Super Mario Bros.

Super Mario Bros.

released on Sep 13, 1985

Super Mario Bros.

released on Sep 13, 1985

A side scrolling 2D platformer and first entry in the Super Mario franchise, Super Mario Bros. follows Italian plumber Mario as he treks across many levels of platforming challenges featuring hostile enemies to rescue Princess Peach from the evil king Bowser.


Also in series

Mario Bros.
Mario Bros.
Mario Clash
Mario Clash
Punch Ball Mario Bros.
Punch Ball Mario Bros.
Mario Bros. Special
Mario Bros. Special
Mario Bros.
Mario Bros.

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The very first game I ever played. Although there is not much to this game, this is where it all began for me.

Rating the game from the perspective of when it came out. This was a mind blowing experience and the start to all mainstream gaming to follow. Traversing through different levels and platforming while shooting fireballs at angry turtles gave me endless fun.

Divertido ate hoje e bem difícil

É..... Eu acabei de zerar esse jogo pela primeira vez (Aos 21 anos de idade). Isso já tinha quase 20 anos quando eu nasci e é bizarro que ele seja tão decente até hoje. De longe o maior problema do jogo são os sapatos amanteigados do Mario, tirando isso o jogo até que funciona muito bem. É criativo, iconico e eu suspeito que tenha algum contrato com uma força superior por baixo dos panos.

(Eu odeio o ultimo castelo)

PS: Esse é de longe o jogo onde o Mario mais parece um colombiano

It's Mario. I don't know what you need me to say

if you think this game “plays weird” and don’t get the hype i beg you to play 5 other NES platformers then come back, relax, and feel the lushness of the first true strand type game.

super mario bros is not the primordially simple jumping game it is often introduced as. platformers had ages to mature in the hypercompetitive arena of the arcade throughout the 70’s and early 80’s. aside from its understatedly elegant aesthetic, the ambition in SMB is in the elevation of movement from merely a mode of traversal to a gymnastic, expressive activity.

megaman, simon belmont, and ryu hayabusa are all transparently simple state machines— the amount of possible actions they can take is finite and countable. super mario bros did not invent momentum in platforming, nor was it the first to leverage the additional complications that a more involved system of movement entails. the friction between the player avatar and the ground. the acceleration from a dead stop to a full run. the short moment after taking your finger off the jump button before the character truly starts to fall. all the little intricacies and details compound to make mario a much more expressive vessel for a player to inhabit. what sets SMB apart is that the movement is honed to the extent it becomes even more natural than the comparatively simple systems of the above games.

mario’s body doesn’t literally move like the human form does, but negotiating the balance of a jump in mid-air, trying to establish steady footing on unhelpful terrain, and wheelin and dealing with newton’s first law in general is central to the human experience. in super mario bros, nintendo squarely refocuses the platformer from a cabaret of obstacles to a celebration of acrobatic motivity

and so, it became the bedrock upon which their castle was built