Download Game Super Mario Bros Wii Cho Pc

New Super Mario Bros. Wii
Developer(s)Nintendo EAD
Publisher(s)Nintendo
Director(s)Shigeyuki Asuke
Producer(s)
Composer(s)
SeriesSuper Mario
Platform(s)Wii, Shield Android TV
ReleaseWii
  • AU: November 11, 2009[2]
  • JP: December 3, 2009[5]
Android[6]
Genre(s)Platform
Mode(s)Single-player, multiplayer

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New Super Mario Bros. Wii[a] is a 2.5Dside-scrollingplatform game developed and published by Nintendo for the Wii. The sequel to 2006's New Super Mario Bros., it was first released in Australia, North America, and Europe in November 2009, followed by Japan a month later. Like other side-scrolling Super Mario games, the player controls Mario as he travels eight worlds and fights Bowser's henchmen to rescue Princess Peach. Up to four people can play in cooperative and competitive multiplayer modes, taking control of Mario as well as Luigi and one of two multicolored Toads. The game also introduces 'Super Guide', which allows the player to watch a computer-controlled character complete a level.

Shigeru Miyamoto had held desires to create a Super Mario game with cooperative multiplayer since the series' synthesis. After failed attempts to integrate it into Super Mario 64 due to hardware limitations, he was able to fully explore the concept with the advent of the Wii and its more advanced hardware capabilities. Having developed New Super Mario Bros. and feeling that it was not as challenging as he hoped, Miyamoto designed New Super Mario Bros. Wii with the intent of accessibility for players of all skill levels. Features such as Super Guide and the ability to enter a floating bubble on command and opt out of doing a certain part of a level was added to cater to beginners, whereas other details, such as an award for not prompting the Super Guide block to appear in any level, were added to provide a layer of difficulty. Shiho Fujii and Ryo Nagamatsu composed the game's soundtrack, whereas Koji Kondo, the series' regular composer, served as sound adviser.

The game was announced following a slight drop in profits, with Nintendo hoping its release would help to rejuvenate sales of the Wii. New Super Mario Bros. Wii was both critically and commercially successful, receiving particular praise for its multiplayer aspect, although some critics were disappointed by the lack of new content compared to previous Super Mario titles. It received several honors, including the Best Wii Game award from the 2009 Spike Video Game Awards, IGN, and GameTrailers, and is the fourth best-selling game for the Wii as of March 2019, having sold 30.26 million copies worldwide.[7] It was followed by New Super Mario Bros. U for the Wii U in 2012, and was remastered in high-definition for the Nvidia Shield TV in China in 2017.[6]

  • 1Gameplay
  • 4Release
  • 5Reception
  • 6Sequel

Gameplay[edit]

New Super Mario Bros. Wii is a 2.5Dside-scrollingplatformer; although it plays out in 2D, most of the in-game characters and objects are 3D polygonal renderings on 2D backgrounds.[8][9] In single-player mode, the player controls Mario and must complete various levels, which are filled with both helpful items and harmful obstacles. The player must maneuver him to a large flag pole at the end of each stage to progress.[10] The game can be played with the Wii Remote held horizontally, or horizontally with the Wii Nunchuk attached.[11] Mario can run, jump, and perform additional moves returning from New Super Mario Bros. such as wall kicks, ground pounds and double and triple jumps.[12]New Super Mario Bros. Wii frequently makes use of the Wii Remote's motion control features; the player can shake the controller in order to perform various different actions, such as a short spin jump which kills enemies, a mid-air twirl that can be used to sustain air time, and the ability to pick up, carry and throw certain objects.[13][11][14] Certain areas within levels, such as specific platforms, can be manipulated by standing over them and tilting the Wii Remote.[13] Certain levels are set underwater, where the player must swim to traverse the level.[15]

In addition to gold coins, which the player can collect to earn extra lives, levels contain power-ups encased in floating blocks[16] which aid Mario in his quest. For instance, the Super Mushroom makes Mario increase in size and allows him to take one extra hit; the Fire Flower lets Mario shoot fireballs at enemies; and the Super Star gives the player temporary invincibility, increases his running speed, and provides light in any dark level. The Mini Mushroom, which reappears from New Super Mario Bros., causes Mario to shrink in size, letting him jump higher, run on water and fit through small spaces, albeit while making him vulnerable to enemies and other obstacles.[17][8] New power-ups include the Propeller Suit, which allows Mario to fly for a short time by shaking the Wii Remote;[11] the Ice Flower, which gives Mario the ability to shoot balls of ice which freeze enemies into large ice blocks that can be lifted and thrown; and the Penguin Suit, which also gives Mario the ability to shoot ice balls, but additionally allows the player to slide along the ground and across water, as well as giving them tighter control on ice and in water.[11][18][8]Yoshi appears in certain levels and is able to eat, swallow and spit enemies and objects, and flutter for a period of time.[19][20][21]

The game consists of eight worlds,[9] with a secret ninth world which appears once the main game has been beaten. There are eight levels in World 9, which are all initially locked. They can be unlocked by collecting all of the hidden Star Coins in each of their respective worlds.[22] Levels are accessed via a 3D world map;[8] completing a stage unlocks the next one, with multiple paths sometimes available after completing a stage. Some stages have an extra secret goal, which, when reached, unlocks an alternative path for a player, such as a cannon leading to a later world. Each world contains two boss levels — a midway fortress and a castle at the end of the world — where the player battles one of the seven Koopalings. World 4 and World 6 also have a third Airship boss levels, where the player must battle Bowser Jr. to progress to the next world.[13][23] In addition to levels, there are also 'Toad Houses' scattered across the map in which the player can play a short minigame to earn extra lives or items that can be equipped from the map screen.[24][25] Map screens often have enemies roaming them in certain dedicated areas which, when encountered, initiate a 'mini-boss' fight that awards the player with power-ups after being won. At certain points, a Toad will appear trapped in one of the previously completed levels, and the player can choose to rescue him from a block and carry him safely to the end of the stage in order to unlock an extra Toad House.[26] Every course contains three Star Coins which are hidden in hard-to-reach areas.[26] These can be spent on hint movies which show off tips and tricks for the game, including the locations of secrets and methods for finding more Star Coins and collecting lives.[27]

The player begins the game with five lives, but more can be obtained through collecting coins, picking up 1-Up Mushrooms, performing combos,[25] and playing minigames.[23] Losing a life will return the player to the map, and losing all lives results in a game over, forcing the player to return from their last save point.[10] Most levels contain a midway flag which allows the player to return to that point when returning to the level.[10] Certain levels contain hidden alternative exits leading to a flag pole with a red flag. Reaching this goal opens up a path on the map that leads to a hidden area.[26]

New Super Mario Bros. Wii features 'Super Guide', a concept meant to help players that are having difficulty completing a certain level, and the first Nintendo game to include the concept.[28] During single-player mode, if a player dies eight times in a row in any level, a green '!' Block appears, which can be hit to allow a computer-controlled Luigi to show the player a safe path through the level without revealing any Star Coin locations or secret exits. The player may interrupt the guide at any time and take control of Luigi from that point. After Luigi completes the course, the player has the option to try the level again, or skip it completely.[29][30]

Multiplayer[edit]

New Super Mario Bros. Wii is the first entry in the Super Mario series to feature simultaneous 4-player platforming gameplay. In this early screenshot of the game from E3 2009, players are able to pick up and carry each other, as Luigi is doing with Blue Toad.

New Super Mario Bros. Wii is the first Super Mario game to feature simultaneous cooperativemultiplayer gameplay.[31] Up to four players, as either Mario, his brother Luigi, or one of two different colored Toads, can play through levels together.[32] Stages are completed when one player touches the flag pole; other players have a limited amount of time to grab it in pursuit before they automatically enter a bubble and the stage is completed. A bonus is awarded if all players grab hold of the flag within three seconds of the first player grabbing it. Players are ranked after each level based on points, coins, and enemy kills they achieve.[33]

Players are able to interact with each other in several ways, which can be used to either help or compete with each other; for instance, players can jump on each other's heads in order to reach higher places. They can also pick up and throw each other, and eat and spit each other out while riding Yoshi.[34] If a large distance forms between two or more characters, the game's camera will compensate by panning out to show all of them at once.[35] If the players still do not catch up, they are then dragged by the edge of the screen until they move forward faster or lose a life via a passing obstacle.[36] If one player enters a different area of a level, such as one enclosed via a warp pipe or a door, without the other players, they will warp to the same place after a short period of time.[37]

The first player, who controls Mario, navigates the world map and selects stages.[38] Players return to the map screen if they all die before anybody respawns in the stage. If all players run out of lives and get a game over, they must restart from their last save point.[39] If a player dies, they re-emerge in the level encased in a bubble. They can resume play when another player breaks the bubble. A player can break the bubble by touching it, or by hitting it with a fireball, ice ball or Koopa shell.[37][11] Players can also voluntarily encase themselves inside the bubble while a more skilled player traverses a difficult segment.[31] If every character in a co-op session enters a bubble at the same time (whether through death or voluntarily), they will lose the level and must restart.[37]

In addition to the main story mode, which can be played in either single-player or multiplayer modes, there are two dedicated multiplayer modes; 'Free-for-All Mode', in which players complete courses together and compete to get the highest rank, and 'Coin Battle', where they compete to collect the highest number of coins.[40]

Plot[edit]

When Mario, Luigi, Yellow Toad, and Blue Toad are celebrating Princess Peach's birthday in her castle, a large cake appears. Bowser Jr. and the Koopalings emerge from the cake and trap Peach inside. The cake is loaded onto Bowser's airship and it takes off, with Mario, Luigi, and the two Toads giving chase. The Toads in the castle grant them access to the new items, the Propeller Mushrooms and Penguin Suits.[41]

After traveling through several worlds fighting the Koopalings, Bowser Jr., and Kamek the Magikoopa, the Mario Bros. and the Toads arrive at Bowser's castle. Bowser is defeated but is revived by Kamek, who casts a magical spell that transforms him into a giant. Bowser chases after Mario and the others, destroying everything in his path, until Mario finds a large switch and triggers it, causing Bowser to fall through the ground and releasing Peach from her cage. Peach and Mario depart from the castle in a hot-air balloon, with Luigi and the Toads following behind.

The credits are shown as a minigame where the letters in the credits are written on blocks, which can be broken by the playable characters to get coins (all four characters appear, but only the ones controlled by players can get coins). After the credits, Bowser Jr. and the Koopalings help Bowser out of his unstable castle, which falls over and traps them.

Development[edit]

New Super Mario Bros. Wii was created out of a desire to recreate the Super Mario series' single-player gameplay experience for multiple players.[42]Shigeru Miyamoto, the head game developer at Nintendo, had been interested in creating a Super Mario game with multiplayer features since the series' beginnings with the 1983 arcade game, Mario Bros. Attempts to integrate cooperative multiplayer into Super Mario 64, the first 3D game in the series, ultimately failed due to the hardware limitations of the Nintendo 64. With the faster CPU and enhanced graphical and memory capabilities of the Wii, Miyamoto and the rest of the development team were able to revisit this idea, as the hardware allowed the smooth display of enough enemies and items on the screen at once, and allowed a camera that could dynamically adapt to the players' movements, ensuring they constantly know what is the situation of their character.[22][43] Miyamoto said that Princess Peach was not a playable character because of her dress, since making her skirt realistically move would require complex dedicated programming.[44]

Miyamoto wanted the game to be accessible to all players, and thus tried to balance its difficulty via features catering both to casual and hardcore Super Mario fans. After the release of New Super Mario Bros. for the Nintendo DS, which Miyamoto felt had not been hard enough in retrospect, he wanted to create a new Super Mario game which would provide a higher level of challenge for players who desired one. Simultaneously, the Super Guide feature, which would allow a player to watch a level get completed before trying again after failing a certain number of times, was included with the game in order to make the game accessible to unfamiliar players as well.[45] The development team decided to include the feature as an option that would appear in a level after failing a certain number of times to prevent hindering the experience for more experienced players. As an extra incentive for advanced players, the team also added achievements that could be earned by completing the game without making the green block appear in any levels.[22] The ability for a player to put themselves into a bubble and opt out of doing a level was devised so that both novice players and more experienced ones could play without interfering with each other.[46] Miyamoto also hoped for the game to turn into a staple game for the Wii and achieve levels of success similar to that of New Super Mario Bros..[47]

New Super Mario Bros. Wii was worked on by several developers, some of whom had varying understandings of the design principalities of Super Mario games. Miyamoto, who served as the game's producer, helped the directors out with creating a general understanding of the ground rules for the game's design, writing out specification documents explaining the 'rules' of how the game would work. This led to discussions and decisions over what was considered 'natural' and 'unnatural' for a Mario game; for instance, with the advent of the Ice Flower's ability to freeze enemies, the developers decided that it would be logical for the ice blocks to melt when shot with fireballs, and to float to the surface when submerged in water.[46]

The music for New Super Mario Bros. Wii was composed and arranged by Shiho Fujii and Ryo Nagamatsu, with additional work provided by sound director Kenta Nagata.[1][48] Series regular Koji Kondo was the sound advisor and did not write any new compositions, though some of his creations were re-arranged for the game.[49]Charles Martinet returned to voice Mario and Luigi, along with Samantha Kelly as the Toads and Princess Peach, Kenny James as Bowser, and Caety Sagoian as Bowser Jr.[50]

Release[edit]

On May 30, 2009 the online version of the Japanese newspaper Nihon Keizai Shimbun reported that two new sequels would be released for the Wii: a sequel to Wii Fit titled Wii Fit Plus, and a sequel to New Super Mario Bros. tentatively called New Super Mario Bros. Wii.[51] The latter game was announced at E3 2009[52][53][54] and further shown off at Gamescom.[55][56][57] To highlight the uniqueness of the game, Nintendo released the game in a red case instead of the traditional white box color that Wii games generally have.[58] The game's announcement came following a standstill in Wii sales, which had led to a 52% drop in Nintendo's first-half earnings for 2009. Nintendo hoped that the game would help to increase sales of the Wii in the coming holiday season.[59][9] In a Japanese retail briefing event prior to its release, Miyamoto expressed his faith that the game would retain strong sales stretching beyond its first year on the market.[60]

New Super Mario Bros. Wii was released in Australia on November 11, 2009,[2] and in North America on November 15.[4] It was later released in Europe and Japan on November 20[3] and December 3,[5] respectively. On October 29, 2010, it was released as a pack-in game with a red Wii console, alongside Wii Sports and a built-in download of Donkey Kong, which was released to celebrate the 25th anniversary of Super Mario Bros.[61] It was also included as part of a bundle release with a black Wii alongside a soundtrack CD for Super Mario Galaxy on October 23, 2011.[62]

At E3 2011, a variation of New Super Mario Bros. Wii, dubbed New Super Mario Bros. Mii, was showcased as a playable demo for Nintendo's then new console, the Wii U, allowing players to play as their Mii characters. It was a prototype designed to showcase the technology of the system.[63] An enhanced port of the game was released in China for the Nvidia Shield TV on December 5, 2017, alongside other Wii and GameCube ports such as The Legend of Zelda: Twilight Princess. This updated version of the game features high definition graphics in 1080p and a reworked UI.[6][64]

Piracy lawsuit[edit]

In November 2009, 24-year-old Australian James Burt purchased a copy of New Super Mario Bros. Wii several days before its release, as the store had mistakenly put it up for sale early, and ripped and uploaded the game disk online. Nintendo took down the game and sued Burt shortly afterwards, accusing him of violating copyright laws and depriving Nintendo of potential sales. The case was ultimately settled in January 2010, with Burt receiving a fine of AU$1.5 million as compensation for lost sales, as well as an additional fine of AU$100,000 as a part of Nintendo's legal fine.[65] Burt was also forced to disclose the locations of all of his computers and electronic storage devices, as well as give access to his email, social networking and website accounts.[66]Nintendo of Australia managing director Rose Lappin called the incident 'a global issue', noting that thousands of copies of the game had been downloaded across the world before it was taken down. Burt later commented on the incident, calling his actions 'very stupid' and asserting that the crime's repercussions were something that he would have to deal with for the rest of his life.[67]

Reception[edit]

Pre-release[edit]

The game received praise for its multiplayer features following its showcase at E3, with critics praising its competitive aspects as well as its cooperative aspects,[33][68][21] though the game's lack of online play was criticized as a missed opportunity. Many favorably compared the game to The Legend of Zelda: Four Swords Adventure, which similarly took its respective series' traditional gameplay and interlaced it with cooperative multiplayer.[33][69][70][24] Chad Concelmo of Destructoid praised the game's 'creative and giggle-inducing' levels and tighter control compared to New Super Mario Bros., while calling the multiplayer gameplay 'unique, addictive, and gloriously entertaining' and giving the game a 9.5 score based on his initial impressions.[33]Engadget's Andrew Yoon called the game 'playable, addictive and fresh', and commended the game's camera system that could zoom out automatically to show off-screen players.[68]Ars Technica praised the game as 'insidiously fun' despite noting the simplicity of the game's graphics.[21] Sophia Tong of GameSpot compared the game to Super Mario Bros. 3 and called the new multiplayer feature 'a blast to play and hilarious to watch'.[24]Eurogamer's Oli Welsh called the multiplayer 'a simple stroke of genius'.[70] Chris Kohler of Wired praised the difficulty behind the multiplayer mode.[69]

The game's presentation was another point of praise for some critics. CNET's Jeff Balakar called seeing a Super Mario game in 480p 'an eye-opening experience', and praised the worlds' attentions to detail.[9] IGN's Craig Harris also praised the widescreen graphics, noting that the game looked smooth in progressive widescreen mode despite the version of the game being displayed being an incomplete build,[8] while Matt Cassamassina said that it looked 'crisp, clean [and] colorful'.[55]

Some reviewers were slightly critical of the game's multiplayer. Although CNET's three reviewers enjoyed the game, Balakar mused that the multiplayer gameplay was occasionally frustrating due to the chaos and tight screen space.[9] CNET's Dan Ackerman, whilst praising New Super Mario Bros. Wii's overall enjoyability, noted its strong similarity to its side-scrolling predecessors, musing that it felt 'firmly planted in the 2D era.'[9]MTV writer Russ Frushtick commented on the game's difficulty, comparing it to that of the NES game Contra.[71][72]

Post-release[edit]

Reception
Aggregate score
AggregatorScore
Metacritic87/100[73]
Review scores
PublicationScore
1UP.comA+[74]
Destructoid9/10[75]
Edge7/10[76]
Eurogamer9/10[16]
Famitsu40/40[77]
Game Informer9.25/10[78]
GameSpot8.5/10[79]
GameSpy[80]
GamesRadar+[81]
GameTrailers8.9/10[82]
IGN(US) 8.9/10[11]
(UK) 9.4/10[18]
(AUS) 9.2/10[13]
Nintendo Life10/10[83]
Nintendo Power9/10[84]
Nintendo World Report9.5/10[85]
ONM96%[86][87]
VideoGamer.com8/10[88]
X-Play[89]
The A.V. ClubC+[90]

The game received 'generally favorable' reviews, according to review aggregatorMetacritic.[73] Japanese gaming magazine Famitsu called it a 'masterpiece of 2D action' and gave it a perfect 40/40, making it only the 13th game and the fourth Wii game to receive this score in the publication's 23-year history.[91][92]Kotaku highly praised the game, calling it a reason to buy a Wii.[93] Jeremy Parish of 1UP.com regarded it as the true spiritual successor to 1991's Super Mario World.[74]

Critics continued to praise the game's multiplayer features, with several singling it out as one of the game's most potent and worthwhile features. Patrick Kolan of IGN Australia called it the funnest 4-player experience since Super Smash Bros. Brawl, and stated that it exceeded their initial expectations despite strong suspicions.[13] Matt Wales of IGN UK lamented that the game worked as both a single-player and a multiplayer experience, but stated that it was at its best when played with multiple people.[18] Nick Chester of Destructoid called the cooperative mode fun despite occasional frustrations, and stated that players would likely have more fun playing alongside other friends.[75] GameSpot's Randolph Ramsay called the multiplayer 'initially great fun', but also admitted that they found it tedious at times due to the sheer chaos that it led to.[79] Craig Harris of IGN US praised the bubble system, calling it a smart design choice; however, he criticized the game's lack of any online multiplayer features, highlighting it as a particular point of dissatisfaction.[11] Kolan also saw this as a shortcoming, criticizing a lack of online leaderboard features for the competitive multiplayer modes.[13] Conversely, Wales did not see this omission as a major issue, arguing that sociality was a primary aspect that made the multiplayer enjoyable and that it was wise not to include the feature because of Nintendo's poor-quality online service, though they noted that a leaderboard would have been an admirable addition.[18]GameSpy also gave the game leeway for its lack of online play, arguing that the medium is a primarily competitive experience whereas New Super Mario Bros. Wii required a cooperative experience in order to be thoroughly enjoyed.[80] Brett Elston of GamesRadar+, highly critical of the four-player multiplayer, called it frustrating and stated that it felt cramped due to the several characters and small screen size, while advising that the game was best experienced with only two players.[81]

Gameplay and controls were praised for their reminiscence of older 2D Super Mario titles; many singled out the use of the Wii Remote held sideways as the best way to play the game and praised it for calling back to the layout of the rectangular-shaped controller of the Nintendo Entertainment System.[11][13][75] Ramsay lamented that the game's lack of support for the Wii's Classic Controller was disappointing.[79] Thoughts on the game's integration of motion controls were varied. Kolan praised them as being 'easy, intuitive and unobtrusive – the three most critical aspects in any motion-controlled game',[13] while Ramsay stated that they were occasionally intrusive on general gameplay.[79] Chester mostly praised the motion controls for being natural, taking exception with the need to hold a button and shake in order to carry items.[75] Elston stated that the game's handling was 'compromised' by the motion-controlled spin jump, which they stated the review team kept repeatedly activating by accident while trying to play the game.[81]

Some writers criticized New Super Mario Bros. Wii for feeling streamlined and banking off of the gameplay of its predecessors. Although Harris awarded the game an 8.9 out of 10 and deemed it a fun experience overall, he also was highly critical of it for 'playing it safe', and, comparing it to Super Mario Galaxy, called it a 'missed opportunity' for Nintendo in terms of content.[11]Edge, while giving the game a positive score of 7/10, criticized it for having a lack of traditional Mario charm and low difficulty level.[76] Elston argued that the game lacked the creativity of others in the series.[94]The A.V. Club called the game 'the least essential Mario title to date', stating that it lacks a strong concept and shows an underlying repetitiveness in Mario games.[95] Conversely, Nintendo Power argued that the game works as a sequel because it maintains what made the original Mario games great while adding new features.[84]

Download Game Super Mario Bros Wii Cho Pc Free

Corbie Dillard of Nintendo Life pointed out the game's visual polish and smooth animations, but also stated that it did not hold the same level of splendor as other first party Wii releases.[83] Ramsay also compared the game's graphics to other Nintendo-developed titles, stating that it lacked the level of polish that the previously-released Super Mario Galaxy had despite utilizing a bright and varied array of colors.[79] Kolan praised the game's music as one of the best in the series, and lauded the game's sound design for calling back to previous Super Mario entries.[13] Elston also shed praise on the game's soundtrack, as well as the enemy interaction with the in-game music.[81]

New Super Mario Bros. Wii received the Best Wii Game award at the 2009 Spike Video Game Awards. IGN gave it the 2009 Wii Game of the Year Award.[96]GameTrailers awarded it Best Wii Game of 2009.[97] It also received the Best Family Game of the Year award in Yahoo's 2009 Game Awards,[98] and the Nintendo Power Award for 2009's 'Wii Game of the Year'.[99] GamesRadar named the game the 13th best on the Wii in 2016.[100] IGN listed it as #8 on their list of the top 25 Wii games in 2012,[101] and also as #103 on their list of the top 125 Nintendo games of all time in 2014.[102]Polygon placed it at the #10 spot in their ranking of every Super Mario game, stating that the game's single-player was 'standard Mario fare' while singling out the multiplayer experience as an incredible inclusion.[103]

Sales[edit]

New Super Mario Bros. Wii was a commercial success, selling 936,734 units within four days of its release in Japan, the biggest debut for a Wii game in the region;[104] its sales increased to 1,401,558 in the following week.[105] Upon the game's release, sales for the Wii console increased by 128%, following a recent slowing in hardware sales for the system.[106]New Super Mario Bros. Wii sold 3,002,753 units within seven weeks of its release in Japan, making it the fastest game in that country to sell 3 million.[107] In North America, New Super Mario Bros. Wii sold 1,390,000 units in November 2009, making it the third best-selling game of the month behind the Xbox 360 and PlayStation 3 versions of Call of Duty: Modern Warfare 2.[108] Within 45 days, the game had sold 4.2 million copies in the US, surpassing Super Mario Galaxy's 4.1 million sales.[109][110] In December 2009, the game sold a total of 2.82 units.[109] By the beginning of 2010, New Super Mario Bros. Wii had sold nearly 10.5 million units,[111] making it the fastest selling single-system game in history,[112] with 4.5 million units sold in the U.S., 3 million in Japan, and nearly 3 million in Europe.[111]

In its first year of sales, New Super Mario Bros. Wii sold 4,001,276 units in Japan, making it the first Wii title with 4 million sales in the country.[113] On November 19, 2014, Nintendo of America announced via Twitter that the game had surpassed sales of 10 million units in the United States alone.[114] As of March 31, 2019, the game has sold 30.26 million copies worldwide, making it the fourth best-selling Wii game as well as the second best-selling Mario game on the Wii console (behind Mario Kart Wii).[115]

Sequel[edit]

In 2012, a sequel to New Super Mario Bros. Wii was released as a launch title for the Wii U, entitled New Super Mario Bros. U.[116]

New Super Mario Bros. Wii Coin World[edit]

New Super Mario Bros. Wii Coin World (Japanese: New スーパーマリオブラザーズ Wii コインワールドHepburn: Nyū Sūpā Mario Burazāzu U~ī Koin Wārudo) is a 2011 Japan-only arcade game developed by Capcom.[117] The gameplay features multiplayer like its console counterpart, and is based primarily on a slot-machine mechanic. The game features a variety of 'event' elements, each based upon gameplay from New Super Mario Bros. Wii. Winning various events and on the slot machine gives players opportunities to collect keys. Once five keys are collected, the player enters an event with Bowser to win a jackpot.[118]

Notes[edit]

  1. ^Japanese: New スーパーマリオブラザーズ WiiHepburn: Nyū Sūpā Mario Burazāzu Wī?

References[edit]

  1. ^ abやさしくひける New スーパーマリオブラザーズ Wii. Yamaha Music Media Corporation. March 27, 2010. Archived from the original on December 11, 2010.
  2. ^ ab'New SUPER MARIO BROS. Wii Release Date Announced'. Nintendo Australia. October 28, 2009. Retrieved December 12, 2009.
  3. ^ ab'Multiplayer mayhem galore in new Mario adventure!'. Nintendo of Europe. 2009-09-24. Retrieved September 24, 2009.
  4. ^ ab'Wii at $199.99 Beginning Sept. 27' (Press release). Nintendo. September 23, 2009. Retrieved September 23, 2009.
  5. ^ ab'New Super Mario Bros. Wii – Release Summary'. GameSpot. Retrieved December 12, 2009.
  6. ^ abcNewhouse, Alex (December 5, 2017). 'Nintendo Wii And GameCube Games Are Being Remastered For Nvidia Shield--But Only In China'. Gamespot. Retrieved June 17, 2018.
  7. ^'IR Information : Financial Data - Top Selling Title Sales Units - Wii Software'. Nintendo.co.jp. Retrieved April 25, 2019.
  8. ^ abcdeHarris, Craig (October 7, 2009). 'New Super Mario Bros. Wii Hands-On'. IGN. Retrieved April 22, 2018.
  9. ^ abcdef'Hands on with New Super Mario Bros. Wii'. CNET. November 16, 2009. Retrieved May 23, 2018.
  10. ^ abc'New Super Mario Bros. Wii 'Here We Go' Instruction Booklet, p.10
  11. ^ abcdefghiHarris, Craig (November 13, 2009). 'New Super Mario Bros. Wii Review'. IGN. Retrieved June 17, 2018.
  12. ^'New Super Mario Bros. Wii 'Here We Go' Instruction Booklet, p.13
  13. ^ abcdefghiKolan, Patrick (November 9, 2009). 'New Super Mario Bros. Wii AU Review'. IGN AU. Retrieved November 10, 2009.
  14. ^Crecente, Brian (June 3, 2009). 'New Super Mario Bros. Wii Preview: Classic Mario, Endless Play'. Kotaku. Retrieved June 7, 2009.
  15. ^'New Super Mario Bros. Wii 'Here We Go' Instruction Booklet, p.14
  16. ^ abWelsh, Olly (November 16, 2009). 'New Super Mario Bros. Wii Review'. Eurogamer. Retrieved November 24, 2009.
  17. ^'New Super Mario Bros. Wii 'Here We Go' Instruction Booklet, p.16
  18. ^ abcdWales, Matt (November 19, 2009). 'New Super Mario Bros. Wii UK Review'. IGN. Retrieved June 24, 2018.
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External links[edit]

Retrieved from 'https://en.wikipedia.org/w/index.php?title=New_Super_Mario_Bros._Wii&oldid=900699334'
Super Mario Bros.
Developer(s)Nintendo Creative Department
Publisher(s)Nintendo
Director(s)Shigeru Miyamoto
Producer(s)Shigeru Miyamoto
Designer(s)
  • Shigeru Miyamoto
Programmer(s)
Artist(s)
  • Shigeru Miyamoto
  • Takashi Tezuka
Composer(s)Koji Kondo
SeriesSuper Mario
Platform(s)
Release
  • Nintendo Entertainment System:
    • JP: September 13, 1985
    • NA: Q4 1985[1][a]
    • EU: May 15, 1987
    • AU: 1987
    • Family Computer Disk System:
      • JP: February 21, 1986
    • Arcade (Vs. Super Mario Bros.):
    • Game Boy Color:
      • NA: May 10, 1999
      • EU: July 1, 1999
      • JP: March 1, 2000
    • Game Boy Advance:
      • JP: February 14, 2004
      • NA: June 2, 2004
      • EU: July 9, 2004
    • 20th Anniversary
Genre(s)Platform
Mode(s)Single-player, multiplayer

Super Mario Bros.[b] is a platformvideo game developed and published by Nintendo. The successor to the 1983 arcade game, Mario Bros., it was released in Japan in 1985 for the Famicom, and in North America and Europe for the Nintendo Entertainment System (NES) in 1985 and 1987 respectively. Players control Mario, or his brother Luigi in the multiplayer mode, as they travel the Mushroom Kingdom to rescue Princess Toadstool from the antagonist, Bowser. They must traverse side-scrolling stages while avoiding hazards such as enemies and pits with the aid of power-ups such as the Super Mushroom, Fire Flower and Starman.

The game was designed by Shigeru Miyamoto and Takashi Tezuka and was initially planned as a farewell salute to cartridge games on the Famicom, in anticipation of the forthcoming release of the Famicom Disk System, drawing technical influence from several of the console's previous games. It was designed with ease of access in mind, with the first level, World 1-1, designed to introduce the core mechanics. The music was composed by Koji Kondo, and is considered influential in making music a larger aspect of video games.

Super Mario Bros. is frequently cited as one of the greatest video games of all time, with praise going towards its precise controls. It has sold over 40 million physical copies, also making it one of the bestselling games of all time. It is credited alongside the NES as one of the key factors in reviving the video game industry after the 1983 crash, and helped popularize side-scrolling platform games. It began an expansive franchise including a long-running game series, an animated television series, and a feature film. Ports and remakes of the game have been released for most of Nintendo's future systems. Alongside Mario himself, Super Mario Bros. has become a prominent aspect of popular culture.

  • 3Development
  • 4Release
    • 4.1Ports
      • 4.1.2Game & Watch
    • 4.2Remakes
    • 4.3Emulation
  • 5Glitches

Gameplay

Super Mario Bros. features various unique power-ups which assist Mario—in the above picture Mario yields a Fire Flower, allowing him to attack enemies with fire projectiles. Behind Mario is an invincibility star, which allows him to withstand touching enemies and other hazards for a short period of time.

In Super Mario Bros., the player takes on the role of Mario, the protagonist of the series. Mario's younger brother, Luigi, is controlled 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.[3]:7 The game is a side-scrollingplatformer; 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 features coins scattered around 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 Super Mushroom, Mario grows to double his size and gains the ability to break bricks above him. If Mario gets hit in this mode, then instead of dying he turns back to regular Mario.[3]:12 Players start with a certain number of lives and may gain additional lives by picking up green spotted orange 1-Up mushrooms hidden in bricks, or by collecting 100 coins, defeating several enemies in a row with a Koopa shell, or bouncing on enemies successively without touching the ground. Mario loses a life if he takes damage while small, falls in a bottomless pit, or runs out of time. The game ends when the player runs out of lives, although a button input can be used on the game over screen to continue from the first level of the world in which the player died.[4]

New Super Mario Bros Wii Apk Download

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,[3]:12 while a Koopa Troopa will temporarily retract into its shell, allowing Mario to use it as a projectile.[3]:11 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.[3]:19 Other enemies, such as underwater foes and enemies with spiked tops, cannot be jumped on and damage the player instead. Mario can also defeat enemies above him by jumping to hit the brick that the enemy is standing on. Mario may also acquire the Fire Flower from certain ? blocks that when picked up changes the color of Super Mario's outfit and allows him to throw fireballs. 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.[3]:10

The game consists of eight worlds with four sub-levels called 'stages' in each world.'[5][3]:7 The final stage of each world takes place in a castle where Bowser is fought above a suspension bridge; the first seven of these Bowsers are 'false Bowsers' whom are actually minions disguised as him, whilst the real Bowser is found in the 8th world. Bowser and his decoys are defeated by jumping over them and reaching the axe on the end of the bridge, although they can also be defeated using a Fire Flower. 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 directly to later worlds in the game without completing the intervening stages. After completing the game once, the player is rewarded with the ability to replay the game with changes made to increase its difficulty, such as all Goombas in the game being replaced with Buzzy Beetles, enemies similar to Koopa Troopas who cannot be defeated using the Fire Flower.[6]

Synopsis

In the fantasy setting of the Mushroom Kingdom, a tribe of turtle-like creatures known as the Koopa Troopas invade the kingdom and uses the magic of its king, Bowser, to turn its inhabitants, known as the Mushroom People, into inanimate objects such as bricks, stones and horsehair plants. Bowser and his army also kidnap Princess Toadstool, the princess of the Mushroom Kingdom and the only one with the ability to reverse Bowser's spell. After hearing the news, Mario sets out to save the princess and free the kingdom from Bowser.[3]:2 After traveling through various parts of the kingdom and fighting Bowser's forces along the way, Mario reaches Bowser's final stronghold, where he is able to defeat him by striking an axe on the bridge suspended over lava he is standing on, breaking the bridge, defeating Bowser, and allowing for the princess to be freed and saving the Mushroom Kingdom.[7]

Development

Super Mario Bros., the successor to the 1983 arcade gameMario Bros., was designed by Shigeru Miyamoto and Takashi Tezuka, both of whom belonged to Nintendo's Creative Department, and largely programmed by Toshihiko Nakago of SRD Company, Ltd.[8] Though not originally using any particular character, the very deliberate creative process of what would become their next game was motivated by their technical knowledge from previous games such as Excitebike, Devil World and Kung Fu, by a desire to give the ROM cartridge format 'a final exclamation point' in light of the forthcoming Famicom Disk System which was expected to become the dominant new game delivery medium, and by continuing their legacy of 'athletic games' with a character running and jumping with many obstacles. Miyamoto explained, 'We felt strongly about how we were the first to come up with that genre, and it was a goal of ours to keep pushing it.'[9][10] The game was made in tandem with The Legend of Zelda, another Famicom game directed and designed by Miyamoto, which released in Japan five months after Super Mario Bros. As a result, certain elements were carried over from The Legend of Zelda to Super Mario Bros; for instance, the fire bars that appear in the game’s castle levels began as an unused object from Zelda.[11] Development was aimed at simplicity in order to have a new game available for the end-of-year shopping season.[12]

The developers started by putting together a prototype in which the player simply moved a 16 by 32 pixel square around a single screen. Tezuka suggested the use of Mario after seeing the sales figures of Mario Bros., which was still selling well throughout the previous year.[13] The team chose to name the game 'Super Mario Bros.' after deciding to implement the Super Mushroom into the game.[10] The game initially made use of a concept in which Mario or Luigi could enter a rocket ship and drive it around while firing at enemies, but this went unused;[14] the final game's sky-based bonus stages are a remnant of this concept.[9][15] After releasing Mario Bros., the team had reflected that it had been an illogical gameplay decision for Mario to be hurt by stomping upon the walking turtles, so they decided that any future Mario game would 'definitely have it so that you could jump on turtles all you want.'[9] When designing King Koopa, Miyamoto initially imagined the character as an ox, taking inspiration from the character design of the Ox King the Toei Animation film Alakazam the Great. However, when Tezuka saw Miyamoto’s design for the character, he noted that it looked more akin to that of a turtle, prompting the two to work on defining and fleshing out the character’s design until coming up with his final appearance.[16]

The development of Super Mario Bros. is an early example of specialization in the video game industry, made possible and necessary by the capabilities of the Famicom. Miyamoto designed the game world and led a team of seven programmers and artists who turned his ideas into code, sprites, music and sound effects.[17]

The team based the level design around a small Mario, intending to later make his size bigger in the final version. Then they decided it would be fun to let Mario change his size via a power-up. The early level design was focused on teaching players that mushrooms were distinct from Goombas and would be beneficial to them, so in the first level of the game, the first mushroom is difficult to avoid if it is released.[18] The use of mushrooms to change size was influenced by common Japanese folktales in which people wander into forests and eat magical mushrooms; this also resulted in the game world being named the 'Mushroom Kingdom'. The team also deliberately chose not to have Mario begin levels as Super Mario in order to make obtaining a mushroom more gratifying for the player.[10] Miyamoto explained: 'When we made the prototype of the big Mario, we did not feel he was big enough. So, we came up with the idea of showing the smaller Mario first, who could be made bigger later in the game; then players could see and feel that he was bigger.'[19] A rumor stemming from a Japanese magazine claimed that the developers came up with the idea to include a small Mario after a bug in the game caused only the upper-half of his body to appear, but this claim has been disavowed by Miyamoto.[10] Miyamoto said the shell-kicking 1-up trick was intentionally designed and carefully tested, but 'people turned out to be a lot better at pulling the trick off for ages on end than we thought'.[9] Other features, such as blocks containing multiple coins, were inspired by programming glitches.[19]

Super Mario Bros. was developed via a 256-kilobit cartridge.[20] Due to technical limitations at the time, several tactics were used to save cartridge space. For instance, clouds and bushes in the game’s backgrounds use that same sprite recolored.[11] Sound effects were also recycled; the sound that plays when Mario is damaged is recycled and used as the sound effect for when he enters a pipe, as applies similarly to Mario jumping on an enemy and swimming in an underwater level.[12] After completing the game, the development team decided that they should introduce players with a simple, easy-to-defeat enemy rather than beginning the game with Koopa Troopas. By this point, the game had nearly run out of memory, so the designers created the Goombas by making a single static image and flipping it back and forth to save space while creating a convincing character animation.[21] After the addition of the game’s music, around 20 bytes of open cartridge space were left. Miyamoto used this remaining space to add a sprite of a crown into the game, which would appear in the player’s life counter if they managed to obtain at least 10 lives.[20]

World 1-1

During the third generation of video game consoles, tutorials which explained the mechanics of the game 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.[22] 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.'[23][24]

Music

Koji Kondo created all the music and sound effects for the game

Nintendo sound designer Koji Kondo wrote the six-track score for Super Mario Bros., as well as all of the game's sound effects.[25] At the time he was composing, video game music was mostly meant to attract attention, not necessarily to enhance or conform to the game. Kondo's work on Super Mario Bros. was one of the major forces in the shift towards music becoming an integral and participatory part of video games.[26] Kondo had two specific goals for his music: 'to convey an unambiguous sonic image of the game world', and 'to enhance the emotional and physical experience of the gamer'.[26]

The music of Super Mario Bros. is coordinated with the onscreen animations of the various sprites, which was one way which Kondo created a sense of greater immersion. Kondo wasn't the first to do this in a video game; for instance, Space Invaders features a simple song that gets faster and faster as the aliens speed up, eliciting a sense of stress and impending doom which matches the increasing challenge of the game.[27] However, Kondo attempted to take the idea further, stating that the primary question determining the use of a game's music was 'Do the game and music fit one another?'[28] Unlike most games at the time, for which composers were hired later in the process to add music to a nearly finished game, Kondo was a part of the development team almost from the beginning of production, working in tandem with the rest of the team to create the game's soundtrack. Kondo's compositions were largely influenced by the game's gameplay, intending for it to 'heighten the feeling of how the game controls'.[29]

Before composition began, a prototype of the game was presented to Kondo so that he could get an idea of Mario's general environment and revolve the music around it. Kondo wrote the score with the help of a small piano to create appropriate melodies to fit the game's environments. After the development of the game showed progress, Kondo began to feel that his music did not quite fit the pace of the game, so he changed it a bit by increasing the songs' tempos.[30] The music was further adjusted based on the expectations of Nintendo's play-testers.[31]

Release

Super Mario Bros. was first released in Japan on September 13, 1985, for the Family Computer. It was released later that year in North America for the Nintendo Entertainment System (NES).[1][32] Its exact North American release date is unknown and is frequently debated; though generally being cited as having been released alongside the NES in October 1985 as a launch game, several other sources conflict with this statement, suggesting that the game may have released in other varying time frames ranging from November 1985 to early 1986.[1] The game was released in Europe two years later on May 15, 1987 for the NES.

In 1988, the game was re-released along with the shooting range game Duck Hunt as part of a single ROM cartridge, which came packaged with the NES as a pack-in game, as part of the console's Action Set. This version of the game is extremely common in North America, with millions of copies of it having been manufactured and sold in the United States.[33][34][35] In 1990, another cartridge, touting the two games as well as World Class Track Meet, was also released in North America as part of the NES Power Set.[36] It was released on May 15, 1987 in Europe, and during that year in Australia as well.[37] In 1988, the game was re-released in Europe in a cartridge containing the game plus Tetris and Nintendo World Cup. The compilation was sold alone or bundled with the revised version of the NES.

Ports

Super Mario Bros. has been ported several times since its release.

On February 21, 1986, a port of the game was released there for the Family Computer Disk System, Nintendo's proprietary floppy disk drive for the Family Computer.[1][38]

Super Mario Bros. Special

A version of the game titled Super Mario Bros. Special developed by Hudson Soft was released in Japan in 1986 for the NEC PC-8801 and Sharp X1 personal computers. Though featuring similar controls and graphics, the game has different level designs and new items, as well as brand new enemies based on enemies from Mario Bros. and Donkey Kong.[39]

Game & Watch

A handheld LCD game under the same name was released as a part of Nintendo's Game & Watch line of LCD games.[40]

Vs. Super Mario Bros.

Vs. Super Mario Bros. is a 1986 arcade adaptation of Super Mario Bros (1985), released on the Nintendo VS. System and the Nintendo Vs. Unisystem (and its variant, Nintendo Vs. Dualsystem). Existing levels were made much more difficult, with narrower platforms, more dangerous enemies, and fewer hidden power-ups. Several of the new levels went on to be featured in the Japanese sequel, Super Mario Bros 2.[39] The game was featured in an official contest during the 1986 ACME convention in Chicago.[41]

An emulated version of the game was released for the Nintendo Switch via the Arcade Archives collection on December 22, 2017.[42][43] Playing that release, Chris Kohler of Kotaku called the game's intense difficulty 'The meanest trick Nintendo ever played'.[44]

Remakes

Super Mario All-Stars

Super Mario All-Stars, a compilation game released in 1993 for the Super Nintendo Entertainment System, featured a remade version of Super Mario Bros. alongside remakes of several of the other Super Mario games released for the NES.[45] The version of Super Mario Bros. included in this compilation has improved graphics and sound to match the SNES's 16-bit capabilities, as well as minor alterations to some of the game's collision mechanics. The game also features the ability for a player to save their progress midway through the game and changes the game's multiplayer mode so that the two players switch off after every level in addition to whenever a player dies. Super Mario All-Stars was also rereleased for the Wii as a re-packaged, 25th anniversary version, featuring the same version of the game, along with a 32-page art book and a compilation CD of music from various Super Mario games.[46]

Super Mario Bros. Deluxe

Super Mario Bros. Deluxe cartridge for the Game Boy Color

Super Mario Bros. Deluxe,[c] sometimes referred to as Super Mario Bros. DX, was released on the Game Boy Color on May 10, 1999 in North America and Europe and in 2000 in Japan.[47][48] Based on the original Super Mario Bros., it features an overworld level map, simultaneous multiplayer, a Challenge mode in which the player finds hidden objects and achieves a certain score in addition to normally completing the level, and eight additional worlds based on the main worlds of the Japanese 1986 game Super Mario Bros. 2. It is compatible with the Game Boy Printer. Compared to Super Mario Bros., the game features a few minor visual upgrades such as water and lava now being animated rather than static, and a smaller screen due to the lower resolution of the Game Boy Color.

It was released on the Nintendo 3DS Virtual Console in 2014. In Japan, users who registered a Nintendo Network ID on their Nintendo 3DS system between December 10, 2013 and January 10, 2014 received a free download code, with emails with download codes being sent out starting January 27, 2014.[49] In Europe and Australia, users who registered a Nintendo Network ID on their Nintendo 3DS system between December 10, 2013 and January 31, 2014 received a free download code, with emails with download codes being sent out from February 13 to 28, 2014.[50][51] It was released for purchase on the Nintendo 3DS eShop in Europe on February 27, 2014,[52] in Australia on February 28, 2014,[53] and in North America on December 25, 2014.[54]

Emulation

As one of Nintendo's most popular games, Super Mario Bros. has been re-released and remade numerous times, with every single major Nintendo console up to the Wii U sporting its own port or remake of the game with the exception of the Nintendo 64.[39]

In early 2003, Super Mario Bros. was ported to the Game Boy Advance as a part of the Famicom Minis collection in Japan and as a part of the NES Series in the US. This version of the game is entirely emulated, making it completely identical to the original game. According to the NPD Group (which tracks game sales in North America), this re-released version of Super Mario Bros. was the best-selling Game Boy Advance game from June 2004 to December 2004.[55] In 2005, Nintendo re-released this port of the game as a part of the game's 20th Anniversary; this special edition of the game went on to sell approximately 876,000 units.[55]

The game is one of the 19 unlockable NES games included in the GameCube game Animal Crossing, for which it was distributed by Famitsu as a prize for owners of Dobutsu no Mori+; outside of this, the game can't be unlocked through in-game conventional means, and the only way to access it is through the use of a third-party cheat device such as a Game Shark or Action Replay.[56]

Super Mario Bros. is featured as one of the 30 included games with the NES Classic Edition, a dedicated video game console containing several NES games.[57] This version of the game allows for the use of suspension points to save in-game progress, and can be played in various different display styles, including its original 4:3 resolution, a 'pixel-perfect' resolution and a style emulating the look of a cathode ray tube television.[10]

Virtual Console

Super Mario Bros. has been re-released for several of Nintendo's game systems as a part of their Virtual Console line of classic video game releases. It was first released for the Wii on December 2, 2006 in Japan, December 25, 2006 in North America and January 5, 2007 in PAL regions. The release is a complete emulation of the original game, meaning that nothing is changed from the its original NES release.[58][59] This version of the game is also one of the 'trial games' made available in the 'Masterpieces' section in Super Smash Bros. Brawl, where it can be demoed for a limited amount of time.[60]A Nintendo 3DS release of the game was initially distributed exclusively to members of Nintendo's 3DS Ambassador Program in September 2011. A general release of the game later came through in Japan on January 5, 2012, in North America on February 16, 2012 and in Europe on March 1, 2012. The game was released for the Wii U's Virtual Console in Japan on June 5, 2013, followed by Europe on September 12, 2013 and North America on September 19, 2013.[61]

Modified versions

Several modified variants of the game have been released, many of which are ROM hacks of the original NES game.

All Night Nippon Super Mario Bros.,[d] a promotional, graphically-modified version of Super Mario Bros., was officially released in Japan in December 1986 for the Family Computer Disk System as a promotional item given away by the popular Japanese radio show All Night Nippon. The game was published by Fuji TV, the same company which later went on to publish Yume Kōjō: Doki Doki Panic (which was released outside of Japan as Super Mario Bros. 2). The game features graphics based upon the show, with sprites of the enemies, mushroom retainers, and other characters being changed to look like famous Japanese music idols, recording artists, and DJs as well as other people related to All-Night Nippon.[62] The game also makes use of the same slightly upgraded graphics and alternate physics featured in Super Mario Bros.: The Lost Levels. This version of the game is considered extremely rare, with copies going online for upwards of nearly $500.[63]

On November 11, 2010, a special red variant of the Wii containing a pre-downloaded version of the game was released in Japan to celebrate Super Mario Bros.'s 25th anniversary. This version of the game features several graphical changes, such as '?' blocks instead having the number '25' on them to symbolize the game's anniversary.[63]

Game super mario free

Super Luigi Bros., a redux of the game featuring Luigi, was included as a feature within NES Remix 2, based on a mission featured in the first NES Remix featuring Luigi in a backwards version of World 1-2. The player now controls Luigi instead of Mario, who now jumps higher and slides more when running on the ground similar to his appearance in the Japanese Super Mario Bros. 2 (if the game's two-player mode is selected, both players control as Luigi), and the game's level designs are exactly the same as they are in the original Super Mario Bros but completely mirrored, such as the game scrolling from left-to-right.[64][65]

Glitches

Minus World

The 'Minus World' (also referred to as 'World Negative One') is the name given to an unbeatable glitch level present in the original release of Super Mario Bros. 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 2-1 and 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 all lives have been lost. Although the level name is shown as ' -1' with a leading space on the heads-up display, it is actually World 36-1, with the tile for 36 being shown as a blank space.[66]

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 underwater level color palette and underwater level music, 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 with an underground level color palette and underground level music, and does not loop if the player takes the wrong path, contrary to the original World 4-4. After completing the level, Toad's usual message is displayed, but Toad himself is absent. After completing these levels, the game returns to the title screen as if completed, and is now replayable as if in a harder mode.[67][68] There are hundreds of glitch levels beyond the Minus World (256 worlds are present including the 8 playable ones), which can be accessed in a multitude of ways, such as cheat codes or ROM hacking.[69][70]

Reception

Reception
Review scores
PublicationScore
AllGameNES: [6]
GameSpotWii VC: 8.3/10[71]

Super Mario Bros. was immensely successful and helped popularize side-scrolling platform games.[72] Altogether, excluding ports and rereleases, the original NES version of the game has sold 40.24 million copies, making it the bestselling video game in the Mario series and one of the bestselling video games of all time,[73][74] with 29 million copies sold in North America.[75] The game was the all-time bestselling game for over 20 years until its lifetime sales were ultimately surpassed by Wii Sports.[76] The game's Wii Virtual Console release was also successful, becoming the #1 selling game out of the service's line-up of games by mid-2007.[77]

Video game magazine Computer Entertainer / Video Game Update highly praised Super Mario Bros., writing that the game was worthy of 'a spot in the hall of fame reserved for truly addictive action games', praising its 'cute and comical' graphics and its lively music. It stated that the game was a must-have for the system, and considered its greatest strength to be its depth of play.[78]

Retrospective critical analysis of the game has been extremely positive, with many touting it as one of the best video games of all-time.[79]Nintendo Power listed it as the fourth best Nintendo Entertainment System video game, describing it as the game that started the modern era of video games as well as 'Shigeru Miyamoto's masterpiece'.[80] The game ranked first on Electronic Gaming Monthly's 'Greatest 200 Games of Their Time' list[81] and was named in IGN's top 100 games of all-time list twice (in 2005 and 2007).[82] In 2009, Game Informer put Super Mario Bros. in second place on their list of 'The Top 200 Games of All Time,' behind The Legend of Zelda, saying that it 'remains a monument to brilliant design and fun gameplay'.[83] The Game Informer staff also ranked it the second best in their 2001 list of the top 100 games ever made.[84] In 2012, G4 ranked Super Mario Bros. first of the 'Top 100 Video Games of All Time', citing its revolutionary gameplay as well as its role in helping recover the NA gaming industry from the Video Game Crash of 1983.[85] In 2014, IGN ranked Super Mario Bros. as the best Nintendo game in their 'Top 125 Nintendo Games of All Time' list, saying that 'this is the most important Nintendo game ever made'.[86]:9 In a poll held by IGN in 2005, the game was ranked number one in the website's list of the 100 greatest video games of all-time.[87] In 2017, Polygon ranked the game #8 out of the core Super Mario games, crediting the game with 'kick[ing] off this franchise's habit of being an exception to so many rules'.[88] In 2018, Business Insider included the game as number 2 in their list of the top 10 Super Mario games.[89]

Play Game Super Mario Bros 2

Several critics have praised the game for its precise controls, which allow the player to control how high and far Mario or Luigi jumps, and how fast he runs.[58]AllGame gave Super Mario Bros. a five-star rating, stating that '[T]he sense of excitement, wonder and – most of all – enjoyment felt upon first playing this masterpiece of videogame can't barely be put into words. And while its sequels have far surpassed it in terms of length, graphics, sound and other aspects, Super Mario Bros., like any classic – whether of a cinematic or musical nature – has withstood the test of time, continuing to be fun and playable' and that any gamer 'needs to play this game at least once, if not simply for a history lesson'.[6] Reviewing the Virtual Console Release of the game, IGN called it 'an absolute must for any gamer's Virtual Console collection.'[5] Darren Calvert of Nintendo Life called the game's visuals 'unavoidably outdated' compared to newer games, but mused that they were impressive at the time that the game was released.[90]

The Game Boy Advance port of Super Mario Bros. holds an aggregate score of 84 on Metacritic.[91] Many critics compared the port to previous ports of the game such as Super Mario Deluxe and Super Mario All-Stars, noting its comparative 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.[92]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.'[93]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.'[94]

The Game Boy Color port of the game also received wide critical appraisal; IGN's Craig Harris gave Super Mario Bros. Deluxe a perfect score, praising it as a perfect translation of the NES game. He hoped that it would be the example for other NES games to follow when being ported to the Game Boy Color.[95]GameSpot gave the game a 9.9, hailing it as the 'killer app' for the Game Boy Color and praising the controls and the visuals (it was also the highest rated game in the series, later surpassed by Super Mario Galaxy 2 which holds a perfect 10).[96] Both gave it their Editors' Choice Award.[97][98]Allgame's Colin Williamson praised the porting of the game as well as the extras, noting the only flaw of the game being that sometimes the camera goes with Mario as he jumps up.[99]Nintendo World Report's Jon Lindemann, in 2009, called it their '(Likely) 1999 NWR Handheld Game of the Year,' calling the quality of its porting and offerings undeniable.[100] Nintendo Life gave it a perfect score, noting that it retains the qualities of the original game and the extras.[101]St. Petersburg Times' Robb Guido commented that in this form, Super Mario Bros. 'never looked better.'[102] The Lakeland Ledger's Nick S. agreed, praising the visuals and the controls.[103] In 2004, a Game Boy Advance port of Super Mario Bros. (part of the Classic NES Series) was released, which had none of the extras or unlockables available in Super Mario Bros. Deluxe. Of that version, IGN noted that the version did not 'offer nearly as much as what was already given on the Game Boy Color' and gave it an 8.0 out of 10.[104]Super Mario Bros. Deluxe ranked third in the best-selling handheld game charts in the U.S. between June 6 and 12, 1999[105] and sold over 2.8 million copies in the U.S.[106] It was included on Singapore Airlines flights in 2006.[107] Lindemann noted Deluxe as a notable handheld release in 1999.[108]

Legacy

Graffiti in Cork, Ireland inspired by Super Mario Bros.
Free game super mario bros download

The success of Super Mario Bros. led to the development of many successors in the Super Mario series of video games, which in turn form the core of the greater Mario franchise. Two of these sequels, Super Mario Bros. 2 and Super Mario Bros. 3, were direct sequels to the game and were released for the NES, experiencing similar levels of commercial success. A different sequel, also titled Super Mario Bros. 2, was released for the Famicom Disk System in 1986 exclusively in Japan, and was later released elsewhere as a part of Super Mario All-Stars under the name Super Mario Bros.: The Lost Levels. The gameplay concepts and elements established in Super Mario Bros. are prevalent in nearly every Super Mario game. The series consists of over 15 entries; at least one Super Mario game has been released on nearly every Nintendo console to date. Super Mario 64, an entry in the series and the first to take place in a three-dimensional environment, is widely considered one of the greatest games ever made, and is largely credited with revolutionizing the platforming genre of video games and its step from 2D to 3D. The series is one of the best-selling, with over 310 million copies of games sold worldwide as of September 2015.[109] In 2010, Nintendo released special red variants of the Wii and Nintendo DSi XL consoles in re-packaged, Mario-themed limited edition bundles as part of the 25th anniversary of the game's original release.[110] To celebrate the series' 30th anniversary, Nintendo released Super Mario Maker, a game for the Wii U which allows players to create custom platforming stages using assets from Super Mario games and in the style of Super Mario Bros. along with other styles based around different games in the series.[111]

The game's success helped to push Mario as an American cultural icon; in 1990, a study taken in North America suggested that more children in the United States were familiar with Mario than they were with Mickey Mouse, another popular media character.[112] The game's musical score composed by Koji Kondo, particularly the game's 'overworld' theme, has also become a prevalent aspect of popular culture, with the latter theme being featured in nearly every single Super Mario game.[113] Alongside the NES platform as a whole, Super Mario Bros. is often credited for having resurrected the video game industry after it had experienced a market crash in 1983.[87]

Super Mario Bros. and its sequels inspired various projects in media; the 1986 anime film Super Mario Bros.: The Great Mission to Rescue Princess Peach! is acknowledged as one of the first feature-length films to be based directly off of a video game.[114] A live-actionfilm based on the game was released theatrically in 1993, starring Bob Hoskins and John Leguizamo as Mario and Luigi, respectively. An American animated television series titled The Super Mario Bros. Super Show! ran from 1989 to 1990, starring professional wrestlerLou Albano as Mario and Danny Wells as Luigi. An animated film based on the series created by Illumination Entertainment is currently in production.[115]

In the United States Supreme Court case Brown v. Entertainment Merchants Association, the Electronic Frontier Foundation submitted an amicus brief which supported the overturn a law which would ban violent video games in the state of California. The brief cited social research that declared Super Mario Bros, among several others, to contain cartoon violence similar to that found in children's programs such as Mighty Mouse and Road Runner that garnered little negative reaction from the public.[116][117]

Video game developer Yuji Naka has cited Super Mario Bros. as a large inspiration towards the concept for the immensely successful 1991 Sega Genesis game, Sonic the Hedgehog; according to Naka, the general idea for the game first materialized when he was playing through game and trying to beat the game’s first level as quickly as possible, and thought about the concept of a platformer based around moving as fast as possible.[67]

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.[118][119]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.[120]Mari0, released in December 2012, combines elements of the game with that of Portal by giving Mario a portal gun which he can use to seamlessly transport from one area of a level to another,[121] while Full Screen Mario (2013) adds a level editor.[122] In 2015, game designer Josh Millard released Ennuigi, a metafictionalfangame with commentary on the original game which relates to Luigi's inability to come to terms with the game's overall lack of narrative.[123][124][125][126]

Notes

  1. ^Primary sources refer to be it being released as a launch game in October 1985[2]
  2. ^Japanese: スーパーマリオブラザーズHepburn: Sūpā Mario Burazāzu?
  3. ^Japanese: スーパーマリオブラザーズデラックスHepburn: Sūpā Mario Burazāzu Derakkusu?
  4. ^Japanese: オールナイトニッポン スーパーマリオブラザーズHepburn: Ōrunaito Nippon Sūpā Mario Burazāzu?

Game Super Mario Bros Cheats

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External links

  • 'Super Mario Bros. for Game Boy Advance'. Nintendo.com. Archived from the original on September 30, 2007.
  • 'Super Mario Bros. for Virtual Console'. Nintendo.com. Archived from the original on December 30, 2007.

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