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Super Mario Bros. (1985): running, jumping, and revised courses

スーパーマリオブラザーズ

Nintendo’s 1985 Super Mario Bros. is a side-scrolling action game. Players use running, controllable jumps, and power-ups to explore the Mushroom Kingdom, find hidden routes, and seek Princess Peach across eight worlds.

Japanese release
13 September 1985, Famicom
Course structure
Eight worlds, thirty-two courses
Two-player format
Mario and Luigi take turns

The side-scrolling adventure of 1985

A side-scrolling Famicom adventure

Nintendo released Super Mario Bros. for the Famicom in Japan on 13 September 1985. Players guide Mario through rightward-scrolling courses using running, jumping, and power-ups. It is the first game in the Super Mario series.

The original game’s title screen reproduced by Nintendo. © Nintendo
The original game’s title screen reproduced by Nintendo. © NintendoSource

Rescuing Princess Peach

The original manual’s story has Bowser’s clan invade the Mushroom Kingdom, transform its inhabitants by magic, and capture Princess Peach, who can undo the spell. Mario’s journey through the worlds leads toward rescuing her.

Eight worlds, thirty-two courses

Nintendo’s chronology identifies eight worlds and thirty-two courses, with settings including land, underground passages, water, and clouds. The manual divides each world into four areas, the fourth a castle. These environments change movement, hazards, and goals.

An underground World 1-2 screen, showing the world and area number. © Nintendo
An underground World 1-2 screen, showing the world and area number. © NintendoSource

Two players take turns

Single-player mode uses controller I. In two-player mode, Mario and Luigi take turns using controllers I and II respectively. A lost life passes play to the other player, with each keeping separate progress through the courses.

Controls, movement, and course goals

The directional pad and A/B buttons

Controllers and A-button instructions on printed page 2 of the original Famicom manual, digitally reproduced by Nintendo. © Nintendo
Controllers and A-button instructions on printed page 2 of the original Famicom manual, digitally reproduced by Nintendo. © NintendoSource

On the original Famicom, left and right move Mario, A jumps, and holding B accelerates his run. Super Mario can crouch with down. Start begins or pauses play; Select chooses the player mode on the title screen.

Controlling a jump

The duration of an A press changes jump height, and direction can still be adjusted in the air. A running approach with B allows a higher jump. Control continues from takeoff through the airborne movement.

A becomes a swimming control underwater

Underwater, each A press moves Mario upward, making vertical positioning part of swimming. The manual also warns that underwater enemies cannot be handled by stomping. The same controls thus produce a different movement pattern from land courses.

An underwater World 2-2 screen. © Nintendo
An underwater World 2-2 screen. © NintendoSource

Flagpoles and castles

Ordinary course endings have a flagpole that awards more points for a higher grab; the fourth area of each world is a castle. A time limit runs during play. Remaining time becomes points after ordinary areas, while castle areas have no such bonus.

The final castle, World 8-4, showing Bowser, lava, and the axe. © Nintendo
The final castle, World 8-4, showing Bowser, lava, and the axe. © NintendoSource

Losing a life, shrinking, and restarting

An enemy hit costs small Mario a life; Super or Fire Mario shrinks to small Mario and gains brief protection from further hits. Falling into a pit or running out of time also costs a life. The manual describes partway restarts, while castle areas restart from their entrances.

Pass the enemy and change the bridge

Castle endings replace the ordinary flagpole. Bowser stands on a bridge with an axe beyond him; reaching the axe drops the bridge and sends him into the lava. Fire Mario can instead defeat him with fireballs. Chris Kohler’s original-game analysis in Power-Up compares the two methods with images of 8-4: attack the enemy, or move past him to trigger a change in the setting.

At a 2026 press conference, Miyamoto recalled difficulty designing a boss battle, then finding a solution in the game’s continuing movement to the right: get past Bowser and reach the far side. This relates the castle goal to the running and jumping used throughout the game, rather than requiring every obstacle to be fought first.

The screen is only part of the course

The original manual describes a right-scrolling adventure. The visible screen is part of a longer course; progress reveals terrain that was previously outside the view. It also warns that enemies exist outside the screen, although shell attacks do not apply to those enemies. Being out of sight is not simply the same as being absent.

Mario can move left or right within the current view, but the camera’s progress follows a different rule. Hiroshi Yoshida’s 2007 study compares successive views of the original World 1-1: the screen generally stays still while Mario does, but once it has advanced rightward, his retreat to the left edge does not scroll it back. An item already passed beyond that edge cannot be recovered simply by walking left. A dedicated passage such as a vine changes the route through a separate mechanism.

A kicked shell provides a specific feedback example. Even outside the visible screen, it can strike a pipe and return. The manual advises preparing to jump when the rebound is heard. Sound supplements the visible field, so the player must respond to the consequences of an earlier action as well as the enemies currently in view.

Items and enemies change the choices

A mushroom changes Mario’s size

A Super Mushroom changes small Mario into Super Mario, providing an extra hit before losing a life and the ability to break bricks. Size affects both contact with the surroundings and the available interactions.

Super Mushroom and Super Mario in Nintendo’s original-game guide. © Nintendo
Super Mushroom and Super Mario in Nintendo’s original-game guide. © NintendoSource

Fire Flowers add a ranged attack

Super Mario becomes Fire Mario by collecting a Fire Flower, enabling him to throw fireballs with B, two in quick succession. Some enemies resist fireballs, keeping stomping, avoidance, and ranged attacks useful in different encounters.

Fire Flower and Fire Mario in Nintendo’s original-game guide. © Nintendo
Fire Flower and Fire Mario in Nintendo’s original-game guide. © NintendoSource

A Star’s invincibility is temporary

A Star makes Mario flash temporarily and defeat enemies by contact. This timed effect differs from the size and attack changes of mushrooms and flowers. Terrain still matters.

Star and temporary invincibility in Nintendo’s original-game guide. © Nintendo
Star and temporary invincibility in Nintendo’s original-game guide. © NintendoSource

One hundred coins grant another life

The manual awards 200 points per coin and another life for every hundred coins. A 1-Up Mushroom also adds a life. Successive stomps or a shell striking several enemies produce increasing rewards.

Stomps, shells, and enemies that resist them

Ground enemies such as Goombas can be stomped. A Koopa Troopa retreats into its shell, which can be kicked into other enemies but also rebound from obstacles. Spinies cannot be stomped from above, and underwater encounters follow different rules.

Hidden routes branch away from the main path

Courses contain passages into other spaces. The developers recall using a vine released from a block to reach the sky, then coins to guide players back down; World 4-2 also offers a Warp Zone leading to later worlds. Exploring side routes and seeking items add choices to the direct journey toward the goal.

How the developers built the play

Design, programming, and music

Nintendo’s interviews bring together design by Shigeru Miyamoto and Takashi Tezuka, programming involving SRD’s Toshihiko Nakago, and Koji Kondo’s music. Miyamoto recalled in 2016 that they aimed to combine earlier experience with large characters and scrolling into a Famicom cartridge game.

The size change came from design discussion

Miyamoto recalled in 2016 that a discussion about seeing farther ahead led to the use of a smaller character and the idea of Super Mario shrinking after damage. This made more of the course visible and gave the powered-up character a margin of one hit.

Graph paper, data entry, and daily revisions

Arrange the course on graph paper: an illustrative design task.
Arrange the course on graph paper: an illustrative design task.
Enter the course data: an illustrative programming role.
Enter the course data: an illustrative programming role.
Test the course through play: an illustrative playtesting role.
Test the course through play: an illustrative playtesting role.

The equipment illustrates development roles; it does not reconstruct the 1985 workspace or hardware.

Nakago and Tezuka recall courses being drawn on large graph paper and manually entered by SRD. Revised data went into ROM for testing, with feedback becoming the next day’s changes. Spacing and obstacle placement emerged through repeated play and revision.

World 1-1 was made last

The developers say they built later worlds first and placed gentler designs earlier, making and revising World 1-1 last. The first mushroom’s rebound from a pipe is their example of a second chance for a player who missed the first opportunity to collect it.

World 1-1 with a mushroom, blocks, and a pipe. © Nintendo
World 1-1 with a mushroom, blocks, and a pipe. © NintendoSource

Music shaped around running and jumping

Kondo recalls that a relaxed tune inspired by blue skies and fields did not suit Mario’s movement. He reworked the Ground Theme around the rhythm of running and jumping, while making the land, water, underground, and castle music distinct.

Reusing graphic parts to save space

The developers recall working with a limited set of graphic parts. Clouds and bushes shared shapes with different colours, while mushrooms, flowers, and stars used mirrored halves. Goombas were added late in development, with a flipped image creating the impression of walking.

Earlier techniques combined into long courses

Nintendo’s 2016 interview identifies two earlier projects behind the technical accumulation. Devil World had achieved characters twice the usual size, while Excitebike developed scrolling techniques. Miyamoto recalls fitting these capabilities together like a puzzle in a Famicom cartridge, producing the play of a large character running and jumping through long scrolling courses.

With the Disk System approaching, he wanted this to be a culmination of cartridge development. Large-character movement and scrolling were combined into longer routes for continuous running and jumping. How a large character could see farther ahead, and how damage could reduce him to a smaller form, became further design decisions.

Sequels, remakes, and rereleases

A cartridge that became a series starting point

Nintendo’s Famicom chronology credits the original game with worldwide sales exceeding forty million, the platform’s highest-selling title. The Strong National Museum of Play inducted it into the World Video Game Hall of Fame in 2015 and identifies it as an important part of Nintendo’s revival of the American home video game market.

The 1986 arcade adaptation and its later return

VS. Super Mario Bros. adapted the game for Nintendo’s VS. arcade system, changing enemies, pits, and courses to raise the difficulty. Its World 4-2 Warp Zone, for example, leads only to World 6. HAMSTER’s Arcade Archives series brought this version to Switch in 2017.

Two different games called Super Mario Bros. 2

Japan’s 1986 Super Mario Bros. 2, released for the Famicom Disk System, developed the original game’s play into a sequel. The American Super Mario Bros. 2 was instead adapted from Doki Doki Panic and reached Japan’s Famicom in 1992 as Super Mario USA.

The 1993 collection and its 2010 rerelease

The 1993 Super Famicom collection brought together the original, 2, 3, and USA. Nintendo’s 2010 announcement rereleased the collection for Wii with a historical booklet and soundtrack CD, placing the earlier games within an anniversary package.

2012 and 2020: the old game on new hardware

The 3DS version was distributed in Japan from 5 January 2012 as a reproduction of the Famicom cartridge game. The 2020 anniversary Game & Watch added an infinite-lives mode and selection among reached worlds, making repeated attempts and later-world starts easier.

2023: preserving the Ground Theme recording

Koji Kondo’s Ground Theme for the 1985 game entered the Library of Congress National Recording Registry in 2023. The Library identifies it as the first video-game sound or song selected for the registry; this recognition concerns the musical recording.

Check your understanding

How many courses are in the 1985 game?

Eight worlds with four areas each, for thirty-two courses.

What are the basic roles of B and A?

A jumps or swims upward underwater. B accelerates movement and throws fireballs once Super Mario has collected a Fire Flower.

Is two-player mode simultaneous cooperation?

No. Mario and Luigi take turns; the original is not simultaneous cooperative play.

Why did the developers make the first mushroom rebound from a pipe?

According to their recollection, it gives a beginner another opportunity to collect the mushroom after missing it.

Was the 2020 infinite-lives mode part of the 1985 rules?

No. Nintendo’s 2020 announcement explicitly identifies it as an added feature.

How does the castle axe make continued movement a way to clear the obstacle?

Getting past Bowser to the axe drops the bridge and sends him into lava. Fireballs provide another method, distinguishing a positional trigger from direct attack.

Can walking left recover an item after the screen has passed it? What about a shell outside the view?

No. Mario can move within the current view, but retreating to its left edge does not scroll the camera back. An off-screen shell can still rebound from a pipe, and the manual advises preparing to jump at the sound. Camera limits and audible feedback both affect the next move.

How did earlier projects contribute to this game’s combination of techniques?

Large-character work in Devil World and scrolling experience in Excitebike were combined into running and jumping through long courses, with size-change rules developed further.

Sources and image references
  1. Nintendo: 2010 anniversary announcement and All-Stars release
  2. Nintendo Famicom chronology: the 1985 Mario entry
  3. Nintendo: 2020 Game & Watch release and added features
  4. Nintendo Iwata Asks: map revisions and World 1-1
  5. Nintendo Iwata Asks: Koji Kondo on the Ground Theme
  6. Nintendo: digital reproduction of the original HVC-SM Famicom manual
  7. Nintendo 2016 developer interview: the original Super Mario Bros.
  8. Nintendo: the 1985 Super Mario Bros. game
  9. Nintendo: the 2012 Nintendo 3DS rerelease
  10. Wikipedia: Super Mario Bros., English coverage baseline
  11. Wikipedia: Super Mario Bros., Japanese coverage baseline
  12. Nintendo Iwata Asks: sky routes and graphic parts
  13. Nintendo: differences between the Famicom and VS. arcade versions
  14. The Strong National Museum of Play: 2015 Hall of Fame inductee
  15. Library of Congress: preserving the 1985 Ground Theme recording
  16. Chris Kohler: Power-Up, chapter 3, castle endings
  17. Denfaminicogamer: Miyamoto’s 2026 press conference, page 3
  18. Hiroshi Yoshida: scrolling in video games (2007)

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