Mario Bros. (game)

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This article is about the arcade title first released in 1983. For further uses, see Mario Bros.
"MB" redirects here. For the Mario Baseball series, see Mario Baseball (series).
Not to be confused with Super Mario Bros.
Mario Bros.
Arcade flyer for Mario Bros.
A flyer for the original arcade game.
For alternate box art, see the game's gallery.
Developer Nintendo Research & Development 1
Intelligent Systems (NES port)
Atari, Inc. (Atari 2600 and Atari 5200 ports)
MISA (PC-8001 port)[1]
Choice Software (Amstrad CPC and ZX Spectrum ports)
Ocean Software (Commodore 64 port)
ITDC (Atari 7800 port)
Sculptured Software (Atari 8-bit port)
Publisher Nintendo
Atari, Inc. (Atari 2600 and Atari 5200 ports)
Westside Soft House (PC-8001 port)
Ocean Software (Amstrad CPC, ZX Spectrum, and Commodore 64 ports)
Atari Corporation (Atari 7800 and Atari 8-bit ports)
HAMSTER (Arcade Archives)
Platform(s) Arcade, Family Computer, Nintendo Entertainment System, Atari 2600, Atari 5200, NEC PC-8001, Nintendo PlayChoice-10, Amstrad CPC, Commodore 64, ZX Spectrum, Atari 7800, Atari 8-bit, Game Boy Advance (e-Reader), Virtual Console (Wii, Wii U, Nintendo 3DS), NES Classic Edition/Nintendo Classic Mini: Family Computer, Nintendo Switch (Arcade Archives), Nintendo Entertainment System - Nintendo Switch Online
Release date Arcade:
Template:Release
Famicom/NES:
Template:ReleaseAtari 2600:
Template:ReleaseAtari 5200:
Template:ReleasePC-8001:
Template:ReleaseNintendo PlayChoice-10:
Template:ReleaseAmstrad CPC:
Template:ReleaseCommodore 64:
Template:ReleaseZX Spectrum:
Template:ReleaseAtari 8-bit:
Template:ReleaseAtari 7800:
Template:ReleaseGame Boy Advance:
Template:ReleaseVirtual Console (Wii):
Template:ReleaseVirtual Console (3DS):
Template:ReleaseVirtual Console (Wii U):
Template:ReleaseNES Classic Edition:
Template:ReleaseNintendo Switch (Arcade Archives):
Template:Release Nintendo Entertainment System - Nintendo Switch Online:
Template:Release
Language(s) English (United States)
Genre Platformer
Rating(s)
ESRB:E - Everyone
PEGI:3 - Three years and older
CERO:A - All ages
ACB:G - General
USK:0 - All ages
ClassInd:L - General audience
Mode(s) Up to 2 players simultaneously
Format
Arcade:
Built-in
NES:
Game Pak
Wii:
Digital download
Wii U:
Digital download
Nintendo Switch:
Digital download
Game Boy Advance:
Game Pak
e-Reader card
Nintendo 3DS:
Digital download
NES Classic Edition:
Built-in
Cabinet Upright and cocktail
Input
Arcade:
Joystick
NES:
Wii:
Wii Remote (horizontal)
Wii U:
Wii Remote (horizontal)
Nintendo Switch:
Joy-Con (horizontal)
Game Boy Advance:
Nintendo 3DS:
Home computer system:
NES Classic Edition:
Serial code(s) Famicom:
HVC-MA

Mario Bros. is an arcade game developed by Nintendo and released on June 21, 1983.[2] It was also released on the NES under the Arcade Classics Series series of games (a version itself later ported to other systems), Atari 2600, Atari 5200, and Atari 7800 as well as a large multitude of home computer systems. This was the first game to introduce a simultaneous two-player mode, coins, pipes, and POW Blocks. The game is often stated to be the first appearance of Luigi, such as by Nintendo during the Year of Luigi that commemorated his debut, despite the fact that Luigi had actually previously appeared in the Game & Watch game of the same name, though the arcade game was in development first.[citation needed] Beyond featuring Mario and Luigi, the Game & Watch game bears no similarity to the arcade game.

Mario Bros. is also included as a separate minigame, functioning like the original game with updated graphics, in the two-player mode of Super Mario Bros. 3, as well as in Mario & Luigi: Superstar Saga and all four games in the Super Mario Advance series.

Story

The premise of the game revolves around twin plumbers Mario and Luigi, who are in the sewer system of New York[3][4] (or their house according to Atari).[5] The sewers are overrun by waves of enemies, which must be defeated for coins.

Gameplay

Mario Bros.
Mario and Luigi in Phase 1 of the arcade version.

The game features a simple stage in which the player plays in an endless game. Much of the gameplay appears to have been inspired by an arcade game named Joust. Enemies come from the pipes on the top and head downwards, where they may enter the pipes again to return to the top. The game features 22 unique phases (although Phase 2 was removed from non-Japanese versions of the game), and after the last phase has been completed, it merely loops the phase order from then on; the screen will still read "Phase 23" onward up to "Phase 98" (99 in Japan). After reaching Phase 98/99, screen text will stop incrementing, though the order of unique phases still loops. The phase counter at the bottom of the screen reads "KO" from Phase 25 onward.

The goal in each phase is to defeat all enemies, which is done by jumping up and hitting the floor below enemies. This flips them, giving the player the chance to kick them away, which is rewarded with 800 points. Enemies that are kicked over in succession quickly enough after the first will award 800 more points, up to 3200 points. The highest score that the game can display is 999,990 points, and scoring any more will overflow the display and make it start counting from 0 again. The POW Block can also be used to flip enemies; however, it can be used only three times. After an enemy is knocked away, a coin (a "wafer" in the Atari 2600 version of the game) appears from one of the pipes, and gives 800 points when collected. When all enemies are defeated, the player continues to the next phase. In later levels, different types of enemies and harming fireballs appear. In Phases 4, 9, and every seventh phase after that (Phase 3 and every fifth phase after that in the NES version), a bonus level appears where all the coins have to be collected in order to get an extra 5,000 points (during the first bonus level) or 8,000 points (during the second bonus level onwards). The time limit of the bonus level at first is 20 seconds, but starting from the second bonus level (third in the NES version), it is reduced to 15 seconds. Excluding the first bonus level, all bonus levels have floors of ice. The POW Block regenerates after the second bonus level and every subsequent bonus level. Unlike the arcade original, upon reaching Phase 100 in the NES version, the screen reads "Phase 0", and completing it will start incrementing the phase counter again as normal.

Controls

NES/Famicom controls

  • +Control Pad left or right: Move to the left/right
  • A Button: Jump / Punch from underneath
  • Start Button: Pause the game / Start the game
  • Select Button: Select game mode

Game Boy Advance controls

  • +Control Pad left or right: Move to the left/right
  • L Button + R Button: Quit
  • A Button: Jump / Punch from underneath
  • Start Button: Pause the game / Start the game
  • Select Button: Select game mode

Wii/Wii U controls (Wii Remote)

  • +Control Pad left or right: Move to the left/right
  • Two Button: Jump / Punch from underneath
  • Plus Button: Pause the game / Start the game
  • Minus Button: Select game mode

Wii/Wii U controls (Classic Controller)

  • +Control Pad left or right: Move to the left/right
  • Classic Controller a Button: Jump / Punch from underneath
  • Plus Button: Pause the game / Start the game
  • Minus Button: Select game mode

Wii controls (GameCube Controller)

  • +Control Pad Left-Right: Move to the left/right
  • A Button: Jump / Punch from underneath
  • START/PAUSE Button: Pause the game / Start the game
  • Z Button: Select game mode

Nintendo 3DS controls

  • +Control Pad left or right: Move to the left/right
  • A Button: Jump / Punch from underneath
  • Start Button: Pause the game / Start the game
  • Select Button: Select game mode

Wii U controls (GamePad / Pro Controller)

  • +Control Pad left or right: Move to the left/right
  • A Button: Jump / Punch from underneath
  • Plus Button: Pause the game / Start the game
  • Minus Button: Select game mode

Nintendo Switch controls (Dual Joy-Con / Pro Controller)

  • Left or Right Buttons / +Control Pad left or right: Move to the left/right
  • A Button: Jump / Punch from underneath
  • Plus Button: Pause the game / Start the game
  • Minus Button: Select game mode

Nintendo Switch controls (Single Joy-Con)

  • Control Stick: Move to the left/right
  • Single Joy-Con Right Button: Jump / Punch from underneath
  • Plus Button or Minus Button + SR Button: Pause the game / Start the game
  • Plus Button or Minus Button + SL Button: Select game mode

Characters

Playable

Image Name Information
Mario's sprite from Mario Bros. Mario The older Mario brother, who serves as player one.
The sprite of Luigi in the arcade version of Mario Bros. Luigi The younger Mario brother, who serves as player two.

Enemies

Target enemies must be defeated to clear the phase while other enemies should be defeated by the player's discretion. Each phase consists of one or two types of targets with a maximum of six targets. Shellcreepers and Sidesteppers appear together only in Phase 5 (6 in Japan). The last target enemy will always move at its fastest pace unless said enemy is a Fighter Fly.

Target enemies

Image Name Debut Information and abilities
Sprite of a Shellcreeper from Mario Bros. Shellcreeper Phase 1 The first enemies in the game, a possible inspiration for Koopa Troopas. They are replaced by Spinies in remade versions. This is the only target enemy to appear before the first bonus round.
A Sidestepper from the Arcade version of Mario Bros. Sidestepper Phase 4 (Phase 5 in Japan) - The next phase after the first bonus round. Crab creatures that are harder to defeat and have appeared in various games. The first time the player hits them, they will gain an angry expression and walk faster. The player thus needs to hit them twice before kicking them off. They are the most common target enemy in the game.
Sprite of a Fighterfly from Mario Bros. Fighter Fly Phase 6 (Phase 7 in Japan) - The next phase after the first two to contain Sidesteppers. Flies that jump up and down. The player cannot hit them while they are airborne, and must wait for them to land. After the second bonus stage, all subsequent non-bonus phases will have one or two of them.

Other enemies

Image Name Debut Information and abilities
Slipice sprite from the arcade Mario Bros. Slipice Phase 9 (Phase 10 in Japan) Ice creatures that possess the ability to "self destruct" and cover the floor they are on with ice. Ice-covered floors give the Mario Bros. less traction. Renamed to Freezie in later games.
Sprite of an Icicle from the arcade version of Mario Bros. Icicle Phase 16 (Phase 17 in Japan) Icicles that at first appear as droplets of water, before forming into a sharp icicle. The icicle will eventually fall over, defeating any bros. underneath.
Sprite of a red fireball from Mario Bros.Sprite of a green fireball from Mario Bros. Fireball Phase 1 Gigantic balls of fire that come in two varieties. Red ones bounce diagonally around the stage while Green ones travel horizontally. They can be defeated by bashing them from underneath, just as they hit the ground. The player can also use a POW Block to defeat them as well.

Items

Image Name Effect
Sprite of a coin from Mario Bros.
Sprite of a wafer from the Atari 2600 port of Mario Bros.
Coin (Wafer in Atari 2600 version) Coins that appear each time an enemy is defeated, with the exception of the last one defeated. They also make an appearance every five stages in a "Test Your Skill" event. If the player collects all of these coins, they will receive a point bonus. In the Atari 2600 version, the coins spawned from defeated enemies are replaced by Wafers.
Sprite of a POW switch from Mario Bros. POW Block POW Blocks always appear in the center of the level, knocking over all enemies on-screen when a brother hits it. They can only be used three times; after the third time, the block disappears and does not reappear until later stages.

Reception

The arcade game was given a preview at the Amusement Operators Expo held at the O'Hare Exposition Center in Chicago from March 25-27, 1983. The reviews were mixed. Steve Arrants of Creative Computing Video & Arcade Games considered it his favorite among the ten games showcased[6] while William Michael Brown of Electronic Fun with Computer Games thought it was a dud with difficulty being the main issue.[7] John Holmstrom of Video Games criticized the slippery controls.[8] However, the version they reviewed was a prototype.[2] Michael Brown noted that the released game was much easier than the version he played at the expo.[9] The promo photo that Nintendo handed out showed a standing red Shellcreeper as the stand-in for the "P" in the phase counter. It also shows Shellcreepers and Sidesteppers together in Phase 4 which is not the case in either the Japanese or international arcade releases.

IGN rated the 1983 NES port 91st in their Top 100 NES Games list.[10]

Re-releases, ports, and remakes

Re-releases

The international version (first bonus level is phase 3) is part of the compilation Donkey Kong/Donkey Kong Jr./Mario Bros. arcade system published by Namco and released in 2004 in North America.

An emulation of the original Japanese arcade version (first bonus level is phase 4) was released worldwide for the Nintendo Switch on September 27, 2017 as part of HAMSTER Corporation's Arcade Archives series, under the name Arcade Archives: Mario Bros. The Joy-Con can be used to play in two-player mode.[11]

Ports

Mario Bros. received three ports for the Famicom/NES/FDS consoles:

Mario Bros. (1983 NES port) with two players
1983 NES port
  • The first port was released in Japan in 1983 for the Famicom and abroad as part of the NES' Arcade Classics Series in 1986. It follows the international arcade phases up to Phase 11. This version introduced two difficulty settings: game A (beginner) and game B (expert). Due to hardware limitations, cutscenes have been removed, enemies have much simpler animations, fireballs are made smaller, and icicles do not appear. The bonus rounds appear on different stages and none of them have invisible floors. Mario and Luigi's clothes are colored differently. This port has been re-released many times (see below).
  • The second port was released in 1988 for the Family Computer Disk System, a Japan-exclusive accessory to the Famicom, under the title Kaettekita Mario Bros. It is based on the previously released Famicom/NES version, but adds several elements to make the game more arcade-accurate such as icicles. It follows the Japanese arcade phases. In addition, a new mode titled "Nagatanien World" has been added, and the player can now change direction in mid-air.
  • The third port is the European-exclusive Classic Series version released in 1993. It was based on the aforementioned Kaettekita Mario Bros., and retained all the arcade features from it, while removing everything else except for the mid-air change in direction. This version was perhaps the closest port of the arcade game, and was one of only two ports to have the original arcade intermissions (the other being the 1988 Atari 8-bit version). Of note is that while the enemies use their sprites and colors from Kaettekita Mario Bros., Mario & Luigi use theirs from the first NES port. It also restores the game A and B difficulty modes that were missing in the 1988 version. Along with the above version, they are the only two ports to use the Japanese arcade phase system.

Previously, Nintendo split the rights for Donkey Kong and Donkey Kong Jr. between Coleco and Atari, Inc. with the former publishing for home consoles and the latter for home computers outside of Japan. Coleco's demonstration of Donkey Kong on their upcoming Coleco Adam computer at the June 1983 Consumer Electronic Show scuttled a deal between Nintendo and Atari, Inc. to distribute a localized version of the Famicom to North America.[12] One week after the incident, Nintendo awarded rights to Atari, Inc. to publish Mario Bros. for both consoles and computers outside of Japan, which they did for the Atari 2600 for the Christmas '83 season.[13] The Atari 5200 port missed the intended shopping season and was released the following February.[14] A port for the Atari 8-bit computers was planned to be released in April 1984 as a straight port of the Atari 5200 version, but was canceled for unknown reasons. Atarisoft, the division which handled ports to competing computers, completed but did not release ports for the Apple II and Commodore 64 but they were leaked anyway.

For the Japanese home computer market, Westside Soft House published a port for the PC-8001 in 1984.[15][16] It is noted to be extremely loud with screeching sound effects, along with low-quality visuals and animation.[17] This may have been the result of a poorly done conversion. However, it does include icicles which are missing from most ports.

After the partition of Atari, Inc., Ocean Software published home computer ports for the European market on the Amstrad CPC, ZX Spectrum, and Commodore 64 in 1987. The latter is unrelated to the unreleased port by Atarisoft and is noted for strange visuals and music.

In 1988, Atari Corporation published ports for the Atari 7800, and Atari 8-bit computers such as the Atari XE Game System. The latter is completely unrelated to the unreleased port and is noted to be very arcade-accurate.

Ports of 1983 NES version

Box mb-e.jpg
Mario Bros.-e
Japanese box art
Famicom Mini: Mario Bros.

Several direct ports of the 1983 NES version, running under emulation, have been released on later consoles. The first was on the Nintendo PlayChoice-10, an arcade machine that played NES titles.

For the Game Boy Advance, Mario Bros.-e is a US exclusive released as part of Series Two for the e-Reader on November 11, 2002, which omitted the two-player support. Japan next got an exclusive release in the Famicom Mini series, unconnected with the remade version described below, on May 21, 2004.

Mario Bros. is included in Animal Crossing on the Nintendo GameCube. Excluding hacks, the only way to access the game is through an e-Reader card released only in North America on May 12, 2003.[18] The e-Reader and Game Boy Advance must be connected to the GameCube during the scan.[19]

It was also re-released on Virtual Console for Wii for 500 Wii Points in November/December 2006, and for 3DS on May 8, 2013 (Japan), January 9, 2014 (Europe and Australia), and January 30, 2014 (North America, US$4.99). It has also been released on the Wii U for the same price.

The NES and Famicom version is also one of the 30 titles included in the NES Classic Edition and Nintendo Classic Mini: Family Computer, respectively.

Mario Bros. was made available as one of the 20 NES titles at the Nintendo Switch Online subscription service's launch in September 2018, and features online play.[20]

Additionally, Luigi Bros. is an unlockable minigame found in Super Mario 3D World and its Nintendo Switch port Super Mario 3D World + Bowser's Fury. The only difference is the title screen and that Mario is replaced by Luigi with his modern color scheme (a green hat and shirt with blue overalls).

Minigame remakes

Super Mario Bros. 3

Main article: Mario Bros. (Super Mario Bros. 3)
Mario and Luigi in Battle Mode, with a blue Spiny
The battle mode in Super Mario Bros. 3.

A form of Mario Bros. is included as a separate battle mode minigame in Super Mario Bros. 3 for the NES and as part of the game's remake included in Super Mario All-Stars, utilizing Super Mario Bros. 3's physics and a variation of its graphics. This was the first version where Spinies replaced Shellcreepers, making it more obvious not to jump on the enemy, which would become standard in later remakes to avoid confusion with the ubiquitous Koopa Troopas of later games.

It includes two new bonus levels - a fountain that sprays out coins, and a series of kickable ? Blocks. Unlike all other versions, players will automatically get a coin for defeating an enemy instead of having to scramble for it from the top pipes.

A battle can be entered in two-player mode in the main game, by the active player on the map opening the Ⓜ or Ⓛ that represents the inactive player. This allows the players to fight over the cards, obtained by finishing a normal level, that give one to five extra lives when three are collected. The player that wins gets to continue the main game.

Super Mario All-Stars

Main article: Battle Game (Super Mario All-Stars)
Battle Game from Super Mario All-Stars
The Battle Game in Super Mario All-Stars.

In Super Mario All-Stars, a competitive Battle Game was added with different gameplay, selectable on the title screen for Super Mario Bros. 3. This version removed all bonus stages and introduced a single green Koopa Troopa to each stage whose shell can hurt the bros. but not enemies. This is the only version where the sprites for the Fireballs are replaced with Boos. This is also the only version where enemies change color if the brothers flip them back up except for the Koopa Troopa but it will still speed up. The POW block can also randomly regenerate. Both brothers start off in Super form and Super Mushrooms will sometimes come out of the top pipes or are hidden in the platform blocks. This minigame also features the ? Kinoko which can swap the players position if they are the same form or switch their forms if they are different.

This version serves as the inspiration for the Game Boy Advance remake below.

Game Boy Advance remake

Main article: Mario Bros. (Game Boy Advance)
4 Player Battle mode of Mario Bros. (Game Boy Advance)
4 Player Battle in Super Mario Advance

A remake of Mario Bros. is included in every Super Mario Advance game, as well as Mario & Luigi: Superstar Saga (only in the original Game Boy Advance iteration, making it no longer included the 3DS remake). All of these games can connect to each other to play Classic or Battle mode with up to four players. Classic is based on the co-op mode from the original and uses the Japanese arcade phase system. Battle is based on the Battle Game from Super Mario All-Stars.

The Power Squat Jump from Super Mario Bros. 2 has been added, and the Bonus Stages are now noticeably easier than they were originally. There are also two POW Blocks per phase set, and they can be picked up much like in Super Mario Bros. 2. Players can also pick each other up and throw them.

Sequels

The game received three obscure sequels: two direct 1984 follow-ups for Japanese home computers called Mario Bros. Special and Punch Ball Mario Bros., and a 1995 Virtual Boy game called Mario Clash.

References in later games

Staff

Main article: List of Mario Bros. staff

The arcade and NES versions were produced by Gunpei Yokoi, both versions were designed by Shigeru Miyamoto. The music of both versions was composed by Yukio Kaneoka. However, the Commodore 64 version music was composed by Fred Gray.

Gallery

For this subject's image gallery, see Gallery:Mario Bros.

Media

Arcade

Audio.svg Start theme - The theme that plays during the instruction video for the Shellcreeper when starting a new game.
File infoMedia:MB Arcade Start Theme.oga
0:05
Audio.svg Level Clear - Music that plays when completing a level.
File infoMedia:MB Arcade Level Clear Theme.oga
0:03
Audio.svg Level Start - Music that plays when starting any level.
File infoMedia:MB Arcade Level Start Theme.oga
0:03
Audio.svg Demo (With SFX) - Music playing during the instruction videos for the Sidestepper, Fighter Fly, and Slipice.
File infoMedia:Mario Bros Demo.oga
0:05
Audio.svg Perfect - Music that plays when getting all coins on a bonus level.
File infoMedia:Mario Bros Perfect.oga
0:02
Audio.svg Game Over - The Game Over theme.
File infoMedia:MB Arcade Game Over Theme.oga
0:06
Help:MediaHaving trouble playing?

Famicom/NES

Help:MediaHaving trouble playing?

Names in other languages

Mario Bros.

Language Name Meaning Notes
Japanese マリオブラザーズ[?]
Mario Burazāzu
Mario Brothers
Chinese (simplified) 马力欧兄弟[?]
Mǎlì'ōu Xiōngdì
Mario Brothers
Chinese (traditional) 瑪利歐兄弟[?]
Mǎlì'ōu Xiōngdì
Mario Brothers
German Mario Bros[?] -
Spanish Mario Bros.[?] -

Trivia

References

  1. ^ https://videogamesdensetsu.tumblr.com/post/157666153625/the-nec-pc-8001-version-of-mario-bros-published
  2. ^ a b Game Machine #216, July 15, 1983 issue, page 38
  3. ^ Porges, Seth (October 19, 2009). Exclusive Interview With Nintendo Gaming Mastermind Shigeru Miyamoto. Popular Mechanics. Retrieved November 25, 2009.
  4. ^ Snider, Mike (November 08, 2010). Q&A: 'Mario' creator Shigeru Miyamoto. USA Today. Retrieved March 25, 2016.
  5. ^ "Mario the carpenter and his brother Luigi are hopping mad! The water pipes in their house are blocked with crawling creatures. If the two brothers can't get rid of them they'll never take a bath again!" - Mario Bros. Atari game manual, first page.
  6. ^ Atari Magazines
  7. ^ Electronic Fun with Computer Games, July 1983 issue
  8. ^ Video Games, July 1983 issue
  9. ^ Electronic Fun with Computer Games, November 1983 issue
  10. ^ [1]
  11. ^ GameXplain. (September 13, 2017). Arcade Archives for Nintendo Switch Announced (Mario Bros. more). YouTube. Retrieved September 13, 2017.
  12. ^ Remember When Atari Turned Down Nintendo And Sega? at NintendoLife. Retrieved March 20, 2021.
  13. ^ A History of WCI Games / Atari / Atari Games / Atari Holdings Retrieved March 20, 2021.
  14. ^ The Video Game Update, February 2014. Pages 166 & 176.
  15. ^ https://www.gamepres.org/pc88/library/1984/1984_2.htm (Warning: NSFW images of other games)
  16. ^ Mario Bros. PC-8001 Footage
  17. ^ PC-8001 Footage (Warning: Loud Noises)
  18. ^ Animal Crossing series 4 cards. Nookipedia. Retrieved November 7, 2021.
  19. ^ Animal Crossing - Unlock Mario Bros. and Ice Climber without cheats. YouTube. Retrieved November 7, 2021.
  20. ^ Nintendo Entertainment System – Nintendo Switch Online. Nintendo. Retrieved May 8, 2018.
  21. ^ GameConsoleTV (October 27, 2011). Atari 5200 Mario Bros TV Commercial. YouTube. Retrieved April 8, 2023.

External links