History VideoGame / SuperMarioBros1

5th Dec '16 8:59:46 AM MyFinalEdits
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** Backgrounds, too; Worlds 3 and 6 apparently take place at night.
4th Dec '16 10:23:08 PM MemeMaster
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3rd Dec '16 6:59:11 PM NESBoy
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* BlindIdiotTranslation: In the story provided by the manual, the word "horsetail" (referring to the plants in the background of some courses) was mistranslated as "horse-hair".

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* BlindIdiotTranslation: BlindIdiotTranslation:
**
In the story provided by the manual, the word "horsetail" (referring to the plants in the background of some courses) was mistranslated as "horse-hair"."horse-hair".
** The Portuguese translation of the manual was based on the English localization. The term "Mushroom Retainers" ended up being translated as "Cogumelos Retardadores" (Mushroom Retardants, in other words).
23rd Nov '16 3:26:46 AM LucaEarlgrey
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Added DiffLines:

* {{Cap}}: The maximum lives you can have is [[UsefulNotes/PowersOfTwoMinusOne 127]]. Any more and you will overflow into negative lives, triggering a GameOver the next time you die.
23rd Nov '16 3:25:35 AM LucaEarlgrey
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* InfiniteOneUps: Line a Koopa shell just right against a staircase at the end of 1-1 or 3-1, and your jumps will turn into a chain reaction, triggering loads of points followed by {{One Up}}s.
** GameBreakingBug: But woe to you if you exceed 127 lives, because the life counter will overflow into negative lives, causing your next death to be a GameOver.[[labelnote:Details]]The game stores your remaining lives in an 8-bit signed integer (which has a range from -128 to 127), hence the overflow.[[/labelnote]] This was fixed in the ''VideoGame/SuperMarioAllStars'' version, which stores the lives in an unsigned integer variable which has a cap of 128 lives.

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* InfiniteOneUps: Line a Koopa shell just right against a staircase at the end of 1-1 or 3-1, and your jumps will turn into a chain reaction, triggering loads of points followed by {{One Up}}s.
** GameBreakingBug:
Up}}s. But woe to you if you exceed 127 lives, because the life counter will overflow into negative lives, causing your next death to be a GameOver.[[labelnote:Details]]The game stores your remaining lives in an 8-bit signed integer (which has a range from -128 to 127), hence the overflow.[[/labelnote]] This was fixed in the ''VideoGame/SuperMarioAllStars'' version, which stores the lives in an unsigned integer variable which has a cap of 128 lives.
16th Sep '16 4:48:03 PM eneuman96
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** The game is considerably less generous about coins and 1ups than later games in the series are (unless, of course, you make use of the famous Koopa shell glitch). Getting more than 9 lives makes the lives counter display glitchy symbols, and it's quite difficult to witness this without cheating.



* NewGamePlus: "A new quest", which you unlock by beating the game once and restarting at the title screen. Both ''All-Stars'' and ''Deluxe'' retain this feature.
* NintendoHard: Although at the lower end compared to other infamously hard games. A main issue is that one-ups are so uncommon; there are exactly eight hidden 1-Up Mushroom Blocks in the game, and Coins are far less common than in later ''Mario'' games, making extra lives in a game with no save feature much more precious to have. The ''VS.'' version takes this UpToEleven - you start with only ''two'' lives, there is only a single hidden 1up block [[labelnote:Details]]Either the one in the first level, or if you miss that, it will be in the next location where a hidden 1-Up Mushroom appears in the original - once you hit a hidden block, there are no more 1-Up Mushrooms ''for the rest of the game'', whether you manage to collect the powerup or not[[/labelnote]], you need to collect 250 coins to earn an extra life and the infinite lives exploits are removed. As if this wasn't enough, the original levels themselves are much harder; new, super hard levels are added in and WarpZones don't take you as far forward as the originals. Even many expert NES Mario players never got past Qorld 6, where they had to take a blind, running jump across a bottomless chasm and bounce off a Koopa Paratroopa onto a safe platform, where neither the Koopa or the safe platform were even on-screen from the jumping point.

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* NewGamePlus: "A new quest", which you unlock by beating the game once and restarting at the title screen. Goombas are replaced with Buzzy Beetles, enemies move faster, and all of the levels with harder counterparts later in the game (i.e.: 7-2 is the harder version of 2-2) are replaced with said harder counterparts. Both ''All-Stars'' and ''Deluxe'' retain this feature.
* NintendoHard: Although at the lower end compared to other infamously hard games. A main issue is that one-ups are so uncommon; there are exactly eight hidden 1-Up Mushroom Blocks in the game, and Coins are far less common than in later ''Mario'' games, making extra lives in a game with no save feature much more precious to have. The ''VS.'' version takes this UpToEleven - you start with only ''two'' lives, there is only a single hidden 1up block [[labelnote:Details]]Either the one in the first level, or if you miss that, it will be in the next location where a hidden 1-Up Mushroom appears in the original - once you hit a hidden block, there are no more 1-Up Mushrooms ''for the rest of the game'', whether you manage to collect the powerup or not[[/labelnote]], you need to collect 250 coins to earn an extra life and the infinite lives exploits are removed. As if this wasn't enough, the original levels themselves are much harder; new, super hard levels are added in and WarpZones don't take you as far forward as the originals. Even many expert NES Mario players never got past Qorld World 6, where they had to take a blind, running jump across a bottomless chasm and bounce off a Koopa Paratroopa onto a safe platform, where neither the Koopa or the safe platform were even on-screen from the jumping point.
13th Sep '16 1:57:40 PM Ambaryerno
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* ArtEvolution: According to [[http://www.nintendods.com/iwata-asks-chapter.jsp?interviewId=1&volumeId=8&chapterId=4 this Iwata Asks]], Miyamoto utilised external illustrators to flesh out his rough pencil sketches since ''VideoGame/DonkeyKong''. When it came time to do this game's (Japanese) package illustration[[note]]also used in the U.S. for the official "How to Win at Super Mario Bros." strategy guide, which predated Magazine/NintendoPower[[/note]], Miyamoto had to do the art himself, since there was no time left for him to hire a mainstream artist. [[http://www.mariowiki.com/images/f/fc/SuperMarioBrosArtwork2.jpg This was the result.]] It was Yoichi Kotabe who fleshed out the designs of the characters since then. Notable mention goes to Bowser. Miyamoto himself was aiming for the appearance of [[ALoadofBull an ox]] for Bowser's design, even though he's supposed to be a turtle. Upon reflection on this, Miyamoto remarked, "I'd been drawing something completely incomprehensible - a turtle's body with an ox's head!" In a MythologyGag, Midbus, Bowser's [[TheRival rival]] from ''VideoGame/MarioAndLuigiBowsersInsideStory'', more closely resembles an ox, with some [[FullBoarAction boar]] characteristics thrown in.

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* ArtEvolution: ArtEvolution:
**
According to [[http://www.nintendods.com/iwata-asks-chapter.jsp?interviewId=1&volumeId=8&chapterId=4 this Iwata Asks]], Miyamoto utilised external illustrators to flesh out his rough pencil sketches since ''VideoGame/DonkeyKong''. When it came time to do this game's (Japanese) package illustration[[note]]also used in the U.S. for the official "How to Win at Super Mario Bros." strategy guide, which predated Magazine/NintendoPower[[/note]], Miyamoto had to do the art himself, since there was no time left for him to hire a mainstream artist. [[http://www.mariowiki.com/images/f/fc/SuperMarioBrosArtwork2.jpg This was the result.]] It was Yoichi Kotabe who fleshed out the designs of the characters since then. Notable mention goes to Bowser. Miyamoto himself was aiming for the appearance of [[ALoadofBull an ox]] for Bowser's design, even though he's supposed to be a turtle. Upon reflection on this, Miyamoto remarked, "I'd been drawing something completely incomprehensible - a turtle's body with an ox's head!" In a MythologyGag, Midbus, Bowser's [[TheRival rival]] from ''VideoGame/MarioAndLuigiBowsersInsideStory'', more closely resembles an ox, with some [[FullBoarAction boar]] characteristics thrown in.in.
** Within the game itself, the Super Mushroom, 1-Up Mushroom, and Fire Flower have completely different designs than those that became standard in later games. The mushrooms are much more realistic-looking, have different colors (orange and red for the cap of the Super Mushroom, and green and brown for the 1-Up Mushroom), and lack faces. The Fire Flower is a glowing disk. The mushrooms began to change with ''Super Mario Bros. 2'' before settling into the most familiar design with ''Super Mario Bros. 3''. The Fire Flower changed to its most familiar design with ''Super Mario World''.
9th Aug '16 1:40:19 PM MissConception
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The original game was [[VideoGameRemake remade]] with UsefulNotes/SuperNintendoEntertainmentSystem SNES]] graphics along with the other [[UsefulNotes/NintendoEntertainmentSystem NES]] titles in ''VideoGame/SuperMarioAllStars''. There was also a UsefulNotes/GameBoyColor [[UpdatedRerelease port]] called ''Super Mario Bros. Deluxe''. This included a Challenge Mode where you had to get a high score, collect five Red Coins, and find the Yoshi Egg in each stage; a two-player race mode; badges and other images awarded for achievements; a high-score table; extra utilities and printables; a hidden "You vs. Boo" mode (a one-player version of the two-player game); and a hidden conversion of ''VideoGame/SuperMarioBrosTheLostLevels''. There was also an UsefulNotes/ArcadeGame called ''[[http://tinyurl.com/qzubrj6 VS. Super Mario Bros.]]''

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The original game was [[VideoGameRemake remade]] with UsefulNotes/SuperNintendoEntertainmentSystem [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] graphics along with the other [[UsefulNotes/NintendoEntertainmentSystem NES]] titles in ''VideoGame/SuperMarioAllStars''. There was also a UsefulNotes/GameBoyColor [[UpdatedRerelease port]] called ''Super Mario Bros. Deluxe''. This included a Challenge Mode where you had to get a high score, collect five Red Coins, and find the Yoshi Egg in each stage; a two-player race mode; badges and other images awarded for achievements; a high-score table; extra utilities and printables; a hidden "You vs. Boo" mode (a one-player version of the two-player game); and a hidden conversion of ''VideoGame/SuperMarioBrosTheLostLevels''. There was also an UsefulNotes/ArcadeGame called ''[[http://tinyurl.com/qzubrj6 VS. Super Mario Bros.]]''
9th Aug '16 1:16:45 PM MissConception
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The first game in the ''Franchise/SuperMarioBros'' series, but the [[OlderThanTheyThink fourth game overall]] that stars Mario, and the game that singlehandedly kicked off the UsefulNotes/The8bitEraOfConsoleVideoGames. After appearing in ''VideoGame/DonkeyKong'', ''VideoGame/MarioBros'', and ''VideoGame/WreckingCrew'', the Mario Brothers moved on to the game that set loads of standards. Not just for platform games, but any genre that used conventions established in this game.

The general story is that Bowser, the ornery King of the Koopas, has conquered the Mushroom Kingdom and turned all of the subjects into [[ThrivingGhostTown background textures]]-- er, bricks and shrubbery. The Kingdom's Princess is the only one who can revert his dark magic, but he has kidnapped her in order to prevent this. Mario, ever the gallant one, storms each of Bowser's castles looking for her. Unfortunately for Mario (and you), Bowser has several body doubles, and there's no way to tell who's the real one, so it's a long road ahead.

The original game was remade with SNES graphics along with the other NES titles in ''VideoGame/SuperMarioAllStars''. There was also a UsefulNotes/GameBoyColor version called ''Super Mario Bros. Deluxe''. This included a challenge mode where you had to get a high score, collect 5 red coins, and find the Yoshi egg in each stage; a two-player race mode; badges and other images awarded for achievements; a high-score table; extra utilities and printables; a hidden "You vs. Boo" mode (a one-player version of the two-player game); and a hidden conversion of ''VideoGame/SuperMarioBrosTheLostLevels''. There was also an arcade game called VS. Super Mario Bros., which was like this game except different in that it was a versus game and also in a few other ways, detailed in the [[http://tinyurl.com/qzubrj6 Mario Wiki]].

to:

The first game in the ''Franchise/SuperMarioBros'' series, but the [[OlderThanTheyThink fourth game overall]] that stars Mario, and the game that singlehandedly kicked off the UsefulNotes/The8bitEraOfConsoleVideoGames. After appearing in ''VideoGame/DonkeyKong'', ''VideoGame/MarioBros'', and ''VideoGame/WreckingCrew'', the Mario Brothers moved on to the game that set loads of standards. Not just for platform games, [[PlatformGame platformers]], but any genre that used conventions established in this game.

The general story is that Bowser, the ornery King of the Koopas, has conquered the Mushroom Kingdom and turned had all of the subjects turned into [[ThrivingGhostTown background textures]]-- er, bricks and shrubbery. The Mushroom Kingdom's Princess is the only one who can revert his dark black magic, but he has kidnapped her in order to prevent this. Mario, ever the gallant one, storms each of Bowser's several castles looking for her. Unfortunately for Mario (and you), Bowser has several body doubles, and there's no way to tell who's the real one, so it's a long road ahead.

The original game was remade [[VideoGameRemake remade]] with SNES UsefulNotes/SuperNintendoEntertainmentSystem SNES]] graphics along with the other NES [[UsefulNotes/NintendoEntertainmentSystem NES]] titles in ''VideoGame/SuperMarioAllStars''. There was also a UsefulNotes/GameBoyColor version [[UpdatedRerelease port]] called ''Super Mario Bros. Deluxe''. This included a challenge mode Challenge Mode where you had to get a high score, collect 5 red coins, five Red Coins, and find the Yoshi egg Egg in each stage; a two-player race mode; badges and other images awarded for achievements; a high-score table; extra utilities and printables; a hidden "You vs. Boo" mode (a one-player version of the two-player game); and a hidden conversion of ''VideoGame/SuperMarioBrosTheLostLevels''. There was also an arcade game UsefulNotes/ArcadeGame called ''[[http://tinyurl.com/qzubrj6 VS. Super Mario Bros., which was like this game except different in that it was a versus game and also in a few other ways, detailed in the [[http://tinyurl.com/qzubrj6 Mario Wiki]].
]]''



* AllThereInTheManual: The Koopa are a clan of sorcerers who have brought the Mushroom Kingdom to ruin by transforming its citizens into the bricks you break (and thus the items are "gifts" from the transformed citizens to help you) and various other background objects. The only one who can break this curse is the daughter of the unseen Mushroom King[[note]]unmentioned in the original Japanese manual[[/note]], Princess Pea..., er "Toadstool"[[note]] She was always called "Peach" in Japan; the eventual compromise was making her full legal name "Princess Peach Toadstool"[[/note]], which is why Bowser has kidnapped her. This bit of lore was dropped in later games.

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* AllThereInTheManual: The Koopa are a clan of sorcerers turtles known for their powerful magic who have brought the Mushroom Kingdom to ruin by transforming its citizens into the bricks you break (and thus the items are "gifts" from the transformed citizens to help you) and various other background objects. The only one who can break this curse is the daughter of the unseen Mushroom King[[note]]unmentioned in the original Japanese manual[[/note]], Princess Pea..., er "Toadstool"[[note]] She "Toadstool"[[note]]She was always called "Peach" in Japan; the eventual compromise was making her a transition with the full legal name "Princess Peach Toadstool"[[/note]], which is why Bowser has kidnapped her. This bit of lore was dropped in later games.



** The GameBoyColor port of the game, due to its inevitably smaller screen resolution, allows the player to reorient the screen by pressing up, or pressing select so that the camera view stays fixed ahead of Mario. Likewise, the original game's RatchetScrolling has been slightly nerfed in this port so that Mario can slightly backtrack in a level, again to accomodate the smaller view of the screen.
** {{Updated Rerelease}}s will play a chime when the correct paths are taken in "maze" levels like 7-4.
* ArtEvolution: According to [[http://www.nintendods.com/iwata-asks-chapter.jsp?interviewId=1&volumeId=8&chapterId=4 this Iwata Asks]], Miyamoto utilised external illustrators to flesh out his rough pencil sketches since ''VideoGame/DonkeyKong''. When it came time to do this game's (Japanese) package illustration[[note]] which was eventually used in the U.S. for the "How to Win at Super Mario Bros." strategy guide[[/note]], Miyamoto had to do the art himself, since there was no time left for him to hire a mainstream artist. [[http://www.mariowiki.com/images/f/fc/SuperMarioBrosArtwork2.jpg This was the result.]] It was Yoichi Kotabe who fleshed out the designs of the characters since then. Notable mention goes to Bowser. Miyamoto himself was aiming for the appearance of [[ALoadofBull an ox]] for Bowser's design, even though he's supposed to be a turtle. Upon reflection on this, Miyamoto remarked, "I'd been drawing something completely incomprehensible - a turtle's body with an ox's head!" In a MythologyGag, Midbus, Bowser's [[TheRival rival]] from ''VideoGame/MarioAndLuigiBowsersInsideStory'', more closely resembles an ox, with some [[FullBoarAction boar]] characteristics thrown in.
* TheArtifact: Mario and Luigi being plumbers and travelling through pipes. This made sense in ''VideoGame/MarioBros'', which was set in New York's sewers; not so much in the Mushroom Kingdom. However, it became an integral part of the gameplay and setting, and its incongruous nature helped create the series' WorldOfChaos reputation.
** Mario being able to hit enemies on top of a block by hitting the block below them (in fact, the whole concept of hitting blocks from below) is a hold over from the gameplay of the original Mario Bros., where it was your only means of attack (Mario [[EarlyInstallmentWeirdness couldn't]] GoombaStomp [[EarlyInstallmentWeirdness in that game]], so he had to knock an enemy on their back by hitting the floor below them, allowing him to run up and then knock them off the screen). Fortunately, this managed to fit in with the more flexible play style of this game (it helps that in this game, the move offs an enemy on the spot instead of just stunning them), so it was carried over into future installments.

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** The GameBoyColor port of the game, ''Super Mario Bros. Deluxe'', due to its inevitably smaller screen resolution, allows the player to reorient the screen by pressing up, or pressing select so that the camera view stays fixed ahead of Mario. Likewise, the original game's RatchetScrolling has been slightly nerfed in this port so that Mario can slightly backtrack in a level, again to accomodate the smaller view of the screen.
** {{Updated Rerelease}}s ''All-Stars'' and ''Deluxe'' will play a chime when the correct paths are taken in "maze" levels "mazes" like World 7-4.
* ArtEvolution: According to [[http://www.nintendods.com/iwata-asks-chapter.jsp?interviewId=1&volumeId=8&chapterId=4 this Iwata Asks]], Miyamoto utilised external illustrators to flesh out his rough pencil sketches since ''VideoGame/DonkeyKong''. When it came time to do this game's (Japanese) package illustration[[note]] which was eventually illustration[[note]]also used in the U.S. for the official "How to Win at Super Mario Bros." strategy guide[[/note]], guide, which predated Magazine/NintendoPower[[/note]], Miyamoto had to do the art himself, since there was no time left for him to hire a mainstream artist. [[http://www.mariowiki.com/images/f/fc/SuperMarioBrosArtwork2.jpg This was the result.]] It was Yoichi Kotabe who fleshed out the designs of the characters since then. Notable mention goes to Bowser. Miyamoto himself was aiming for the appearance of [[ALoadofBull an ox]] for Bowser's design, even though he's supposed to be a turtle. Upon reflection on this, Miyamoto remarked, "I'd been drawing something completely incomprehensible - a turtle's body with an ox's head!" In a MythologyGag, Midbus, Bowser's [[TheRival rival]] from ''VideoGame/MarioAndLuigiBowsersInsideStory'', more closely resembles an ox, with some [[FullBoarAction boar]] characteristics thrown in.
* TheArtifact: Mario and Luigi being plumbers and travelling through pipes. This made sense in ''VideoGame/MarioBros'', which was set envisioned as taking place in the New York's York sewers; not so much in the Mushroom Kingdom. However, it became an integral part of the gameplay and setting, and its incongruous nature helped create the series' WorldOfChaos reputation.
** Mario being able to hit enemies on top of a block by hitting the block below them (in fact, the whole concept of hitting blocks from below) is a hold over from the gameplay of the original Mario ''Mario Bros., '', where it was your only means of attack (Mario [[EarlyInstallmentWeirdness couldn't]] GoombaStomp [[EarlyInstallmentWeirdness in that game]], so he had to knock an enemy on their back by hitting the floor below them, allowing him to run up and then knock them off the screen). Fortunately, this managed to fit in with the more flexible play style of this game (it helps that in this game, the move offs an enemy on the spot instead of just stunning them), so it was carried over into future installments.



** The Minus World. On the cartridge version it was a glitch that sent the player to a level that didn't exist; it was only by sheer luck that the level was completely playable (though not finishable). When the game was ported to the Famicom Disk System, the programmers replaced it with completable -1, -2, -3, which were based on other glitched levels in the cartridge.
* AttractMode: It features one, and the computer's one of the worst Mario players ever (most likely to minimize spoilers).
* BaldOfEvil: Bowser. Averted in both the original artwork and the ''Super Mario All-Stars'' remake.
* BattleThemeMusic: Averted in the original version, played straight in the ''All-Stars'' version.

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** The Minus World. On the cartridge version it was a glitch that sent the player to a level that didn't exist; it was only by sheer luck that the level was completely playable (though not finishable). When the game was ported to the Famicom Family Computer Disk System, the programmers it was replaced it with completable Worlds -1, -2, -3, which were based on other glitched levels in the cartridge.
* AttractMode: It features one, and the computer's one of the worst Mario ''Mario'' players ever (most likely to minimize spoilers).
* BaldOfEvil: Bowser. Averted in both the original artwork and the ''Super Mario All-Stars'' remake.
''All-Stars''.
* BattleThemeMusic: Averted in both the original version, and ''Deluxe'', played straight in the ''All-Stars'' version.



* CollisionDamage: All of the enemies deal this to you. Getting a [[InvincibilityPowerUp Star]] lets you [[InvertedTrope do this to the enemies instead.]]

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* CollisionDamage: All of the enemies deal this to you. Getting a [[InvincibilityPowerUp Super Star]] lets you [[InvertedTrope do this to the enemies instead.]]



* ColorContrast: Basic color contrasts such as Blue, red green and brown contrasts are abundant (the grass and water levels), sometimes with black and grey (the underground and snow levels) or red, black and grey (the Castles). The NES had an extremely limited color palette and they had very little memory to work with on the game.
* CutAndPasteEnvironments: The game only had 40 KB of memory, so they used repeating patterns three screens wide for decorative backgrounds such as hills and clouds. It also reused about two models for castle exteriors (small and large). On top of that, 5 entire levels were reused, as well as World 4-4 and 7-4 which would actually loop if the player takes the wrong path, and they used the exact same sprite for the clouds and bushes the only difference being the clouds were white where as the bushes were green.
* DeliberatelyMonochrome: World 6-3, is either this, or simply a representation of snow.

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* ColorContrast: Basic color contrasts such as Blue, blue, red green and brown contrasts are abundant (the grass and water levels), sometimes with black and grey (the underground and snow levels) or red, black and grey (the Castles).castles). The NES had an extremely limited color palette and they had very little memory to work with on the game.
* CutAndPasteEnvironments: The game only had 40 KB of memory, so they used repeating patterns three screens wide for decorative backgrounds such as hills and clouds. It also reused about two models for castle exteriors (small and large). On top of that, 5 five entire levels were reused, as well as World 4-4 and 7-4 which would actually loop if the player takes the wrong path, and they used the exact same sprite for the clouds and bushes the only difference being the clouds were white where as the bushes were green.
* DeliberatelyMonochrome: World 6-3, 6-3 is either this, or simply a representation of snow.



** The backstory, AllThereInTheManual, explains how the Koopa clan transformed the citizens of the Mushroom Kingdom, and only the princess can undo this. Virtually all games never mention this; ''VideoGame/SuperMarioRPG'' kind of backwards-references it in Peach being the most obvious WhiteMagicianGirl of the team, but even there it's more inference than anything. And heck: Peach having the ability to undo Bowser's black magic is the only reason he kidnaps her to ''begin'' with. Future games have Bowser kidnap the princess mostly to lure Mario into traps, on those occasions he ''does'' even bother with villainy (see again: ''SMRPG'').
** The game also used RatchetScrolling, which prevented players from going back. Most Mario games after this abandoned this type of scrolling for AutoScrollingLevel in a few places while allowing backtracking in everything else.
** The timer also ticked away at a much faster pace compared to the later Mario games.

to:

** The backstory, AllThereInTheManual, explains how the Koopa clan transformed the citizens of the Mushroom Kingdom, and only the princess can undo this. Virtually all games never mention this; ''VideoGame/SuperMarioRPG'' kind of backwards-references it in Peach being the most obvious WhiteMagicianGirl of the team, but even there it's more inference than anything. And heck: Peach having the ability to undo Bowser's black the Koopas' magic is the only reason he Bowser kidnaps her to ''begin'' with. Future games have Bowser kidnap the princess mostly to lure Mario into traps, on those occasions he ''does'' even bother with villainy (see again: ''SMRPG'').
** The game also used RatchetScrolling, which prevented players from going back. Most Mario ''Mario'' games after this abandoned this type of scrolling for AutoScrollingLevel in a few places while allowing backtracking in everything else.
** The timer also ticked away at a much faster pace compared to the later Mario ''Mario'' games.



** When hit in Fire form, Mario goes all the way back down to small form. This was made more generous in later games, most notably the non-Japanese releases version of the original ''Super Mario Bros. 3.''
** Princess Toadstool has the sprite drawn with red hair and a white dress with red trim- likely using the palette for Toad. Early official artwork also shows her much younger, possibly the age of a child- she wouldn't gain her proper adult appearance in the official art until ''The Lost Levels''.
* EarlyBirdCameo: The FDS version (accidentally) contains Bloopers in the air in World -3, which would made a proper appearance in ''VideoGame/SuperMarioBrosTheLostLevels''.

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** When hit in Fire form, Mario is hit, Mario goes all the way back down to small form. This was made more generous in later games, most notably the non-Japanese releases version of the original ''Super Mario Bros. 3.''
** Princess Toadstool The princess has the sprite drawn with red hair and a white dress with red trim- trim, likely using the palette for Toad. the mushroom retainers. Early official artwork also shows her much younger, possibly the age of a child- child - she wouldn't gain her proper adult appearance in the official art until ''The Lost Levels''.
* EarlyBirdCameo: The FDS Disk System version (accidentally) contains Bloopers in the air in World World -3, which would made a proper appearance in ''VideoGame/SuperMarioBrosTheLostLevels''.



** Also, run out of time as Fiery Mario or Star Mario.

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** Also, run out of time as Fiery Fire Mario or Star Invincible Mario.



* HardModeFiller: Some of the later stages. Namely Worlds 5-3, 5-4, 6-4, 7-2, 7-3 and 7-4, which are harder versions of 1-3, 2-4, 1-4, 2-2, 2-3 and 4-4 respectively. In the ''Vs.'' arcade version, these harder stages are bumped ahead and replaced with new stages that later formed part of ''The Lost Levels''.

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* HardModeFiller: Some of the later stages. Namely Worlds 5-3, 5-4, 6-4, 7-2, 7-3 and 7-4, which are harder versions of 1-3, 2-4, 1-4, 2-2, 2-3 and 4-4 respectively. In the ''Vs.''VS.'' arcade version, these harder stages are bumped ahead and replaced with new stages that later formed part of ''The Lost Levels''.



* InNameOnly: Aside from the presence of Mario, Luigi, turtle enemies, and coins, ''Super Mario Bros'' really doesn't have anything to do with ''VideoGame/MarioBros'', although it does have some similar elements (you can still attack enemies from below when they are on brick platforms).
* InvincibilityPowerUp: The Starman and its famous jingle debut here.
* JumpPhysics: The game has very well thought out jump physics, and the level designs were tailored around it. Mario can jump five times his height, can jump farther when running, and he mainstains just enough midair control to cut short a forward jump. Mario holds his momentum for a bit when he's in mid air or lands, even if the d-pad is released. Even if he bumps into a wall in motion, he still holds his momentum and maintains mid air jump control. If he bumps his head into something, it quickly knocks him back down (the cramped Castle levels are specifically designed to use this against you) but it won't stop him from moving.

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* InNameOnly: Aside from the presence of Mario, Luigi, turtle enemies, and coins, ''Super Mario Bros'' Bros.'' really doesn't have anything to do with ''VideoGame/MarioBros'', although it does have some similar elements (you can still attack enemies from below when they are on brick platforms).
* InvincibilityPowerUp: The Starman Super Star (aka Starman) and its famous jingle debut here.
* JumpPhysics: The game has very well thought out jump physics, and the level designs were tailored around it. Mario can jump five times his height, can jump farther when running, and he mainstains just enough midair control to cut short a forward jump. Mario holds his momentum for a bit when he's in mid air or lands, even if the d-pad D-Pad is released. Even if he bumps into a wall in motion, he still holds his momentum and maintains mid air jump control. If he bumps his head into something, it quickly knocks him back down (the cramped Castle castle levels are specifically designed to use this against you) but it won't stop him from moving.



* LateArrivalSpoiler: The Princess being in castle number 8. This has become so ingrained in our culture that from every Mario game onward featuring Peach being kidnapped, she'll always appear in World 8.

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* LateArrivalSpoiler: The Princess being in castle number 8. This has become so ingrained in our culture that from every Mario ''Mario'' game onward featuring Peach the Princess being kidnapped, she'll always appear in World 8.



* Level1MusicRepresents: The overworld theme has become the iconic theme of the Mario series, as well as nearly every crossover and non video game appearance Mario has had.

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* Level1MusicRepresents: The overworld theme has become the iconic theme of the Mario ''Mario'' series, as well as nearly every crossover and non video game appearance Mario has had.had.
* MagicMushroom: The UnfortunateName of the Super Mushroom in the NES version ([[DubNameChange though not the FC version]]).



* MarketBasedTitle: Subverted. Copyrights documents (and at least one brochure for the arcade version) suggest that Nintendo originally considered renaming the game ''Mario's Adventure'' for the American market, but they decided to keep the original name instead.



* NewGamePlus: Hard Mode, which you unlock by beating the game once and restarting at the title screen. Both the ''All-Stars'' and ''Deluxe'' port retain this feature.
* NintendoHard: Although at the lower end compared to other infamously hard games. A main issue is that one-ups are so uncommon; there are exactly 8 hidden one-up blocks in the game, and coins are far less common than in later Mario games, making extra lives in a game with no save feature much more precious to have. The ''Vs. Arcade'' version takes this UpToEleven - you start with only ''two'' lives, there is only a single hidden 1up block [[labelnote:Details]]Either the one in the first level, or if you miss that, it will be in the next location where a hidden 1up appears in the original - once you hit a hidden block, there are no more 1up Mushrooms ''for the rest of the game'', whether you manage to collect the powerup or not[[/labelnote]], you need to collect 250 coins to earn an extra life and the infinite lives exploits are removed. As if this wasn't enough, the original levels themselves are much harder; new, super hard levels are added in and warpzones don't take you as far forward as the originals. Even many expert NES Mario players never got past world 6, where they had to take a blind, running jump across a bottomless chasm and bounce off a moving winged koopa onto a safe platform, where neither the Koopa or the safe platform were even on-screen from the jumping point.

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* NewGamePlus: Hard Mode, "A new quest", which you unlock by beating the game once and restarting at the title screen. Both the ''All-Stars'' and ''Deluxe'' port retain this feature.
* NintendoHard: Although at the lower end compared to other infamously hard games. A main issue is that one-ups are so uncommon; there are exactly 8 eight hidden one-up blocks 1-Up Mushroom Blocks in the game, and coins Coins are far less common than in later Mario ''Mario'' games, making extra lives in a game with no save feature much more precious to have. The ''Vs. Arcade'' ''VS.'' version takes this UpToEleven - you start with only ''two'' lives, there is only a single hidden 1up block [[labelnote:Details]]Either the one in the first level, or if you miss that, it will be in the next location where a hidden 1up 1-Up Mushroom appears in the original - once you hit a hidden block, there are no more 1up 1-Up Mushrooms ''for the rest of the game'', whether you manage to collect the powerup or not[[/labelnote]], you need to collect 250 coins to earn an extra life and the infinite lives exploits are removed. As if this wasn't enough, the original levels themselves are much harder; new, super hard levels are added in and warpzones WarpZones don't take you as far forward as the originals. Even many expert NES Mario players never got past world Qorld 6, where they had to take a blind, running jump across a bottomless chasm and bounce off a moving winged koopa Koopa Paratroopa onto a safe platform, where neither the Koopa or the safe platform were even on-screen from the jumping point.



** Required by the way levels were stored. Each "object" in the level had a "page select" flag which, when set, told the game to advance one screenful to the right. There was no code for going back one screen, however, and as there could be a variable number of objects per page, the algorithms involved would have been a bit too complicated for the [=NES=], where every byte and every clock cycle counted (and they were already running low on [=ROM=] space as it was). So while the game could be told to go to the ''next'' screen, there was no way to start loading objects from the ''previous'' screen, hence why you can only go right.
** The Game Boy Color version does allow you to scroll back slightly, but only because the screen is smaller than the NES version's.
* RearrangeTheSong: The Vs. arcade version totally redid the ending theme. In addition, a Hi-Score theme was also added.

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** Required by the way levels were stored. Each "object" in the level had a "page select" flag which, when set, told the game to advance one screenful to the right. There was no code for going back one screen, however, and as there could be a variable number of objects per page, the algorithms involved would have been a bit too complicated for the [=NES=], NES, where every byte and every clock cycle counted (and they were already running low on [=ROM=] ROM space as it was). So while the game could be told to go to the ''next'' screen, there was no way to start loading objects from the ''previous'' screen, hence why you can only go right.
** The Game Boy Color version ''Deluxe'' does allow you to scroll back slightly, but only because the screen is smaller than the NES version's.
* RearrangeTheSong: The Vs. arcade ''VS.'' version totally redid the ending theme. In addition, a Hi-Score theme was also added.



* SelfImposedChallenge: Killing Bowser in 8-4 with the fire flower. The actual task isn't hard, but ''getting'' to him with that power up, much less getting and keeping the power up in World 8, is one of the hardest challenges in the game.

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* SelfImposedChallenge: Killing Defeating Bowser in 8-4 with the fire flower. Fire Flower. The actual task isn't hard, but ''getting'' to him with that power up, power-up, much less getting and keeping the power up in World 8, is one of the hardest challenges in the game.



* ThisWasHisTrueForm: If defeated with fireballs rather than being thrown into the lava, the Bowsers of Worlds 1-7 are revealed to be simple minor enemies which have taken Bowser's form, likely using more of that Koopa Clan magic you only ever hear about in the manual.

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* ThisWasHisTrueForm: If defeated with fireballs rather than being thrown into the lava, the Bowsers of Worlds 1-7 are revealed to be simple minor enemies which have taken Bowser's form, likely using more of that Koopa Clan clan magic you only ever hear about in the manual.



* UnstableEquilibrium: Many parts of the game are much easier as Fire Mario, but if you do get hit, it takes two power-ups to climb back up to Fire status.

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* UnstableEquilibrium: Many parts of the game are much easier as Fire Mario, but if you do get hit, it takes two power-ups to climb back up to Fire that status.



** ''Vs. Super Mario Bros.'', an arcade version, has its difficulty adjusted for arcade play. Most notably the harder "filler" versions of early stages replace their easier counterparts and new stages were added to fill in the gap during the later half of the game. These new stages were later included in ''VideoGame/SuperMarioBrosTheLostLevels.''
** ''Deluxe'' on the UsefulNotes/GameBoyColor, which also had ''The Lost Levels'' as UnlockableContent.
** ''VideoGame/SuperMarioAllStars'' which also had, besides the first SMB and ''The Lost Levels,'' ''VideoGame/SuperMarioBros2'' and ''VideoGame/SuperMarioBros3.'' And, in an updated re-release of an updated re-release, ''VideoGame/SuperMarioWorld.''

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** ''Vs.''VS. Super Mario Bros.'', an arcade version, has its difficulty adjusted for arcade play. Most notably the harder "filler" versions of early stages replace their easier counterparts and new stages were added to fill in the gap during the later half of the game. These new stages were later included in ''VideoGame/SuperMarioBrosTheLostLevels.''
** ''Deluxe'' on the UsefulNotes/GameBoyColor, which also had ''The Lost Levels'' as UnlockableContent.
''VideoGame/SuperMarioBrosTheLostLevels''.
** ''VideoGame/SuperMarioAllStars'' which also had, besides the first SMB ''Super Mario Bros.'' and ''The Lost Levels,'' ''VideoGame/SuperMarioBros2'' and ''VideoGame/SuperMarioBros3.'' ''VideoGame/SuperMarioBros3''. And, in an updated re-release of an updated re-release, ''VideoGame/SuperMarioWorld.''''VideoGame/SuperMarioWorld''.
** ''Super Mario Bros. Deluxe'' on the UsefulNotes/GameBoyColor, which also had ''The Lost Levels'' as UnlockableContent.
9th May '16 6:03:40 PM WanderingTedium
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* ExcusePlot: One of the classic staples of the video game excuse plot, also [[TropeCodifier codifying]] [[SaveThePrincess one of it's subtropes]] in the process; Bowser has kidnapped the princess and is trying to take over the Mushroom Kingdom, and Mario and Luigi have to save the day! Now press start and go save the day!

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* ExcusePlot: One of the classic staples of the video game excuse plot, also [[TropeCodifier codifying]] [[SaveThePrincess one of it's its subtropes]] in the process; Bowser has kidnapped the princess and is trying to take over the Mushroom Kingdom, and Mario and Luigi have to save the day! Now press start and go save the day!



** Another strange thing related to hitboxes is the game's collision detection. If Mario is rising, he will take damage from hitting an enemy regardless of whether he is on top of the enemy or below it. On the other hand, if he is falling, he will cause damage to the enemy (assuming it's not TheSpiny) regardless of whether the enemy is on top or he is. This can be confusing to players who are unfamiliar with the mechanics of the engine, and tool-assisted {{Speed Run}}s milk this for all it's worth.

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** Another strange thing related to hitboxes is the game's collision detection. If Mario is rising, he will take damage from hitting an enemy regardless of whether he is on top of the enemy or below it. On the other hand, if he is falling, he will cause damage to the enemy (assuming it's not TheSpiny) regardless of whether the enemy is on top or he is. This can be confusing to players who are unfamiliar with the mechanics of the engine, and tool-assisted {{Speed Run}}s milk this for all it's its worth.
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