Whether 8-Bit, 16-Bit, or Battle Royale, It’s Always Super Mario Bros.
Super Mario Bros. is 40 years old in North America on Oct. 18, which is when the NES had its limited launch in New York City, the original home of Nintendo of America, back in 1985. You are guaranteed to read articles about how important Super Mario Bros. was to the NES, to Nintendo, and to the video game industry at large—especially in North America, which suffered from the 1983 crash—as that significant anniversary approaches. If you’re of a certain age, you’re already very aware of all of that without even reading any of those articles.
There is another angle worth pursuing when it comes to Super Mario Bros., however, and it’s about the core design and its timelessness. It was a mindblowing game in 1985—and upon its wider release alongside the NES in 1986—but it remains a joy to play in the present, too. Part of that is just because Super Mario Bros. is undeniably great, the kind of game that can be enjoyed by both less inexperienced players and also speedrunners dedicated to shaving fractions of a second off of world records. Another thing it has going for it, however, is that Nintendo has seen fit to update it, again and again, without ever having it be anything besides Super Mario Bros.
These updates are all one-offs that serve as a snapshot of a moment in time for Super Mario Bros. The original, when it first hit, had precise controls, varied environments, varied colors, and excellent level design. And while not the first platformer of its kind by any means, it was the type of game that gave its genre a major breakthrough in the minds of the public and the industry, solidifying many of its core concepts. Nintendo, and plenty of other studios, would build on the foundation that Super Mario Bros. established, further advancing and complicating side-scrolling platformers
It would also look quite old, visually speaking, years before the NES was set to retire. The version of Super Mario Bros. 2 that North America received had far more defined character sprites and more detailed foreground objects and backgrounds. Super Mario Bros. 3 has its technical issues with flickering and colors, but it’s obviously pushing the NES in a way that the original Super Mario Bros. was not. By the time the NES was sunsetting, the visual gap between games like Kirby’s Adventure and Super Mario Bros. 3 was so great that it was frankly unbelievable they both came out on the same console, and never mind the gap between it and Super Mario Bros., which had come out eight years prior.
Now, old is not bad, but even Nintendo realized that the game could be updated. And it didn’t take very long to do so, either. While Super Mario Bros. initially launched in Japan in September of ‘85 and America the next month, the arcade edition of the game, VS. Super Mario Bros., launched in those two regions in January and February of 1986, respectively. And despite coming out just a few months later, this new version looked strikingly different. Part of it is brightness and color, but there were also more details in certain sprites. Consider these comparisons of the games’ title screens…


…as well as the very beginning of the first level, 1-1, where you first discover a power-up mushroom in a question mark block:


There are font changes for the better in terms of both visual quality and readability, as well as some adjustments to the HUD to move all of that info a little lower on the screen. Thankfully, it doesn’t get in the way of what you’re doing with Mario, given the text is all a bit smaller, too. Notice that the bricks have gone from dark brown in the original Super Mario Bros. to a lighter brown in VS. Super Mario Bros., while the mushroom and green bush have both brightened. These games were mere months apart, and the VS. arcade system was based on NES hardware, as the point was to convince people that they wanted to play these games at home after experiencing them in an arcade, and yet there’s a whole different visual vibe here—Nintendo was not settling for the original look of Super Mario Bros. out of the gate, and it was VS. Super Mario Bros. that was used as the visual inspiration for Super Mario Bros. 2—eventually known as The Lost Levels outside of Japan—not Super Mario Bros. itself.
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