simple as ''Donkey Kong''<nowiki>'</nowiki>s: Players control Mario or his brother Luigi in their quest across the Mushroom Kingdom to save its missing monarch, Princess Toadstool. The rules are straightforward: Complete all four [[Level (video games)|levels]] (linear, self-contained courses) of all eight worlds (collections of levels) within the 300-second time limit given for each level. The fourth level of each world is a castle, and at the end of every castle is Mario's nemesis and Princess Toadstool's kidnapper, Bowser, a fire-breathing dragon reminiscent of [[Godzilla]].
As large as the game is, its objective is as simple as ''Donkey Kong''<nowiki>'</nowiki>s: Players control Mario or his brother Luigi in their quest across the Mushroom Kingdom to rescue its missing monarch, Princess Toadstool.<ref name="noteprincess">Beginning with ''Super Mario 64'', the name Princess Toadstool was abandoned in favor of a shorter, snappier nickname: "Peach."</ref> The rules are likewise straightforward: Complete all four [[Level (video games)|levels]] (linear, self-contained courses) of all eight worlds (collections of levels) within each level's 300-second time limit and with the player's allotted number of continues. The fourth level of each world is a castle, and at the end of every castle is Mario's nemesis and Princess Toadstool's kidnapper, Bowser, a fire-breathing dragon reminiscent of Godzilla.


Before the advent of timesaving tools like Character Generator Computer Aided Design (CGCAD), animating Mario’s movements was a laborious process. Miyamoto had to paint each character; the colors in the painting were assigned numbers and the programmers input the numbers into a computer. He also showed programmers not only how a character looked but also how it moved and what special traits it had. The programmers reproduced, line of code by line, Miyamoto’s designs as faithfully as they could.
Before the advent of timesaving tools like Character Generator Computer Aided Design, animating Mario’s movements was a laborious process. Miyamoto had to paint each character; the colors in the painting were assigned numbers and programmers input the numbers into a computer. He also showed programmers not only how a character looked but also how it moved and what special traits it had. Line of code by line, the programmers reproduced Miyamoto’s designs as faithfully as they could. During this process the team developed programming techniques allowing them to create a larger character than they thought possible, so they planned to make the game so that the player was always "Super" Mario but eventually conceived a magic mushroom to double the character's size, an idea Miyamoto attributed to ''[[Alice in Wonderland]]''.<ref name="mariomania">(1991, May). Shigeru Miyamoto Interview. ''Mario Mania Nintendo Player's Guide''. Retrieved October 2, 2007 from [http://www.miyamotoshrine.com/theman/interviews/0561.shtml http://www.miyamotoshrine.com/theman/interviews/0561.shtml]</ref><ref name="torontostar">(1986, August 13). Japan's hottest hero a two-inch tall Italian. ''The Toronto Star'', p. F5.</ref> Other "[[power-up]]s" were added to aid Mario in his quest: a flower that allows him to shoot fireballs, a flashing star that imparts temporary invincibility, and a green "1-UP" mushroom that rewards the player with an extra continue.
 
During this process the team developed programming techniques allowing them to create a larger character than they thought possible, so they planned to make the game so that the player was always "Super" Mario but eventually conceived a magic mushroom to double the character's size, an idea Miyamoto attributed to ''[[Alice in Wonderland]]''.<ref name="mariomania">(1991, May). Shigeru Miyamoto Interview. ''Mario Mania Nintendo Player's Guide''. Retrieved October 2, 2007 from [http://www.miyamotoshrine.com/theman/interviews/0561.shtml http://www.miyamotoshrine.com/theman/interviews/0561.shtml]</ref><ref name="torontostar">(1986, August 13). Japan's hottest hero a two-inch tall Italian. ''The Toronto Star'', p. F5.</ref> Other "[[power-up]]s" were added to aid Mario in his quest: a flower that allows him to shoot fireballs, a flashing star that imparts temporary invincibility, and a green "1-UP" mushroom that rewards the player with an extra continue.


===Synchronizing game music with game control===
===Synchronizing game music with game control===


When Mario’s star-induced invulnerability is wearing off, the music fades out; when the time limit is critically low, it speeds up. The game's composer, [[Koji Kondo]], believed that ''Mario''<nowiki>'</nowiki>s music should enhance or highlight the action onscreen. Because ''Mario'' is an action game, Kondo said, "it’s vital that the music sync up directly with game control."<ref name="insidenp4">(2005, September). Inside Zelda: Part 4. ''Nintendo Power'', ''195''. Retrieved October 2, 2007 from [http://www.zelda.com/universe/game/twilightprincess/inside04.jsp http://www.zelda.com/universe/game/twilightprincess/inside04.jsp ]</ref> Kondo revealed that the game's famous main theme, which counts Paul and Linda McCartney among its admirers, initially underwent significant changes to match changes made to the game's design:
When Mario’s star-induced invulnerability is wearing off, the music fades out; when the time limit is critically low, it speeds up. The game's composer, [[Koji Kondo|Ko-ji Kondo-]], believed that ''Mario''<nowiki>'</nowiki>s music should enhance or highlight the action onscreen. Because ''Mario'' is an action game, Kondo- said, "it’s vital that the music sync up directly with game control."<ref name="insidenp4">(2005, September). Inside Zelda: Part 4. ''Nintendo Power'', ''195''. Retrieved October 2, 2007 from [http://www.zelda.com/universe/game/twilightprincess/inside04.jsp http://www.zelda.com/universe/game/twilightprincess/inside04.jsp]</ref> Kondo- revealed that the game's famous main theme, a lilting, Latin-flavored tune which counts Paul and Linda McCartney among its admirers, initially underwent significant changes to match changes made to the game's design:


<blockquote>"Actually, the original main theme I composed was never used. I created a piece of music for the game that I had seen, which was an early prototype that wasn't really what the final game ended up being. I saw scenes of Mario just running around in this kind of big empty area—just kind of running around and jumping...it wasn't what ''Super Mario Bros.'' eventually became. So the music I originally created for that, it was a bit lazier, with slower tempo...Then, as the game underwent changes in the development process, we realized that the piece really didn't fit—it didn't match what ''Super Mario Bros.'' had eventually had become—so I went back and picked up the pace and changed it around so that it fit the game."<ref name="1upkondo">Kennedy, Sam and Thomas Puha. (2007, October 19). Mario Maestro. 1UP.com. Retrieved October 4, 2009 from [http://www.1up.com/do/feature?cId=3163588 http://www.1up.com/do/feature?cId=3163588]</ref></blockquote>
<blockquote>"Actually, the original main theme I composed was never used. I created a piece of music for the game that I had seen, which was an early prototype that wasn't really what the final game ended up being. I saw scenes of Mario just running around in this kind of big empty area—just kind of running around and jumping...it wasn't what ''Super Mario Bros.'' eventually became. So the music I originally created for that, it was a bit lazier, with slower tempo...Then, as the game underwent changes in the development process, we realized that the piece really didn't fit—it didn't match what ''Super Mario Bros.'' had eventually had become—so I went back and picked up the pace and changed it around so that it fit the game."<ref name="1upkondo">Kennedy, Sam and Thomas Puha. (2007, October 19). Mario Maestro. 1UP.com. Retrieved October 4, 2009 from [http://www.1up.com/do/feature?cId=3163588 http://www.1up.com/do/feature?cId=3163588]</ref></blockquote>


==The game industry’s response==
And so, "like most classic toys, ''Super Mario Bros.'' was based around a handful of small elements joined with an elegance that allowed the sum to far exceed the components." The formula was established, and it was a recipe for success.
 
==A formula for success==
 
''Super Mario Bros.'' premiered in Japan in September 1985; by the end of December, Nintendo had produced 2 million units of the game. Its phenomenal sales helped Nintendo command over 90% of the Japanese video game market. Soon afterward the company's nascent North American branch packaged ''Super Mario Bros.'' with its game consoles to test its product in New York City; the system's stunning success prompted its nationwide distribution. The NES, along with ''Super Mario Bros.'', is credited with reviving the moribund North American video game industry after the crash of 1983, a crash blamed on oversupply and poor quality control.
 
Nintendo quickly capitalized on the game's success, using its design as a template for countless sequels. ''Super Mario Bros. 2'' was released in Japan less than a year after the original's debut; Nintendo of America employees personally disliked the game, finding it frustratingly difficult and otherwise virtually identical in gameplay to ''Super Mario Bros.'' Consequently, another Nintendo game unrelated to ''Mario'', titled ''Yume Ko-jo-: Doki Doki Panic'', was modified to use [[sprite (computer graphics)|sprite]]s and music from the ''Mario'' series and rebranded as ''Super Mario Bros. 2'' for its North American release.<ref name="smb2note">American and European players were finally able to play the original ''Super Mario Bros. 2'' when it was included in a game compilation for the Super Nintendo (''Super Mario All-Stars'') under the title ''Super Mario Bros.: The Lost Levels''.</ref> Although the game wasn't essentially ''Mario'', few players knew the difference, and the title, regarded only in retrospect as the black sheep of the franchise, went on to sell 10 million copies in the United States alone.
 
A third installment, ''Super Mario Bros. 3'', was released in Japan in late 1988. It shipped to North America in 1990 and Europe in 1991; its shipment was preceded by the theatrical release of a film, called ''[[The Wizard]]'', described by IGN's Levi Buchanan as "a 90-minute commercial for the game." For American and European players, ''Super Mario Bros. 3'' was a return to the style of the original but on a far grander scale, with more power-ups, more foes, more secrets, and more levels, the last of which are connected by worlds with cohesive themes: a desert world, a water world, and so on. The game was a smashing success, both critically and commercially. By 1993 the game had sold 4 million units in Japan and 7 million in the United States, earning Nintendo over US$500 million in revenue. Author David Sheff commented that, in music industry terms, the game went platinum eleven times.
 
The series smoothly transitioned to the NES's successor, the [[Super Nintendo Entertainment System|Super Nintendo]], with ''Super Mario World''. Like the original, ''Super Mario World'' was packaged along with its platform and aptly demonstrated the console's technological capabilities: Mario hopped and bopped to vast array of rotating and distorting colors and stereo sound; Mario also got a dinosaur companion named Yoshi. Like its predecessors, ''Super Mario World'' was extremely successful, and Yoshi went on to star in ''Super Mario World 2: Yoshi's Island''. For its clever puzzles and uniquely soft, pastel-like graphics, ''Yoshi's Island'' drew great critical acclaim, but its popularity was eclipsed by a growing interest in the three-dimensional graphics of video games for [[Sony]]'s first hardware entry into the market, the [[PlayStation]], and Nintendo's own ''[[Donkey Kong|Donkey Kong Country]]''.
 
Nintendo was well aware of the market's impending adoption of 3D graphics as a de facto standard, and during ''Yoshi's Island''<nowiki>'</nowiki>s development, the company's hardware division was busy creating a new console to compete with the [[PlayStation]], one capable of displaying three-dimensional, 64-bit graphics, that became the [[Nintendo 64]]. Parallel to the console's development, they were making another Mario game, one to launch the system off of, and one which added a third dimension to the illustrious franchise: ''Super Mario 64''.
 
==Exploring a new dimension==
{{Image|N64-controller-blue1.jpg|right|180px|The Nintendo 64 game pad's [[analog joystick]], essential to ''Mario 64''<nowiki>'</nowiki>s fluid, nuanced control, is prominently positioned in the pad's center.}}
 
Nintendo's hardware and software divisions closely collaborated on the console's design, particularly its controller. The three-handled controller was, at Miyamoto's request, tweaked to perfectly suit ''Mario 64''<nowiki>'</nowiki>s gameplay. Its most notable inclusion was an [[analog stick]], whose primary advantage over a [[directional pad]] is the ability to detect degrees of movement.<ref name="analognote">Analog sticks are not new to video games (e.g., controllers for Atari's Video Computer System), but they had the ability to control motion only along one axis.</ref> Depending on how hard players push the stick in one direction, Mario will either tiptoe, walk, or  run. The development team prioritized the character's movements, and before creating the levels they tested and refined Mario's animations on a simple grid ad nauseum. In awarding ''Edge'' magazine's first perfect score to ''Mario 64'', the reviewer remarked, "the moment the game hands control of Mario over to the player, an experience of discovery begins....the temptation to simply toy with the controls without achieving anything in particular is overwhelming."
 
In the open courtyard where ''Mario 64'' begins, players are introduced to a second interface issue that confronted the game's developers: camera control, or perspective. 2D games are exempt from this complexity as the screen moves along only one or two axes, and before ''Mario 64'', 3D games circumvented the problem by using fixed (''[[Resident Evil]]'') or first-person (''[[Doom]]'') perspectives. These arrangements, however, suited neither the game's large, open worlds nor its fast-paced, run-and-jump style of play. Miyamoto's team labored to create an accommodating camera; the viewing angle was optimized for each area yet allowed for complete user control. Their labors maneuvering a video game character in 3D space presents an inherent challenge. One commentator pointed out that the third dimension makes jumps much harder to estimate; players might need to study the situation from several angles to properly aim and time a difficult leap.<ref name="barton">Barton, Matt and Bill Loguidice. Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time</ref> To balance the difficulty, Mario was given an arsenal of acrobatics that would make an Olympic gymnast blush: somersaults, back-flips, punches, and sweep-kicks, to name a few, and a generously sized "health meter" (a symbolic representation of how much damage a character can withstand) replaced the less forgiving rules of the game's predecessors.
 
The added dimension necessarily altered not only the series's mechanics, but also its formula. Fully three-dimensional planes are non-linear by definition; thus, it is a more difficult and seemingly arbitrary pursuit to define an end in 3D games than in side-scrolling games. The goal in ''Mario 64'' was no longer simply to reach the end of a level; levels instead became settings for multiple objectives whose common goal is the acquisition of "power stars." Objective-based game design naturally involves more exploration and puzzles, so time limits—a series staple—were removed.
 
''Mario 64''<nowiki>'</nowiki>s release--and, by extension, the Nintendo 64's launch--was delayed twice because Miyamoto wanted to further tweak his magnum opus. But the delay was apparently vindicated: ''Mario 64'' is believed to be as revolutionary and important for 3D game design as the original was for 2D game design. Early Playstation games had merely dabbled in 3D and none had truly broken so much ground. According to GameSpot, ''Mario 64'' "basically set the standards for how 3D space would be navigated within video games." The game was the flagship launch title for the Nintendo 64; Nintendo banked on the game to sell its new box, and their hopes were rewarded as ''Mario 64'' went on to sell eleven million copies.
 
But, in some ways, ''Mario 64''<nowiki>'</nowiki>s success is paradoxical: Three alleged reasons for the Nintendo 64's failure—its delay to market, its controller's nonstandard design, and its cartridge media format—can be attributed to ''Mario 64''<nowiki>'</nowiki>s creation. Nintendo sought to correct these mistakes with their next system, the [[GameCube]], but their efforts came up short as the system finished behind Microsoft's [[XBox]] and Sony's [[PlayStation 2]] in the so-called console wars. The platform's companion ''Mario'' title, ''Super Mario Sunshine'', was widely believed to be a disappointment, and the game sold only half that of ''Mario 64''.
 
Nintendo's journey to regain market leadership began with their handheld [[Nintendo DS|DS]] system, whose sales have been both driven and partly sustained by ''New Super Mario Bros.'', and continued with the unconventional [[Wii]], host platform of ''Super Mario Galaxy''. ''Mario Galaxy'' was touted by Nintendo of America president Reggie Fils-Aime as the true successor to ''Mario 64'', implicit but official acknowledgment that ''Mario Sunshine'' failed to meet the series's high standards.<ref name="reggiequote1">http://www.eurogamer.net/articles/super-mario-galaxy-first-impressions</ref> Fils-Aime's extolment was warranted: By measure of review aggregates, ''Mario Galaxy'' is the third-best critically received game of all time.
 
Both titles have seen their success rewarded with direct sequels: ''New Super Mario Bros. Wii'' was released in 2009 and ''Super Mario Galaxy 2'' will be released in 2010.
 
==Derivative titles==
 
''New Super Mario Bros. Wii''<nowiki>'</nowiki>s 2009 release was accompanied by no fewer than five other ''Mario'' titles. The franchise is so immense and diverse that it is easy to get lost in its many sequels, spin-offs, and derivatives. Many of these titles are outsourced to smaller (and often less talented) game developers, earning Nintendo a reputation for milking its mascot. Nintendo is demonstrably indifferent to their acquisition of said reputation: The series's derivative titles increase in number yearly and include  ''Dr. Mario'', ''Super Mario Kart'', multiple series of [[role-playing game]]s (''Super Mario RPG'', ''Paper Mario'', and ''Mario & Luigi Superstar Saga''), a long line of Mario sports games (including golf, tennis, soccer, baseball, basketball), and ''Mario Party''.


''Super Mario Bros.'' premiered in Japan in September 1985; by the end of December, Nintendo had produced 2 million units of the game. Its phenomenal sales helped Nintendo command over 90% of the Japanese video game market. Soon afterward the company's nascent North American branch packaged ''Super Mario Bros.'' with its game consoles to test its product in New York City. The console was a smash hit, and soon Nintendo distributed it nationwide. The NES, along with ''Super Mario Bros.'', is credited with reviving the flatlined North American video game industry after the crash of 1983, a crash blamed on oversupply and poor quality control.
Other characters in the series, such as Donkey Kong, Yoshi, and Wario have also had their own spin-off series, including games such as ''Wario Land'', ''Yoshi<nowiki>'</nowiki>s Island'' and ''Donkey Kong Country''; some of these series also have their own spin-offs, such as ''Diddy Kong Racing'' and the ''WarioWare'' series.
{| class="wikitable collapsible collapsed" style="width: 32em; clear: left; float: right; margin: 1em 2em 1em 1px;"
|-
! style="text-align: left;" | Alternate versions and re-releases of ''Super Mario Bros.''
|-
|
{| class="wikitable" style="width: 100%; margin: 3px 0 0 0;"
! colspan="2" |Alternate versions
|-
| Ports
| ''Super Mario Bros.'' was ported many times in the year following its original release on the NES. A side-scrolling platform game was released for Nintendo's [[Game & Watch]] range of handheld LCD game systems. The Game & Watch ''Super Mario Bros.'' is an entirely new game, featuring none of the stages from the NES original. In Japan, ''Super Mario Bros.'' was released for the [[Famicom Disk System]], Nintendo's proprietary floppy disk drive for the Famicom. It was also released in the ''Super Mario Bros.''/''[[Duck Hunt]]'' bundle.
|-
| ''Vs. Super Mario Bros.''
| ''Vs. Super Mario Bros.'' is nearly a separate game in its own right. Designed for Nintendo's NES-based arcade cabinet, the Nintendo Vs. Unisystem, the game's design is identical to ''Super Mario Bros.''. The stages, however, are different; the early stages show only subtle alterations, but later stages are changed entirely and feature an increased difficulty level. Many of these later stages reappeared in the Japanese ''[[Super Mario Bros.: The Lost Levels|Super Mario Bros. 2]]''.
|-
| ''All Night Nippon Super Mario Bros.''
| ''All Night Nippon Super Mario Bros.'' is a very rare version of the game with graphics based upon the popular Japanese radio show All Night Nippon. The game, which was only released in Japan for the Famicom Disk System, was a special promotional version that was given away by the show in 1986. The creators altered the [[sprite]]s of the enemies, mushroom retainers, and other characters to resemble famous Japanese music idols, recording artists, and DJs. The game also combined levels from ''[[Super Mario Bros.: The Lost Levels]]'' and ''Super Mario Bros. Special''.
|-
| ''Super Mario Bros. Special''
| ''Super Mario Bros. Special'' was a game released only in Japan by [[Hudson Soft]] for the NEC PC-8801 and Sharp X1 computers in 1986. Although it has similar gameplay and graphics, the game has new level layouts and it scrolls in a different manner than the original. Many new enemies are included but there is no two-player mode.
|-
| ''Super Mario All-Stars''
| In 1993, Nintendo released a compilation of their ''Super Mario'' games, titled ''Super Mario All-Stars'', on the [[Super Nintendo Entertainment System|Super Nintendo]]. The version of ''Super Mario Bros.'' included in the compilation features improved graphics and sound to match the Super Nintendo's 16-bit capabilities as well as minor alterations to some collision mechanics. Another change: The second player may switch to Luigi after the end of the stage (in the original ''Super Mario Bros.'', the second player could only play after Mario died). A save game feature was also included and several glitches from the original release were fixed.
|-
| ''Super Mario Bros. Deluxe''
| ''Super Mario Bros.'' was released on the [[Game Boy Color]] in 1999 under the title ''Super Mario Bros. Deluxe''. It features a level map, simultaneous multiplayer, a challenge mode, and eight additional worlds based on the main worlds of the Japanese ''Super Mario Bros. 2''. The game, however, can boast very few upgraded visuals, and, since the screen resolution of the Game Boy Color was smaller than the NES, the viewing distance is smaller. To compensate, players can press up and down to see above and below Mario's current position.
|}


{| class="wikitable" style="width: 100%; margin: 3px 0 0 0;"
==In retrospect==
! colspan="2" |Re-releases
|-
| Classic NES Series
| In early 2004, Nintendo re-released the game on the [[Game Boy Advance]] in Japan as part of their Famicom Minis collection and in the U.S. as part of the Classic NES Series. These versions contain no graphical updates and all of the original glitches remain. In 2005, Nintendo again released the game for the Game Boy Advance as part of ''Super Mario Bros.''<nowiki>'</nowiki>s 20th anniversary.
|-
| ''[[Animal Crossing]]''
| Super Mario Bros. is one of nineteen NES games included in the Nintendo [[GameCube]] game ''Animal Crossing''. The only known way to unlock ''Super Mario Bros.'' is by use of a game modification device, like the [[Game Shark]] or Action Replay.
|-
| [[Virtual Console]]
| ''Super Mario Bros.'' was released in 2006 for [[Wii]]'s Virtual Console.
|-
| ''[[Super Smash Bros. Brawl]]''
| ''Super Mario Bros.'' is available for trial play in ''Super Smash Bros. Brawl''.
|}
|}
''Super Mario Bros.'' did more than sell Nintendo's new system—it established the most lucrative video game franchise today and created a new generation of video game fans. There were Mario dolls, magazines, actions figures, cereal, clothing, a TV show, and movies. Nintendo produced countless sequels (something it continues to do) and even gave Mario's sidekicks games of their own. Although ''Super Mario Bros.'' was inevitably eclipsed in popularity by its more advanced sequels, it remains in demand today thanks to numerous re-releases and remakes in multiple formats and to thriving modding and "speedruning" communities (a [[speedrun]] being a play through of a given title as fast as possible). [[Glitch]]es also add an unexpected dimension—and longevity—to the game. A programming error allows players who know exactly the right technique to enter World Minus One, a world that was never intended by the game's creator.


As "the blueprint for 2D platform gaming," ''Super Mario Bros.''<nowiki>'</nowiki>s influence on game design has been tremendous.<ref name="gerstmann">Gerstmann, Jeff. (2007, January 22). Super Mario Bros. Review. GameSpot. Retrieved October 2, 2009 from [http://www.gamespot.com/wii/action/smb/review.html?om_act=convert&om_clk=gssummary&tag=summary;read-review http://www.gamespot.com/wii/action/smb/review.html?om_act=convert&om_clk=gssummary&tag=summary;read-review]</ref> Some of the world's most famous game designers, including ''[[SimCity]]'' creator [[Will Wright]] and ''[[Metal Gear]]'' designer [[Hideo Kojima]], credit ''Super Mario Bros.'' with influencing their work. As a partial consequence, the game enjoys envious placement in the media's "best of" lists. In December 2002, the notoriously critical editors of ''[[Edge (magazine)|Edge]]'' magazine awarded a retroactive "ten out of ten" rating to ''Super Mario Bros.'' In their "The Greatest 200 Videogames of Their Time" editorial, game magazine ''[[Electronic Gaming Monthly ]]'' listed Super Mario Bros. as number one;<ref name="egm">Semrad, Steve. (2006, February 2). The Greatest 200 Videogames of Their Time. ''Electronic Gaming Monthly'', ''200''. Retrieved October 2, 2007 from [http://www.1up.com/do/feature?pager.offset=10&cId=3147448 http://www.1up.com/do/feature?pager.offset=10&cId=3147448]</ref> and in their "Top 100 Games" listing, IGN also placed ''Super Mario Bros.'' at number one. IGN concluded its praise by saying, "''Super Mario Bros.'' remains one of the most pioneering and influential titles to date. More importantly, it's every bit as addictive, enjoyable, and satisfying today as it was two decades ago."<ref name="ign100">IGN's Top 100 Games. IGN. Retrieved October 4, 2009 from [http://top100.ign.com/2005/001-010.html http://top100.ign.com/2005/001-010.html]</ref>
''Super Mario Bros.'' did more than sell Nintendo's new system—it established the most lucrative video game franchise and created a new generation of video game fans. There were Mario dolls, magazines, actions figures, cereal, clothing, a TV show, and movies.He has also inspired television shows, film, comics, and a line of licensed merchandise.


==References==
Although sidescrolling games existed before ''Super Mario Bros.''--[[Atari]]'s ''[[Pitfall!]]'', for example--never had they been done so proficiently or on such a grand scale. And although platforming had been done in three dimensions, it hadn't been done in the third-person perspective and with full 3D movement.
{{reflist}}

Revision as of 10:11, 19 December 2009

This article is developing and not approved.
Main Article
Discussion
Related Articles  [?]
Bibliography  [?]
External Links  [?]
Citable Version  [?]
Catalogs [?]
 
This editable Main Article is under development and subject to a disclaimer.

Super Mario Bros. is a video game created by Japanese electronic game manufacturer Nintendo. The title debuted in late 1985 for the Nintendo Entertainment System; its two-dimensional, side-scrolling design epitomizes the modern platformer, a video game genre characterized by jumping to and from suspended platforms and over obstacles. Super Mario 64, the Mario series's first three-dimensional installment, has left a similarly lasting impression on 3D game design.

As one of the best-selling game series of all time, Super Mario Bros. is largely responsible for the success of Nintendo's first home console and for ending the two-year slump of video game sales in North America that followed the video game crash of 1983. Its eponymous star, a mustachioed plumber named Mario, has become a pop culture icon and is Nintendo's most treasured intellectual property. In 1990, Fortune magazine's Susan Moffat predicted, "just as Mickey Mouse helped pioneer the animated picture in the 1930s, so might Mario help establish a new medium called interactive entertainment."[1]

Creating a cultural icon

Mario debuted in Miyamoto's first game, the arcade hit Donkey Kong, as a carpenter named Jumpman. Miyamoto intended Jumpman to be his go-to character, a slightly pudgy, silly-looking fellow who could easily fit into any game as needed. Accordingly, he designed his little carpenter mostly by creating elegant solutions to practical, 8-bit problems. A mouth wasn't visible enough, so the character got a mustache; the programmers couldn't animate hair, so he wore a cap; and to make his arm movements visible, he needed white gloves and colored overalls. The character was dubbed Mario by colleagues who said the nose, mustache, and overalls resembled the Italian caretaker of the small New York hotel where Nintendo employees stayed in the United States.

The 1983 arcade game Mario Bros. was the first to feature Mario as the title character and introduced his brother Luigi. And, owing to a colleague's comment on Mario's appearance, Miyamoto gave his character a new occupation: The Mario brothers became plumbers, whose jobs are to exterminate the various pests that come out of pipes—pipes that became the trademark method of travel in subsequent Mario titles.

Later that year Nintendo released their first home console in Japan: the Family Computer, or Famicom.[2] Evaluating Famicom operations, company president Hiroshi Yamauchi realized that a video game system, like any other computer, is only as useful as the software available for it. Yamauchi prioritized the home console market and in 1984 he assigned Miyamoto to lead R&D 4, a new development group within Nintendo. Their assignment was to create the most imaginative video games ever, and one of their first titles took Donkey Kong's plucky hero and placed him in a new world.

Game design

Super Mario Bros. began with a simple idea: Miyamoto wondered what it would be like to have a character bouncing around under the background of a clear, blue sky.[3] He took his idea to a programmer, and they started working on it. Kazuaki Morita, one of the game's three programmers, described the working relationship between its designer and programmers: "In the NES era, the designer and programmer would sit side by side, constantly discussing what the game design should be, and the programmer would actually try to program the design right there on the spot while the designer watched."[4]

At the time, division of labor was an emerging concept in the video game industry. Before Donkey Kong, programmers were responsible for creating every element of their games—the same person who created the concept was also responsible for the coding, the art, and even the sound effects. But Miyamoto is not a programmer, he is an artist. As IGN's Rus McLoughlin tells it, "the games he designed were so different from everything else simply because he didn't really know what he wasn't supposed to do. That left him free to explore, and exploration soon became a part of his games."[5] Super Mario Bros.'s progression is linear, but its hidden items, rooms, and shortcuts encourage exploration and experimentation.

The game's scope and sophistication were unprecedented. Pong, one of the earliest commercial video games, is set on a single screen; Super Mario Bros. comprises more than 200 screens. The seamless transition between these "screens" as Mario advances from left to right gives the game its smooth "side-scrolling" style of play. The full playing field isn’t immediately visible; it only unfolds with progress, fostering a sense of discovery and a spontaneity that’s complemented by the game’s whimsical architecture: bricks and platforms hang suspended in mid-air, green sewer pipes protrude from the ground, bottomless pits space the bedrock. Guiding Mario around, over, and under these obstacles and conquering the game’s colorful villains—which include marching mushrooms, flying turtles, and man-eating plants—are the primary challenges. These challenges require quick reflexes and considerable hand-eye coordination but are alleviated by the precise control afforded to the player. The ability to alter the distance, height, and hook of the character’s jump is one of the game’s main innovations.

As large as the game is, its objective is as simple as Donkey Kong's: Players control Mario or his brother Luigi in their quest across the Mushroom Kingdom to rescue its missing monarch, Princess Toadstool.[6] The rules are likewise straightforward: Complete all four levels (linear, self-contained courses) of all eight worlds (collections of levels) within each level's 300-second time limit and with the player's allotted number of continues. The fourth level of each world is a castle, and at the end of every castle is Mario's nemesis and Princess Toadstool's kidnapper, Bowser, a fire-breathing dragon reminiscent of Godzilla.

Before the advent of timesaving tools like Character Generator Computer Aided Design, animating Mario’s movements was a laborious process. Miyamoto had to paint each character; the colors in the painting were assigned numbers and programmers input the numbers into a computer. He also showed programmers not only how a character looked but also how it moved and what special traits it had. Line of code by line, the programmers reproduced Miyamoto’s designs as faithfully as they could. During this process the team developed programming techniques allowing them to create a larger character than they thought possible, so they planned to make the game so that the player was always "Super" Mario but eventually conceived a magic mushroom to double the character's size, an idea Miyamoto attributed to Alice in Wonderland.[7][8] Other "power-ups" were added to aid Mario in his quest: a flower that allows him to shoot fireballs, a flashing star that imparts temporary invincibility, and a green "1-UP" mushroom that rewards the player with an extra continue.

Synchronizing game music with game control

When Mario’s star-induced invulnerability is wearing off, the music fades out; when the time limit is critically low, it speeds up. The game's composer, Ko-ji Kondo-, believed that Mario's music should enhance or highlight the action onscreen. Because Mario is an action game, Kondo- said, "it’s vital that the music sync up directly with game control."[9] Kondo- revealed that the game's famous main theme, a lilting, Latin-flavored tune which counts Paul and Linda McCartney among its admirers, initially underwent significant changes to match changes made to the game's design:

"Actually, the original main theme I composed was never used. I created a piece of music for the game that I had seen, which was an early prototype that wasn't really what the final game ended up being. I saw scenes of Mario just running around in this kind of big empty area—just kind of running around and jumping...it wasn't what Super Mario Bros. eventually became. So the music I originally created for that, it was a bit lazier, with slower tempo...Then, as the game underwent changes in the development process, we realized that the piece really didn't fit—it didn't match what Super Mario Bros. had eventually had become—so I went back and picked up the pace and changed it around so that it fit the game."[10]

And so, "like most classic toys, Super Mario Bros. was based around a handful of small elements joined with an elegance that allowed the sum to far exceed the components." The formula was established, and it was a recipe for success.

A formula for success

Super Mario Bros. premiered in Japan in September 1985; by the end of December, Nintendo had produced 2 million units of the game. Its phenomenal sales helped Nintendo command over 90% of the Japanese video game market. Soon afterward the company's nascent North American branch packaged Super Mario Bros. with its game consoles to test its product in New York City; the system's stunning success prompted its nationwide distribution. The NES, along with Super Mario Bros., is credited with reviving the moribund North American video game industry after the crash of 1983, a crash blamed on oversupply and poor quality control.

Nintendo quickly capitalized on the game's success, using its design as a template for countless sequels. Super Mario Bros. 2 was released in Japan less than a year after the original's debut; Nintendo of America employees personally disliked the game, finding it frustratingly difficult and otherwise virtually identical in gameplay to Super Mario Bros. Consequently, another Nintendo game unrelated to Mario, titled Yume Ko-jo-: Doki Doki Panic, was modified to use sprites and music from the Mario series and rebranded as Super Mario Bros. 2 for its North American release.[11] Although the game wasn't essentially Mario, few players knew the difference, and the title, regarded only in retrospect as the black sheep of the franchise, went on to sell 10 million copies in the United States alone.

A third installment, Super Mario Bros. 3, was released in Japan in late 1988. It shipped to North America in 1990 and Europe in 1991; its shipment was preceded by the theatrical release of a film, called The Wizard, described by IGN's Levi Buchanan as "a 90-minute commercial for the game." For American and European players, Super Mario Bros. 3 was a return to the style of the original but on a far grander scale, with more power-ups, more foes, more secrets, and more levels, the last of which are connected by worlds with cohesive themes: a desert world, a water world, and so on. The game was a smashing success, both critically and commercially. By 1993 the game had sold 4 million units in Japan and 7 million in the United States, earning Nintendo over US$500 million in revenue. Author David Sheff commented that, in music industry terms, the game went platinum eleven times.

The series smoothly transitioned to the NES's successor, the Super Nintendo, with Super Mario World. Like the original, Super Mario World was packaged along with its platform and aptly demonstrated the console's technological capabilities: Mario hopped and bopped to vast array of rotating and distorting colors and stereo sound; Mario also got a dinosaur companion named Yoshi. Like its predecessors, Super Mario World was extremely successful, and Yoshi went on to star in Super Mario World 2: Yoshi's Island. For its clever puzzles and uniquely soft, pastel-like graphics, Yoshi's Island drew great critical acclaim, but its popularity was eclipsed by a growing interest in the three-dimensional graphics of video games for Sony's first hardware entry into the market, the PlayStation, and Nintendo's own Donkey Kong Country.

Nintendo was well aware of the market's impending adoption of 3D graphics as a de facto standard, and during Yoshi's Island's development, the company's hardware division was busy creating a new console to compete with the PlayStation, one capable of displaying three-dimensional, 64-bit graphics, that became the Nintendo 64. Parallel to the console's development, they were making another Mario game, one to launch the system off of, and one which added a third dimension to the illustrious franchise: Super Mario 64.

Exploring a new dimension

The Nintendo 64 game pad's analog joystick, essential to Mario 64's fluid, nuanced control, is prominently positioned in the pad's center.

Nintendo's hardware and software divisions closely collaborated on the console's design, particularly its controller. The three-handled controller was, at Miyamoto's request, tweaked to perfectly suit Mario 64's gameplay. Its most notable inclusion was an analog stick, whose primary advantage over a directional pad is the ability to detect degrees of movement.[12] Depending on how hard players push the stick in one direction, Mario will either tiptoe, walk, or run. The development team prioritized the character's movements, and before creating the levels they tested and refined Mario's animations on a simple grid ad nauseum. In awarding Edge magazine's first perfect score to Mario 64, the reviewer remarked, "the moment the game hands control of Mario over to the player, an experience of discovery begins....the temptation to simply toy with the controls without achieving anything in particular is overwhelming."

In the open courtyard where Mario 64 begins, players are introduced to a second interface issue that confronted the game's developers: camera control, or perspective. 2D games are exempt from this complexity as the screen moves along only one or two axes, and before Mario 64, 3D games circumvented the problem by using fixed (Resident Evil) or first-person (Doom) perspectives. These arrangements, however, suited neither the game's large, open worlds nor its fast-paced, run-and-jump style of play. Miyamoto's team labored to create an accommodating camera; the viewing angle was optimized for each area yet allowed for complete user control. Their labors maneuvering a video game character in 3D space presents an inherent challenge. One commentator pointed out that the third dimension makes jumps much harder to estimate; players might need to study the situation from several angles to properly aim and time a difficult leap.[13] To balance the difficulty, Mario was given an arsenal of acrobatics that would make an Olympic gymnast blush: somersaults, back-flips, punches, and sweep-kicks, to name a few, and a generously sized "health meter" (a symbolic representation of how much damage a character can withstand) replaced the less forgiving rules of the game's predecessors.

The added dimension necessarily altered not only the series's mechanics, but also its formula. Fully three-dimensional planes are non-linear by definition; thus, it is a more difficult and seemingly arbitrary pursuit to define an end in 3D games than in side-scrolling games. The goal in Mario 64 was no longer simply to reach the end of a level; levels instead became settings for multiple objectives whose common goal is the acquisition of "power stars." Objective-based game design naturally involves more exploration and puzzles, so time limits—a series staple—were removed.

Mario 64's release--and, by extension, the Nintendo 64's launch--was delayed twice because Miyamoto wanted to further tweak his magnum opus. But the delay was apparently vindicated: Mario 64 is believed to be as revolutionary and important for 3D game design as the original was for 2D game design. Early Playstation games had merely dabbled in 3D and none had truly broken so much ground. According to GameSpot, Mario 64 "basically set the standards for how 3D space would be navigated within video games." The game was the flagship launch title for the Nintendo 64; Nintendo banked on the game to sell its new box, and their hopes were rewarded as Mario 64 went on to sell eleven million copies.

But, in some ways, Mario 64's success is paradoxical: Three alleged reasons for the Nintendo 64's failure—its delay to market, its controller's nonstandard design, and its cartridge media format—can be attributed to Mario 64's creation. Nintendo sought to correct these mistakes with their next system, the GameCube, but their efforts came up short as the system finished behind Microsoft's XBox and Sony's PlayStation 2 in the so-called console wars. The platform's companion Mario title, Super Mario Sunshine, was widely believed to be a disappointment, and the game sold only half that of Mario 64.

Nintendo's journey to regain market leadership began with their handheld DS system, whose sales have been both driven and partly sustained by New Super Mario Bros., and continued with the unconventional Wii, host platform of Super Mario Galaxy. Mario Galaxy was touted by Nintendo of America president Reggie Fils-Aime as the true successor to Mario 64, implicit but official acknowledgment that Mario Sunshine failed to meet the series's high standards.[14] Fils-Aime's extolment was warranted: By measure of review aggregates, Mario Galaxy is the third-best critically received game of all time.

Both titles have seen their success rewarded with direct sequels: New Super Mario Bros. Wii was released in 2009 and Super Mario Galaxy 2 will be released in 2010.

Derivative titles

New Super Mario Bros. Wii's 2009 release was accompanied by no fewer than five other Mario titles. The franchise is so immense and diverse that it is easy to get lost in its many sequels, spin-offs, and derivatives. Many of these titles are outsourced to smaller (and often less talented) game developers, earning Nintendo a reputation for milking its mascot. Nintendo is demonstrably indifferent to their acquisition of said reputation: The series's derivative titles increase in number yearly and include Dr. Mario, Super Mario Kart, multiple series of role-playing games (Super Mario RPG, Paper Mario, and Mario & Luigi Superstar Saga), a long line of Mario sports games (including golf, tennis, soccer, baseball, basketball), and Mario Party.

Other characters in the series, such as Donkey Kong, Yoshi, and Wario have also had their own spin-off series, including games such as Wario Land, Yoshi's Island and Donkey Kong Country; some of these series also have their own spin-offs, such as Diddy Kong Racing and the WarioWare series.

In retrospect

Super Mario Bros. did more than sell Nintendo's new system—it established the most lucrative video game franchise and created a new generation of video game fans. There were Mario dolls, magazines, actions figures, cereal, clothing, a TV show, and movies.He has also inspired television shows, film, comics, and a line of licensed merchandise.

Although sidescrolling games existed before Super Mario Bros.--Atari's Pitfall!, for example--never had they been done so proficiently or on such a grand scale. And although platforming had been done in three dimensions, it hadn't been done in the third-person perspective and with full 3D movement.

  1. Moffat, Susan (1990, November 5). Can Nintendo Keep Winning?. Fortune. Retrieved October 2, 2009 from http://money.cnn.com/magazines/fortune/fortune_archive/1990/11/05/74307/index.htm
  2. The Family Computer was released worldwide as the Nintendo Entertainment System, or NES.
  3. O'Connell, Patricia (2005, November 7). Meet Mario's Papa. BusinessWeek. Retrieved October 9, 2007 from http://www.businessweek.com/magazine/content/05_45/b3958127.htm
  4. (2006, February). Inside Zelda: Part 9. Nintendo Power, 200. Retrieved October 7, 2007 from http://www.zelda.com/universe/game/twilightprincess/inside09.jsp
  5. McLaughlin, Rus (2007, November 8). IGN Presents The History of Super Mario Bros. IGN. Retrieved October 1, 2009 from http://games.ign.com/articles/833/833615p1.html
  6. Beginning with Super Mario 64, the name Princess Toadstool was abandoned in favor of a shorter, snappier nickname: "Peach."
  7. (1991, May). Shigeru Miyamoto Interview. Mario Mania Nintendo Player's Guide. Retrieved October 2, 2007 from http://www.miyamotoshrine.com/theman/interviews/0561.shtml
  8. (1986, August 13). Japan's hottest hero a two-inch tall Italian. The Toronto Star, p. F5.
  9. (2005, September). Inside Zelda: Part 4. Nintendo Power, 195. Retrieved October 2, 2007 from http://www.zelda.com/universe/game/twilightprincess/inside04.jsp
  10. Kennedy, Sam and Thomas Puha. (2007, October 19). Mario Maestro. 1UP.com. Retrieved October 4, 2009 from http://www.1up.com/do/feature?cId=3163588
  11. American and European players were finally able to play the original Super Mario Bros. 2 when it was included in a game compilation for the Super Nintendo (Super Mario All-Stars) under the title Super Mario Bros.: The Lost Levels.
  12. Analog sticks are not new to video games (e.g., controllers for Atari's Video Computer System), but they had the ability to control motion only along one axis.
  13. Barton, Matt and Bill Loguidice. Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time
  14. http://www.eurogamer.net/articles/super-mario-galaxy-first-impressions