NES port it's alright, but inferior to Arcade's. Graphics are worse, there are no cutscenes explaining enemies' patterns, and they added another possible jump trajectory if you press it in a specific time during Mario physics, so if you are used to Arcade version, you will have some trouble with this.
I like this game, just not this port of Mario Bros. The reason why I dislike this version of Mario Bros is because of how clunky the movement feels. The movement is extremely slippery which makes it feel terrible. The movement even hinders you when you want to attack an enemy or collecting coins in the bonus levels.
The port on Mario & Luigi Superstar Saga is wayyy better imo.
The port on Mario & Luigi Superstar Saga is wayyy better imo.
Played on a whim and had a good amount of fun with! I just did 23 phases since I read up that the game only had about 22 unique ones throughout, and it was cool seeing Mario's first debut kicking Koopas to the curb in the sewers. I know people don't like the fact you can't change direction midjump in this game, which was definitely due to this being one of their first games, but I personally like the challenge. It makes having to time your jumps a lot more tougher but rewarding as well, giving the game more of a skill ceiling and pushing you to improve. It was also cool seeing how the Mario Bros. stage in Smash references this one to the letter, I have more respect for it now (even if I still don't like it in that game). All in all a fun short time.
In solo mode, the game can be repetitve since it's the exact same level display, but with different enemies. The fireball can be annoying if you aren't fast enough. However, the game can be fun in 2 players. You can play it in coop to reach the farthest level, or you can play competitively, which make the game way more fun since you try to screw your friend over.
Game #7 of my challenge
Game #7 of my challenge
My favorite bit of trivia about Mario Brothers is that apparently Mario surviving from falling from the platforms was considered a “super power.” I don’t know, I think it’s just charming that their line of logic in that period of time and development followed that dying from missing a jump was the assumption. Miyamoto thought the game would be too easy and had to be convinced otherwise.
Thank god he was, because fall damage on top of the awkward controls and slippery momentum would have made this already very frustrating game unplayable.
Thank god he was, because fall damage on top of the awkward controls and slippery momentum would have made this already very frustrating game unplayable.