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NES box art for Super Mario Bros., the cover of NEStalgia episode 14

014 · SUPER MARIO BROS.

▶ Game info
April 20, 2018 · 1 hr 38 min · transcript available

In this episode of NEStalgia, we take our longest jump into an NES game yet with the genre and system defining game that saved a medium: Super Mario Bros. For more NEStalgia and the show notes, visit NEStalgiacast.com

Our verdict: Essential

After thirteen episodes of arcade ports, sports sims and a robot, this is the one that sounds like a console game. Joe recorded his half first, Sean and Sam joined Mike for the second, and by the end we had gushed about it for the better part of two hours. Joe worried at first that nostalgia would not survive a replay, and it did. Next to the launch games before it, this one made us regret some of the nice things we had said.

What makes it essential

  • The jump. Joe called the movement close to perfect for its time: Mario has weight and momentum, and how long you run and how long you hold the button decide whether you clear two tiles or eight. Next to this, the Ice Climber and Kung Fu jumps felt like a different species, and we agreed you could not have put either into a Mario game. It is a jumping simulator, and it is never the controls when you die.
  • A game built on purpose. Thirty-two levels, with each Koopa Troopa placed where the designers wanted it, instead of enemies simply showing up. World 1-1 teaches without a word: hit the block, and the course bumps the mushroom back into you so you learn what it does. We tied it to Mega Man X, the only later game that explained itself so well.
  • A lives system that works. Three lives and a trip back to the very beginning sounds like Dark Souls by today's standards, but we called it plain Nintendo hard. It rarely felt like reset frustration, since the game is short enough that you want back in, and you keep finding things: a hidden vine, coins that add up to an extra life, a one-up you have to chase across the screen.
  • Secrets that feel organic. The warp zones turn up if you just try to get above the top of 1-2, so no magazine was needed. Piranha plants stay down if you hug the pipe, and a flat-out jump will loop right over them, which we called the most satisfying move in the game. Stomp a Koopa shell on the pyramid stairs and the points climb to one-ups, a trick that can overflow the counter into strange symbols. The same kind of overflow gives the Minus World, an underwater level that never ends, which felt like witchcraft.
  • The music. Overworld, underground (Sean's pick, menacing), underwater (Sam's, which taunts you) and the castle track. Mike picked the overworld theme, and we argued it is more recognizable than Stairway to Heaven. The sound effects cut notes out of the song, since the NES has so few channels.

Where it bites

  • Hammer Brothers. Joe's repressed memory. They are the most brutal enemy in the game outside of 8-4 Bowser, and they drop down to your platform the moment you try to run past.
  • The late castles. Joe called the path puzzles guess and check, with no indicator, and the clock ends the first try. We figured that is why a "How to Win at Super Mario Bros." book sold so well.
  • Underwater. The swimming takes away the best mechanic, the jump, and Bloopers hover where you are. We agreed these are the worst levels.
  • Mushrooms that taunt. In the castles they sit in spots that seem designed to kill you.

Beyond the game

Tezuka told Iwata in 2004 that the idea began as a "large character" on land, sea and air, 16 by 32 pixels, and that Mario only came in after he saw Mario Bros. still selling. "Super" came from the Super Mushroom and "Brothers" from the two-player mode. Early control schemes put jump on up and attack on A, with Mario punching Goombas. Deluxe on Game Boy adds an overworld map, red coins and a link-cable race, and the Vs. arcade version, now on Switch, has new levels built to fool people who know the original by heart.

The bottom line

Essential, and unanimous. Joe said it first, because he put it on the list after playing it properly for the first time and wondering why he never gave it more time as a kid. Sean said this game is the NES and defined a generation, and Sam put it as "it's Mario." We hold it up on its own, not just as history: Super Mario Bros. 3 exists, but you don't skip The Godfather because Part 2 is better. All four of us voted it onto the Essential Games List, and nobody should feel bad about not beating it.

Written from our conversation in this episode.

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