Super Mario Bros. 3

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Super Mario Bros. 3
Super Mario Bros. 3 coverart.png
The cover art depicts Mario, the main protagonist, flying with the ears and tail of a Japanese raccoon dog, obtained from the new "Super Leaf" item.
Developer(s) Nintendo EAD
Publisher(s) Nintendo
Director(s) Takashi Tezuka [1]
Producer(s) Shigeru Miyamoto
Programmer(s) Toshihiko Nakago
Artist(s) Takashi Tezuka
Hideki Konno
Hiroyuki Kimura
Composer(s) Koji Kondo
Series Super Mario
Platform(s) Nintendo Entertainment System, PlayChoice-10, Game Boy Advance
Release
Genre(s) Platforming
Mode(s) Single-player, multiplayer

Super Mario Bros. 3 [lower-alpha 1] is a platform video game developed and published by Nintendo for the Nintendo Entertainment System (NES). It was released in Japan on October 23, 1988, and in North America on February 12, 1990. It was developed by Nintendo Entertainment Analysis and Development, led by Shigeru Miyamoto and Takashi Tezuka.

Platform game video game genre

Platform games, or platformers, are a video game genre and subgenre of action game. In a platformer the player controlled character must jump and climb between suspended platforms while avoiding obstacles. Environments often feature uneven terrain of varying height that must be traversed. The player often has some control over the height and distance of jumps to avoid letting their character fall to their death or miss necessary jumps. The most common unifying element of games of this genre is the jump button, but now there are other alternatives like swiping a touchscreen. Other acrobatic maneuvers may factor into the gameplay as well, such as swinging from objects such as vines or grappling hooks, as in Ristar or Bionic Commando, or bouncing from springboards or trampolines, as in Alpha Waves. These mechanics, even in the context of other genres, are commonly called platforming, a verbification of platform. Games where jumping is automated completely, such as 3D games in The Legend of Zelda series, fall outside of the genre.

Nintendo Japanese video game company

Nintendo Co., Ltd. is a Japanese multinational consumer electronics and video game company headquartered in Kyoto. Nintendo is one of the world's largest video game companies by market capitalization, creating some of the best-known and top-selling video game franchises, such as Mario, The Legend of Zelda, and Pokémon.

Nintendo Entertainment System 8-bit third-generation home video game console developed and released by Nintendo in 1985

The Nintendo Entertainment System (NES) is an 8-bit third-generation home video game console produced, released and marketed by Nintendo. It is a remodeled export version of the company's Family Computer (FC) platform in Japan, commonly known as the Famicom, which was launched on July 15, 1983. The NES was launched in the test markets of New York City and Los Angeles in 1985, with a full launch in the rest of North America and parts of Europe in 1986, followed by Australia and other European countries in 1987. Brazil saw only unlicensed clones until the official local release in 1993. In South Korea, it was packaged as the Hyundai Comboy and distributed by Hyundai Electronics which is now SK Hynix; the Comboy was released in 1989.

Contents

Players control plumbers Mario or Luigi, who must save Princess Toadstool and the rulers of seven different kingdoms from the antagonist Bowser. As in previous Mario games, they defeat enemies by stomping them or using items that bestow magical powers; they also have new abilities, including flight or sliding down slopes. Super Mario Bros. 3 introduces many elements that became Mario series staples, such as Bowser's children (the Koopalings) and a world map to transition between levels.

Mario Fictional character from Nintendos Mario franchise

Mario is a fictional character in the Mario video game franchise, owned by Nintendo and created by Japanese video game designer Shigeru Miyamoto. Serving as the company's mascot and the eponymous protagonist of the series, Mario has appeared in over 200 video games since his creation. Depicted as a short, pudgy, Italian plumber who resides in the Mushroom Kingdom, his adventures generally center upon rescuing Princess Peach from the Koopa villain Bowser. His younger fraternal twin brother and sidekick is Luigi.

Luigi fictional character from the Mario franchise

Luigi is a fictional character featured in video games and related media released by Nintendo. Created by prominent game designer Shigeru Miyamoto, Luigi is portrayed as the slightly younger but taller fraternal twin brother of Nintendo's mascot Mario, and appears in many games throughout the Mario franchise, often as a sidekick to his older brother.

Princess Peach fictional character from the Mario franchise

Princess Peach is a character in Nintendo's Mario franchise. Originally created by Shigeru Miyamoto, Peach is the princess of the fictional Mushroom Kingdom, which is constantly under attack by Bowser. She often plays the damsel in distress role within the series and is the lead female character, often being portrayed as Mario's love interest. In Super Princess Peach, Peach was the protagonist and player character and is occasionally a supporting playable character in mainstream games such as Super Mario Bros 2 and Super Mario 3D World.

Super Mario Bros. 3 is acclaimed by critics as one of the greatest video games of all time. [5] [6] [7] It is the third-best-selling NES game, with more than 17 million copies sold worldwide. It also inspired a short-lived animated television series called The Adventures of Super Mario Bros. 3 . Remakes were released on the Super NES in 1993 and the Game Boy Advance in 2003. The game has been re-released on the Virtual Console.

<i>The Adventures of Super Mario Bros. 3</i> US 1989 animated TV series

The Adventures of Super Mario Bros. 3 is an American animated television series, produced by DiC Animation City in collaboration with Italian studio Reteitalia S.P.A. and in association with Nintendo, and ran for 26 episodes during 1990, from 8 September to December 1. It is the second animated series to be based on the Mario video game, following on from The Super Mario Bros. Super Show! and preceding Super Mario World, and is loosely based upon the video game Super Mario Bros. 3. It was aired by NBC as part of a programming block titled "Captain N & The Adventures of Super Mario Bros. 3", combining the series with that of the animated series Captain N: The Game Master.

Video game remake video game based on a game produced earlier

A video game remake is a video game closely adapted from an earlier title, usually for the purpose of modernizing a game for newer hardware and contemporary audiences. Typically, a remake of such game software shares essentially the same title, fundamental gameplay concepts, and core story elements of the original game.

Super Nintendo Entertainment System home video game console developed by Nintendo

The Super Nintendo Entertainment System (SNES), also known as the Super NES or Super Nintendo, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Europe and Australasia (Oceania), and 1993 in South America. In Japan, the system is called the Super Famicom (SFC). In South Korea, it is known as the Super Comboy and was distributed by Hyundai Electronics. The system was released in Brazil on August 30, 1993, by Playtronic. Although each version is essentially the same, several forms of regional lockout prevent the different versions from being compatible with one another.

Gameplay

Super Mario Bros. 3 is a two-dimensional, side-scrolling platform game in which the player controls either Mario or Luigi. The game shares similar gameplay mechanics with previous games in the series Super Mario Bros. , Super Mario Bros. 2 in Japan, and Super Mario Bros. 2 internationallywhile introducing several new elements. In addition to running and jumping found in past games, the player can slide down slopes, pick up and throw special blocks, and freely climb vines. Mario can also fly and float with power-ups. [8] The game world consists of eight kingdoms, each subdivided into multiple levels. The eight worlds feature distinct visual themes: for example, the second world, "Desert Land", contains sand-covered levels with pyramids, while the levels in the fourth world, "Giant Land", contain obstacles and enemies four times their normal size. [9]

2D computer graphics graphics that use a two-dimensional representation of geometric data

2D computer graphics is the computer-based generation of digital images—mostly from two-dimensional models and by techniques specific to them.The word may stand for the branch of computer science that comprises such techniques or for the models themselves.

Side-scrolling video game video game genre

A side-scrolling game, side-scroller, or horizontally-scrolling game is a video game in which the gameplay action is viewed from a side-view camera angle, and the onscreen characters can generally only move to the left or right. These games make use of scrolling computer display technology. The move from single-screen or flip-screen graphics to scrolling graphics, during the golden age of video arcade games and during third-generation consoles, would prove to be a pivotal leap in game design, comparable to the move to 3D graphics during the fifth generation. Although side-scrolling games have been supplanted by 3D games, they continue to be produced.

<i>Super Mario Bros.</i> 1985 platform video game

Super Mario Bros. is a platform video 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 player navigates through the game via two game screens: an overworld map and a level playfield. The overworld map displays an overhead representation of the current kingdom and has several paths leading from the world's entrance to a castle. Paths connect to action panels, fortresses, and other map icons, and allow players to take different routes to reach the kingdom's goal. Moving the on-screen character to an action panel or fortress will allow access to that level's playfield, a linear stage populated with obstacles and enemies. The majority of the game takes place in these levels, with the player traversing the stage by running, jumping, flying, swimming, and dodging or defeating enemies. [10] [11] Players start with a certain number of lives and may gain additional lives by picking up green spotted 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 and Luigi lose a life if they take damage while small, fall in a bottomless pit, or runs out of time. The game ends when all lives are lost, although the player can continue from the last level played by selecting "Continue".

An overworld is, in a broad sense, an area within a video game that interconnects all its levels or locations. They are mostly common in role-playing games, though this does not exclude other video game genres.

Completing stages allows the player to progress through the overworld map and to succeeding worlds. Each world features a final stage with a boss to defeat. The first seven worlds feature an airship controlled by one of the Koopalings, while the player battles Bowser in his castle in the eighth world as the Final boss. Other map icons include large boulders and locked doors that impede paths. Mini-games and bonus screens on the map provide the player a chance to obtain special power-ups and additional lives. Power-ups obtained in these mini-games are stored in a reserve until activated by the player from the map screen. [10] [11]

Boss (video gaming) significant and especially strong enemy in video games

In video games, a boss is a significant computer-controlled enemy. A fight with a boss character is commonly referred to as a boss battle or boss fight. Boss battles are generally seen at a climax of a particular section of the game, usually at the end of a level or stage, or guarding a specific objective; the boss enemy is generally far stronger than the opponents the player has faced up to that point, and is usually faced solo. A miniboss is a boss weaker or less significant than the main boss in the same area or level.. A superboss is generally much more powerful than the bosses encountered as part of the main game's plot and often optional to encounter. A final boss is often the main antagonist of a game's story and the defeat of that character provides ultimate satisfaction to the game player.

In addition to special items from previous games like the Super Mushroom and the Fire Flower, new power-ups are introduced that provide the player with new options. The Super Leaf and Tanooki Suit give Mario raccoon and tanooki appearances, allowing him to fly. The Tanooki Suit enables him to turn into stone to avoid enemies for a short period of time. Changing into a Tanooki statue while jumping results in Mario pounding the ground and killing whatever enemies are directly under him; this is the first appearance of the now standard "ground pound" move in the Mario series. [12] The new "Frog Suit" increases the character's underwater speed, agility, and jumping height on land. Another new suit, the Hammer Suit, gives Mario the appearance of the Hammer Bro. enemy and allows him to throw hammers at enemies and resist fire attacks when crouching.

Super Mario Bros. 3 includes a multiplayer option which allows two players to play the game by taking turns at navigating the overworld map and accessing stage levels. The first player controls Mario, while the other controls Luigi (a palette swap of Mario). Through this mode, players can access several mini-games, including a remake of the original Mario Bros. arcade game, in which one player has the opportunity to steal the cards of another, but may lose their turn if they lose the mini-game. [13]

Plot and characters

The plot of Super Mario Bros. 3 is described in the instruction booklet. The Mushroom World, the setting of the game, is invaded by the Koopalings, Bowser's seven children. The Koopalings conquer each of the seven kingdoms by stealing its king's magical wand and using it to transform him into an animal. Princess Toadstool sends Mario and Luigi to travel to each kingdom, retrieve the stolen wand, and restore its king to normal. [14]

Mario and Luigi receive notes and special items from Princess Toadstool after rescuing each of the first six kings. When they rescue the seventh king, they instead receive a note from Bowser, boasting that he has kidnapped Toadstool and imprisoned her within the castle of his own realm, Dark Land. [15] The brothers travel through Dark Land, enter his castle, and defeat Bowser in a battle. The game ends with Princess Toadstool being freed from the castle. [16]

Super Mario Bros. 3 was conceived as a stage play. The title screen features a stage curtain being drawn open, and in-game objects hang from off-screen catwalks, are bolted to the background, or cast shadows on the skyline. When Mario finishes a level, he walks off the stage. [17]

Development

Beginning development shortly after the 1986 release of the Famicom's Super Mario Bros. 2 , [18] Super Mario Bros. 3 was developed by Nintendo Entertainment Analysis and Development, a team that consisted of more than ten people. The game took more than two years to complete [5] [19] at a budget of about $800,000. [20] Developer Shigeru Miyamoto served as director. He worked closely with the designers and programmers during the conceptual and final stages, encouraging a free interchange of ideas. Miyamoto considered intriguing and original ideas to be key to creating a successful game. [19] Originally, the team intended for the game to be played from an isometric point of view, but the developers found that this made it too difficult to position jumps, so the game was changed to the 2D side view used in previous games. Some isometric elements remain, such as the checkered floor present in the title screen. [18]

The game was designed to appeal to players of varying skill levels. To assist less skilled players, bonus coins and 1-ups are more abundant in earlier worlds, while later worlds present more complex challenges for experienced players. In the two-player mode, the players alternate turns to balance play time. [19] The development team introduced new power-ups and concepts that would give Mario the appearance of different creatures as a means of providing him with new abilities. An early idea changed Mario into a centaur, but was dropped in favor of a raccoon tail with limited flying ability. [5] [19] Other costumes with different abilities were added to his repertoire, and levels were designed to take advantage of these abilities. [21] New enemies were included to add diversity to the game, along with variants of previous enemies, such as Goombas, Hammer Bros., and Koopa Troopas. [5] [21]

Some of the enemies designed for Super Mario Bros. 3 were inspired by the team's personal experiences. For example, Miyamoto stated that the Chain Chomp enemy, a tethered ball and chain creature that lunges at the player when in close proximity, was based on a "bad [childhood] experience" he had with a dog. [19] Bowser's children, the Koopalings, were designed to be unique in appearance and personality; Miyamoto based the characters on seven of his programmers as a tribute to their work and efforts. [5] [19] Nintendo of America named the Koopalings after well-known musicians: for example, the characters "Ludwig von Koopa" and "Roy Koopa" are named after Ludwig van Beethoven and Roy Orbison respectively. [22]

The character graphics were created with a special graphics machine ("Character Generator Computer Aided Design") that generated a collection of the graphical shapes used in the game. Shapes in the collection were assigned numbers that the game's code used to access and combine to form complete images on the screen in real time. [19] The Super Mario Bros. 3 cartridge uses Nintendo's custom MMC3 (memory management controller) ASIC to enhance the NES capabilities. The MMC3 chip allows for animated tiles, extra RAM for diagonal scrolling, and a scan line timer to split the screen. The game uses these functions to split the game screen into two portions, a playfield on the top and a status bar on the bottom. This allows the top portion to scroll as the character navigates the stage while the bottom portion remains static to display text and other information. [23]

Like its predecessors, the music in Super Mario Bros. 3 was composed by Koji Kondo, who composed several new songs as well as returning melodies from Super Mario Bros. According to Kondo, who had composed the music in Super Mario Bros. based on what he believed fit the levels rather than focusing on composing a specific genre of music, the game was the most difficult game for him to compose. [24] Kondo experimented with several different genres of music, unsure of how to follow up the music from the first game after hearing from several people that it sounded a lot like latin or fusion music, [18] and came up with several different melodies throughout its development before settling on what ultimately made it into the game. [24] The development team decided that music on the title screen was unnecessary. [24]

During 1988, a global shortage of ROM chips, [25] along with Nintendo's preparation of Super Mario Bros. 2, prevented Nintendo from performing various North American game releases according to their original schedules. The delayed products included Super Mario Bros. 3 and, according to Nintendo Power, Zelda II: The Adventure of Link . [26] The delay, however, presented Nintendo with an opportunity to promote the game in a feature film. In 1989, Tom Pollack of Universal Studios approached Nintendo of America's marketing department about a video game movie; inspired by Nintendo video game competitions, Pollack envisioned a video game version of Tommy for younger audiences. Nintendo licensed its products for inclusion in what would become the film The Wizard . During the movie's production, the filmmakers requested and were granted approval from Nintendo regarding the script and the portrayal of the company's games. [27] Super Mario Bros. 3 was one of the products shown in the film and was used in a final scene involving a video game competition. [27] [28] The film was released in December 1989, between the Japanese and English versions of the game. [29]

Reception

Reception
Aggregate score
AggregatorScore
GameRankings 97.50% (6 reviews) [30]
Review scores
PublicationScore
CVG NES: 98/100 [31]
Famitsu 35/40 [32]
GameSpot Wii: 9/10 [33]
IGN Wii: 9.5/10 [34]
Mean Machines NES: 98% [10]

Super Mario Bros. 3 was lauded by the video game press. It was widely considered to be one of the best games released for the NES. Computer and Video Games editors Paul Rand, Tim Boone and Frank O'Connor awarded the game a 98/100, praising it for its gameplay, replayability, sound, and graphics. Boone commented that the game is nearly flawless in its utterly "stupendous incredibility and absolutely impossible to put down for anything less than a fire alarm – and even then you find yourself weighing down the odds." Rand called Super Mario Bros. 3 the best video game ever, labeling it "the Mona Lisa of gaming" and stating that it is "astoundingly brilliant in every way, shape, and form." O'Connor stated that the game "makes Sonic the Hedgehog look like a wet Sunday morning and even gives the [Super] Famicom's [ Super Mario World ] a run for its money." [31]

The Japanese publication Famitsu gave it a 35 out of 40. [32] Julian Rignall of Mean Machines referred to Super Mario Bros. 3 as the "finest video game" he had ever played, citing its addictiveness, depth, and challenge. A second Mean Machines reviewer, Matt Regan, anticipated the game would be a bestseller in the United Kingdom, and echoed Rignall's praise, calling it a "truly brilliant game". Regan further stated that the game offered elements which tested the player's "brains and reflexes", and that though the graphics were simple, they were "incredibly varied". [10] In a preview of the game, Nintendo Power gave it high marks in graphics, audio, challenge, gameplay, and enjoyability. [11]

Super Mario Bros. 3 has received universal acclaim from modern critics who consider it one of the best games of all time. Edge considered Super Mario Bros. 3 Nintendo's standout game of 1989, and commented that its success outshone the first Super Mario Bros.'s sales milestone; the first game sold 40 million copies, but was bundled with the NES. [35] They lauded the overworld map as an elegant alternative to a menu to select levels. [36] The items hidden in the game's levels, such as the warp whistles, were well-received: Rignall regarded them as part of the game's addictiveness, and Sheff stated that finding them provided a sense of satisfaction. [10] [37] Both Screw Attack and GamesRadar ranked it the best NES game made. GamesRadar claimed that while Super Mario Bros. defined its genre, Super Mario Bros. 3 perfected it. [7] [38]

Criticism focused on particular aspects of the game. Rignall described the audio and visuals as being outdated in comparison to games on the Mega Drive and Super NES (the latter platform having already been launched in other regions by the time Super Mario Bros. 3 was released in Europe). [10]

Sales

Super Mario Bros. 3 became a best-selling game. [21] Its inclusion in The Wizard served as a preview which generated a high level of anticipation in the United States prior to its release. [29] [39] Levi Buchanan of IGN considered Super Mario Bros. 3's appearance in the film as a show-stealing element, referring to the movie as a "90-minute commercial" for the game. [40] The game sold 250,000 copies in its first two days of release, according to a spokeswoman for Nintendo. [41] By 1993, the game had sold 4 and 7 million unbundled units in Japan and the United States respectively. In the United States alone, the game generated over US$500 million in revenue for Nintendo. Author David Sheff commented that, in music industry terms, the game went platinum 11 times. [42] The game was later bundled with new NES systems. Including bundled units, the NES version of the game sold over 17 million copies. [43] Game Informer reported in their October 2009 issue that the Virtual Console version had sold one million copies. [44] As of 2011, Super Mario Bros. 3 remains the highest-grossing non-bundled home video game to date, having grossed $1.7 billion, adjusted for inflation. [45]

Legacy

Super Mario Bros. 3 is credited for popularizing the use of overworld maps in the Mario series. Super Mario Bros. 3 overworld map.png
Super Mario Bros. 3 is credited for popularizing the use of overworld maps in the Mario series.

Super Mario Bros. 3 introduced several elements carried over to subsequent Mario games. [46] A similar overworld map is used in Super Mario World and New Super Mario Bros. , and Mario's ability to fly has been a feature in games such as Super Mario World , Super Mario 64 and Super Mario Galaxy . [5] [47] [48] The game's "Super Leaf" item has returned in more recent Mario games for the Nintendo 3DS, like Super Mario 3D Land , Mario Kart 7 and New Super Mario Bros. 2 . Bowser's red hair was first popularized in the game and has since become a part of his standard appearance. [5]

Through a collaboration between NBC and Nintendo of America, an animated television series, The Adventures of Super Mario Bros. 3, was created in 1990 by DIC Entertainment. The show aired weekly and featured numerous characters, enemies, and settings from the video game; the original seven Koopalings are given different names based on their given personalities and are also given a new age order. [49] Other Nintendo products have included various elements of the game as well. Music from Super Mario Bros. 3 appears as a track on Nintendo Sound Selection Koopa, a collection of songs from Nintendo games. [50] The game's stages and graphics comprise a background theme in the 2006 Nintendo DS game Tetris DS . [51] The Koopalings are also world bosses in Super Mario World, Mario is Missing! , Yoshi's Safari , Hotel Mario and all New Super Mario Bros. games except New Super Mario Bros. [52] [53] Boom Boom, another boss from this game, additionally reappears in Super Mario 3D Land and Super Mario 3D World , alongside a boomerang-wielding female counterpart named Pom Pom. [54] Super Mario Bros. 3 is one of the games represented in both Super Mario Maker and Super Mario Maker 2 .

Super Mario Bros. 3 has appeared on numerous top video game lists. The game debuted on Nintendo Power's Top 30 best games ever list at number 20 in September 1989. [6] It entered the list's top 10 a few months later and reached number one in May 1990. [55] [56] Super Mario Bros. 3 remained within the top 20 for more than five years. [57] More than a decade later, the magazine ranked the game number six on their list of 200 Greatest Nintendo Games. [58] In August 2008, Nintendo Power listed Super Mario Bros. 3 as the second best NES video game, praising it for making the series more complex and introducing new abilities that have since become signature abilities in the series. [59] The game placed 11th, behind Super Mario Bros., in Official Nintendo Magazine 's "100 greatest Nintendo games of all time". [46] In 2007, ScrewAttack called Super Mario Bros. 3 the best Mario game in the series as well as the best game on the NES, citing the graphics, power-ups, secrets, and popularity, summing it up as "just incredible" and stating, "If you haven't experienced this greatness, we pity you". [7] [60] In a poll conducted by Dengeki , the game tied with Super Mario World as the number three video game their readers first played. [61]

The game has been ranked on several of IGN's lists of "top games". In 2005, they rated it 23rd among their Top 100 Games, and praised the precise and intuitive controls. [62] IGN editors from the United States, United Kingdom, and Australia ranked Super Mario Bros. 3 number 39 in their 2007 Top 100 Games, citing Miyamoto's "ingenious" designs. They further commented that the game improved on the "already-brilliant concepts" of the previous games with new power-ups and enemies. [5] Users and readers of the website placed the game high on similar lists: 32nd in 2005 and 21st in 2006. [63] [64] In 2007, the game was included in the "game canon", a list of the ten most important video games selected for preservation by the Library of Congress. [65] In 2009, Game Informer put Super Mario Bros. 3 9th on their list of "The Top 200 Games of All Time", saying that it is "a game with incredible lasting power that we won't soon forget". [44] This is down one place from Game Informer's previous ranking in 2001. [66] Edge ranked the game #20 on its list of "The 100 Best Games To Play Today", calling it "the one 8-bit game that still shines today, no caveats required." [67] UGO listed Super Mario Bros. 3 on their list of the "Top 50 Games That Belong On the 3DS", calling it "Arguably the greatest Mario game ever made." [68] GameSpot placed the game on their list of the greatest games of all time. [69] USgamer ranked the game as the third best Mario platformer ever. [70] Super Mario Bros. 3 ranked 34th on Warp Zoned's "Scientifically Proven Best Video Games of All Time" list, a statistical meta-analysis of 44 "top games" lists published between 1995 and 2016. [71]

In the early 1990s, game developers John Carmack and Tom Hall developed an adaptive tile refresh technology to perform smooth, side-scrolling graphics on EGA cards for IBM clone personal computers. They used it to develop a clone of Super Mario Bros. 3 and presented it to Nintendo, who rejected it to retain exclusivity for their games on Nintendo consoles. Carmack and Hall went on to found Id Software and develop Commander Keen, a series of platform games inspired by Super Mario Bros. 3. [72] [73] [74] [75] [76]

Remakes

The game has been ported or remade on several other Nintendo consoles. It was included in the 1993 Super NES game Super Mario All-Stars , a compilation of remakes of NES Super Mario games featuring updated graphics and sound, [77] which was also later released on the Wii in 2010. [78] A Game Boy Advance version, Super Mario Advance 4: Super Mario Bros. 3 , was released in 2003. This version features support for the Nintendo e-Reader peripheral, which allows the player to access additional levels stored on e-Reader cards, in addition to updated graphics, power-ups, and sound. [79]

Super Mario Bros. 3 was rereleased as a downloadable Virtual Console game in 2007 for the Wii and in 2014 for both the Nintendo 3DS and Wii U consoles. These versions support multiple console-specific controllers, such as the Wii Remote or the Wii U GamePad, and allow players to save progress with the use of save states. [80] [81] The game was included as one of thirty pre-installed NES games included with the NES Classic Edition plug and play console. [18]

Notes

  1. Super Mario Bros. 3(スーパーマリオブラザーズ3Sūpā Mario Burazāzu Surī)

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The Koopalings are a fictional group of seven childlike characters in the Mario video game franchise by Nintendo. Their individual names are Larry Koopa, Morton Koopa Jr., Wendy O. Koopa, Iggy Koopa, Roy Koopa, Lemmy Koopa, and Ludwig von Koopa. Originally depicted as the children of the series antagonist Bowser, they first appeared as boss characters in the 1988 game Super Mario Bros. 3. They have since appeared in subsequent Super Mario games and spin-off Mario titles.

<i>Mario & Luigi: Superstar Saga</i> 2003 video game

Mario & Luigi: Superstar Saga is a role-playing video game developed by AlphaDream and published by Nintendo for the Game Boy Advance in 2003. The game is the first in the Mario & Luigi RPG series. The game was later re-released for the Wii U Virtual Console on the Nintendo eShop in 2014, and remade for the Nintendo 3DS as Mario & Luigi: Superstar Saga + Bowser's Minions in 2017.

Bowser Jr. fictional character from the Mario franchise

Bowser Jr., is a video game character who appears in Nintendo's Mario franchise as an antagonist. He is the son of the series' primary and main antagonist, Bowser. Since his debut in Super Mario Sunshine, Bowser Jr. has been a recurring character in the Mario series and has been made playable in several spin-offs, such as Mario Superstar Baseball, Mario Strikers Charged, and Super Smash Bros. for Nintendo 3DS and Wii U and Super Smash Bros. Ultimate. He shares his father's desire to kidnap Princess Peach and defeat Mario. Bowser Jr. is generally not considered one of the Koopalings.

<i>New Super Mario Bros.</i> side-scrolling platform video game developed by Nintendo for the Nintendo DS in 2006

New Super Mario Bros. is a 2D side-scrolling platform game developed and published by Nintendo for the Nintendo DS. It was first released in May 2006 in North America and Japan, and in Australia and Europe the following month, and is a part of the New Super Mario Bros. subseries of the Super Mario franchise. Similar to other side-scrolling Mario games, New Super Mario Bros. follows Mario as he fights his way through Bowser's henchmen to rescue Princess Peach. Mario has access to several power-ups that help him complete his quest, including the Super Mushroom, the Fire Flower, and the Starman, each giving him unique abilities. While traveling through eight worlds with a total of 80 levels, Mario must defeat Bowser Jr. and Bowser before finally saving Princess Peach.

<i>Super Mario Galaxy</i> 2007 platform video game for the Wii

Super Mario Galaxy is a 2007 platform video game for the Wii, and the third 3D game in Nintendo's Super Mario series. As Mario or Luigi, the player embarks on a quest to rescue Princess Peach, save the universe from Bowser, and collect 121 Power Stars. The levels in the game consist of galaxies filled with minor planets and worlds, with different variations of gravity, the central element of gameplay. The player controls the player character using the Wii Remote and Nunchuk, and completes missions, fights bosses, and reaches certain areas to collect Power Stars. Certain levels use the motion-based Wii Remote functions.

Goomba recurring Mario franchise enemy

Goombas, known in Japan as Kuribo, are a species of sentient Mushrooms from Nintendo's Mario franchise. They first appeared in the NES video game Super Mario Bros. as the first enemy players encounter. They have appeared outside video games, including in film, television, and other media. They are usually brown and are most commonly seen walking around aimlessly, often as an obstacle, in video games. They were included late in the development of Super Mario Bros. as a simple, easy to defeat enemy.

<i>New Super Mario Bros. Wii</i> 2009 side-scrolling multiplayer platform video game

New Super Mario Bros. Wii is a 2.5D side-scrolling platform 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.

<i>Super Mario Galaxy 2</i> 2010 platforming video game by Nintendo

Super Mario Galaxy 2 is a platform video game developed and published by Nintendo for the Wii. It was first announced at E3 2009 and is the sequel to 2007's Super Mario Galaxy. It was released worldwide in 2010. The story follows Mario as he pursues the Koopa King, Bowser, into outer space, where he has imprisoned Princess Peach and taken control of the universe using Power Stars and Grand Stars. Mario must travel across various galaxies to recover the Power Stars in order to travel to the center of the universe and rescue Princess Peach.

<i>New Super Mario Bros. U</i> video game

New Super Mario Bros. U is a 2D side-scrolling platform video game developed and published in 2012 by Nintendo for the Wii U. It is the fourth title in the New Super Mario Bros. series. An additional campaign for the Year of Luigi, New Super Luigi U, was released as downloadable content in 2013. The game received positive reviews, and is one of the best-selling games on the Wii U.

<i>New Super Luigi U</i> 2013 platform game for the Wii U

New Super Luigi U is a 2D side-scrolling platform video game in the New Super Mario Bros. series developed by Nintendo for the Wii U. It is the fourth of five games focusing on Luigi, released in two different versions first being the downloadable content (DLC) package for the main game New Super Mario Bros. U on the Nintendo eShop released in June 2013, and a standalone retail version released in Japan, Europe, and Australia in July 2013, with a release in North America the following month. The DLC version of the game requires that one possesses a copy of New Super Mario Bros. U, but the retail version does not. Later bundled prints of New Super Mario Bros. U, originally released on October 16, 2015, included both the main game and New Super Luigi U on disc. In January 2019, an enhanced port titled New Super Mario Bros. U Deluxe was released for the Nintendo Switch, with both physical and digital releases including the main game and New Super Luigi U in a standard package.

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