Super Mario Bros. 3

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Super Mario Bros. 3
Supermariobros3logo.png
Super Mario Bros. 3 logo on the packaging
Studio
Publisher Nintendo
Senior Developer
  • Shigeru Miyamoto (producer)
  • Shigeru Miyamoto , Takashi Tezuka (Directors)
  • Erstveröffent-
    lichung
    Famicom / NES October 23, 1988 February 12, 1990 August 29, 1991 Virtual Console November 9, 2007
    JapanJapan
    North AmericaNorth America
    EuropeEurope


    platform NES
    genre Jump 'n' run
    Game mode Single player and two player
    control NES controller
    medium 3 MBit game module
    language Japanese , English
    Age rating
    USK released from 0
    PEGI recommended for ages 3+

    Super Mario Bros. 3 (also Super Mario Brothers 3 , Super Mario 3 and abbreviated SMB3 is called) a two-dimensional Jump 'n' Run - Video game the Japanese company Nintendo . It was released on October 23, 1988 in Japan, on February 12, 1990 in the USA and on August 29, 1991 in Europe for the Nintendo Entertainment System and the Nintendo Family Computer .

    Super Mario Bros. 3 received good reviews across the board and is considered one of the best video games of all time. It also had an impact on video game history. It is also considered the top-selling video game that was not bundled with a console, with 17.28 million units sold worldwide .

    Many innovations are still in use today, e.g. B. the Koopalinge .

    Game description

    Backstory

    King Koopa's seven children, the Koopalinge , have each occupied a kingdom (called the world in the game) and turned the king of each kingdom into an animal. In total there are eight such worlds that make up the mushroom world. The plumbers Mario and Luigi now have to cross the worlds and fight against a Koopaling at the end of each world in order to regain the magic wand and be able to transform the king back. In addition, King Koopa kidnapped the princess of the mushroom world, Princess Toadstool. In the eighth world, he has to be fought against in order to save the princess.

    Gameplay

    Super Mario Bros. 3 is a two-dimensional video game from the genre Jump 'n' Run in which the player looks sideways at the scenery . The player controls the character with the NES controller . He has to complete the individual levels of the game. The character has to be maneuvered from left to right to the end of the level and avoid many obstacles. Here scrolls on the screen when the player character moves to the right or left. There are obstacles in the form of opponents or chasms. If the player masters one level, he continues with the next.

    The individual levels are selected using a world map.

    Obstacles include platforms, chasms, blocks, tubes, and enemies. The character can jump over the platforms, but they can also walk on them. It must not fall into the abyss in the ground. These must also be skipped. The blocks, which are also part of the platforms, float in the air and hide items. If the pawn jumps against a block from below, it reveals its content. In addition, Super Mario can break through blocks by jumping against them. There are also green tubes that primarily serve as platforms. Opponents appear from some, while other tubes are accessible to the character and lead them to other parts of the level. There are also opponents who are not allowed to come into contact with the pawn.

    Mario loses an attempt if time runs out, falls into an abyss, or hits an opponent. He can collect various items that make him stronger and more resistant.

    Game flow

    After the player has chosen whether to play in one or two player mode, the map of the first world appears. The levels of this world can be seen on this. The first world maps are simple, but the later ones are more complex and also allow non-linear paths. The player selects a level on the map that he wants to play. Once he has completed the level, he can advance on the map and choose another level.

    The actual levels are structured as in Super Mario Bros. The player has to maneuver the character to the end of the level and avoid opponents and obstacles. At the end of the level there is a box in which cards flashing alternately, showing a mushroom, a flower and a star. If the pawn jumps against the box, he receives the respective card. If he receives three cards, he receives an extra life; if he has three cards with the same symbol, several extra lives.

    In Super Mario Bros. you had to fight against the same opponent, King Koopa, at the end of each world. In Super Mario Bros. 3, however, the fight against King Koopa only takes place in the last world. In the previous seven worlds, you have to defeat one of your children at the end. If the player has made it to King Koopa, he notices that he cannot be defeated as easily as in Super Mario Bros. In this fight, King Koopa breathes fire and tries to jump on Mario. He can be tricked into jumping not on Mario, but on the ground and breaking through the floor slabs. When all 18 floor tiles have broken through, King Koopa falls into a bottomless hole and is defeated.

    Then a dark room is faded in with Princess Toadstool crouching in a corner. As soon as the pawn enters it, it lights up and they both run to the center of the room. The princess thanks. In the Japanese version she says the following:

    “あ り が こ う! や っ と き の こ の せ か い に へ い わ が も も ど り ま し た。 お し ま い っ!”

    "Thank you! Peace has returned to the mushroom world. The end!"

    - Princess Toadstool : Japanese-language version of Super Mario Bros. 3

    For the American version of the game, the translators chose a different phrase for the princess:

    "Thank you. But our princess is in another castle! ... just kidding! Ha ha ha! Bye Bye."

    "Thank you! But our princess is in another castle! … Just kidding! Ha ha ha! Bye."

    - Princess Toadstool : English version of Super Mario Bros. 3

    With this, the translators are referring to the saying the Toad said at each end of a world in Super Mario Bros.:

    “Thank you Mario! But our princess is in another castle. "

    "Thanks Mario! But our princess is in a different castle. "

    - Mushroom Retainer : English version of Super Mario Bros.

    Items and opponents

    In Super Mario Bros. 3 all items and opponents appear that were also in Super Mario Bros. In addition, there are some new items, many new opponents and variations of already known opponents. So in Super Mario Bros. there are Koopa Troopas and Koopa Paratroopas (Koopas with wings). Similarly, in Super Mario Bros. 3 winged Goombas, or Para-Goombas, were introduced. There are also micro-goombas, small goombas, which hinder Mario jumping. Children of opponents also appear, such as baby bloopers or, as already mentioned, micro-goombas. This and the fact that Bowser has seven children in this game, according to a journalist, could be due to Shigeru Miyamoto having children at the time.

    In Super Mario Bros. 3 there are the items known from Super Mario Bros. Super Mushroom, Fire Flower, Star, the Green Mushroom (1-Up) and Coin. If the player collects a Super Mushroom, the character becomes the larger Super Mario and when it touches an opponent, it becomes a normal Mario. The star makes the pawn briefly invulnerable, a green mushroom gives an additional attempt and every hundred coins result in a 1-up. There are also so-called suits in Super Mario Bros. 3. If the character has the suits or the fire flower, it has special powers and if it is touched by an opponent, it first transforms itself back into Super Mario. One of them is the frog suit, which turns Mario into a frog and makes him swim better. There is also the super sheet that transforms him into raccoon Mario, so that he can smash blocks and opponents with his tail and fly briefly. Another item is the Tanooki suit, which is very rare. On the one hand, it offers the options of a raccoon suit. On the other hand, Mario can transform himself into a Tanooki statue in this state and is thus invincible to opponents. This item ties in with the Japanese Tanooki myth. The word Tanooki stands for a raccoon dog . The animal appears in many Japanese fables, which is why Tanooki statues are popular in Japan (see Raccoon Dog # Etymology ). Another suit is the hammer suit, which Mario can use to throw hammers at opponents. So he has the same options as his opponent Hammer-Bruder .

    Other new items are magic wings (P-Wings) that allow Mario to fly over an entire level, as well as a music box. This lets the opponents on the world map fall asleep for three rounds so that they cannot harm Mario. While the music box is active, a slower version of the main Super Mario melody plays. In addition, there is the hammer, which can be used to destroy rocks on the map that are in the way, thus clearing new paths, and the cloud, which can be used to completely skip a level. There is also an anchor that holds the airship on the map.

    Items that the player receives in mini-games or in special levels are saved separately so that each item won in this way can be used at any moment.

    World map

    The level to be played is selected on the world map. A map is displayed showing a path that several fields cross. Each field represents a level. To choose a level, the character is moved over the world map. Each of the eight worlds has its own map of the world, with the paths becoming more complex in later worlds. In the lower part of the screen general information such as the number of points, the current world or the coins collected are displayed. There are also special fields on the world map through which mini-games or similar can be reached.

    The beginning of the path on the world map is visualized by the start panel , a field labeled Start . Fields through which levels can be reached are called action scene panels and contain the number of the respective level. If a level is successfully completed, the field changes to a clear panel , a white field with an M that cannot be entered again.

    On every map of the world you can find one or more Toad houses , a field that looks like a mushroom. In this level the character chooses one of three treasure chests, each of which contains a different item. Some paths on the map are blocked. Breakable rocks or locked doors, through which you can only get through a mini fortress, can stand in the way. Hammer brothers also appear on the world map . If the pawn lands on a hammer brother field, a level starts in which a hammer brother has to be defeated.

    Towards the middle of the world the mini fortress has to be tackled. At the end of a mini fortress level, an opponent named Boom Boom must be defeated. The last space on a world map is the fortress . There lives the respective king of the world who has been transformed. To get the wand back, Mario has to complete an airship level. At the end of this level, which scrolls continuously regardless of the player's position (autoscroll level), there is the final boss of a world, one of Bowser's children who must be defeated in order to continue to the next world.

    There is also the Spade Panel , which leads to a mini-game. This mini-game is similar to a slot machine . The respective roles must be stopped in such a way that either a correct picture of a mushroom, a flower or a star is created. Several 1-ups can be won. Also, the N-Mark Spade Panel sometimes appears on the world map. This mini-game is like a memory game . If the player chooses two cards that show the same item, he receives it. If he fails twice, the mini-game ends without success.

    Two player mode

    Super Mario Bros. 3 can be played alone or in pairs. The players can support each other by alternating levels, but also playing against each other. In addition, there is the battle mode in which both players simultaneously against each other in Mario Bros. compete. To do this, one of the two figures on the world map must enter a space that the other player has completed. This mini-game is a version of the arcade game Mario Bros. Here you win by defeating five opponents in front of your opponent or when the opponent is defeated. The opponents can also steal each other's cards.

    development

    Shigeru Miyamoto
    A Nintendo entertainment system
    Kōji Kondō, composer of the play melodies

    Shigeru Miyamoto led the development team, which consisted of over ten people, including Takashi Tezuka and the composer Kōji Kondō . The development took about two years.

    In 1988 the technology used in the Nintendo Entertainment System turned five years old. The NEC and Sega gradually became Nintendo's competitors, offering more advanced technology. Nintendo, however, continued to build on the NES. In order to maintain the position as market leader, a new, complex game had to be developed. Super Mario Bros. 3 became so complex that both additional RAM and a supporting processor were built into the module.

    To get inspiration for a new game, the developers visited Disney World in Florida. Since there were already power-ups in the previous games that strengthen the character, the developers decided to integrate such a concept in Super Mario Bros. 3 as well. They wanted to work out something new. Ideas came up to incorporate power-ups that would transform Mario into other creatures, so a centaur transformation was up for discussion. The developers later came up with the idea that Mario could get a tail and fly. To this end, they developed different concepts. Finally, the concept of the raccoon tail was adopted.

    In Super Mario Bros. 3 many new opponents were introduced, such as variants of already known opponents, the Koopalinge or a type of opponent called Chain Chomper , chain dogs . Miyamoto said that when he was a child, he encountered a vicious dog. This wanted to pursue him, but was leashed so that he could not bite the young Miyamoto.

    The developers had determined that the game should be fun for players of all skill levels. Therefore, they first placed many aids in the game, i.e. coins or 1-ups. After all, the last worlds in the finished game were still demanding that they were one of the most difficult video game passages at the time. After the game principle had been designed and the individual levels planned and recorded, these plans were implemented using a device called the Character Generator Computer Aided Design .

    marketing

    Nintendo has advertised Super Mario Bros. 3 through certain methods, with which the company founded video game advertising. The game was promoted in three different ways. Initially, Nintendo had an agreement with the fast food chain McDonald’s so that the restaurant chain offered special Super Mario Happy Meals. A similar agreement was made with the beverage company PepsiCo . The brand's cups were briefly provided with Super Mario Bros. 3 images on the outside.

    According to Chopra, however, the most notable advertising tactic was the movie The Wizard . According to several critics, this film is more of a 100-minute commercial than a real movie, because the film was the first to see excerpts from Super Mario Bros. 3, which had not been released before. Towards the end of the film, five minutes from Super Mario Bros. 3 can be seen. The film was released in the United States in the winter of 1989 after rumors of another Super Mario Bros. game that are said to have already been released in Japan. This sales strategy proved successful. The game finally appeared in the US in 1990, four months after the film hit the market. This brought in about 14 million US $.

    reception

    criticism

    Even today, Super Mario Bros. 3 is considered one of the best video games of all time. Various factors contributed to this, including the very large game world that the game offers. According to journalist Chris Kohler, this is so large that it cannot be fully explored for the majority of the players. This game world is alive and offers many new possibilities, so Mario can also fly in this game. The game world also contains many hidden secrets and is very varied. It also offers self-scrolling levels. The game has also changed graphically compared to its predecessors, but is not comparable to today's games. The characters in Super Mario Bros. 3 in particular are more cartoon-like. Compared to the figure sprites from the previous games, the borders are now black instead of blue and the skin looks more skin-colored than orange. Furthermore, the eyes are only represented by black, no longer white pixels. Critics also highlighted the melodies and, on the technical side, the good use of the drums and bass.

    Steven A. Schwartz also praised the instructions for the game, which at around 40 pages was the most extensive of the time.

    Nintendo Power magazine placed Super Maro Bros. 3 in sixth place on a list of the top 200 video games of all time. On IGN Entertainment's top 100 video games of all time list , Super Mario Bros. 3 was ranked 23rd in 2005 and 39th in 2007. When it was ranked in 2005, the website emphasized that the game brought many new ideas and varied levels. It also plays well, not least thanks to the precise controls. On a list of the 100 Most Fun Today Games published by Edge magazine in March 2009, Super Mario Bros. 3 was ranked 20th. The website 1UP made a list of the 200 best video games of its time in 2008, placing it Super Mario Bros. 3 in 14th place. On a 2009 list of the 100 best NES games by IGN, Super Mario Bros. 3 ranks 1st.

    Video game historical influence

    The Stanford University drew up a list of the 10 most influential video games. She was advised by video game experts. One of them, Christopher Grant, placed Super Mario Bros. 3. He argued that the game had taken an important step towards the non-linearity of video games. The screen section not only moves forward but also backwards. In addition, the section also moves vertically. The game also brought innovations to the Super Mario series, not least the ability to fly.

    With Super Mario Bros. 3 alone, Nintendo was able to raise $ 500 million. This made the game the most successful entertainment product in 1994 apart from the film ET - The Extra Terrestrial . Not least because of the marketing tactics, it was sold a total of 17.28 million times, of which 9.69 million times in the USA, 3.84 million times in Japan and 3.75 million times in Europe. That made it the best-selling video game that wasn't sold with a console. As of March 2011, it is in 23rd place on the list of the best-selling video games. The game thus contributed to the continued success of the NES and the Nintendo company, which in 1991 became the most successful Japanese company.

    Many players praised Super Mario Bros. 3 because it successfully adopted the game principle of Super Mario Bros. and enriched it with many new elements. Some of these innovative elements for the series are the mini-games, new items, the ability to fly, a good two-player mode and also a good soundtrack. The principle of suits was also reused in later games, such as Super Mario Galaxy (2007) and Super Mario Galaxy 2 (2010). Another innovation was the world map, which was later used in other Mario and Donkey Kong Country games. It also contributed to the non-linearity.

    Further evaluation

    According to Chris Kohler, Super Mario Bros. 3 is very similar to an epic film in terms of narrative structure . So it ends with a final battle against King Koopa, which is longer and more impressive than in the previous games. Because it is so complex, this fight is really like a fight. If the player masters the final battle, the credits follow .

    Bill Loguidice and Matt Barton see 3 musical references in Super Mario Bros. In the game, there is the option known from previous games to skip entire worlds. For this, a hidden magic flute must be collected. If it is used, it plays a melody, a hurricane appears and leads the character to an island from where they can choose which world they want to enter. This technique comes from The Legend of Zelda , which comes from the same developers. The melody that plays when you use the flute is also exactly from The Legend of Zelda. Furthermore, the Koopalings in the American version were named after famous musicians. Loguidice and Barton lead Morton Koopa Jr., who is named after musician and showmaster Morton Downey Jr. and who is supposed to look like Paul Stanley , and Wendy O. Koopa, who got her name after Wendy O. Williams . Only Larry Koopa cannot be assigned to a musician. In addition, Miyamoto had designed the appearance of the seven Koopalings based on seven of the programmers, in recognition of their achievements.

    As in the previous games, there is also a warp zone in Super Mario Bros. 3 (see Super Mario Bros. # gameplay ). The way to this zone, through which the player can enter another world, is very hidden. In order to be transported to the warp zone, Mario has to collect a magic flute. Three of these are hidden in the game, each leading to a different point on the warp zone. To get to the second flute, Mario must fly out of the top of the screen in a certain level and continue walking there to enter a hidden room that contains the flute. David Sheff suggests that the character is leaving the game itself. He states that it is very difficult for a player to come up with the idea of ​​flying off the edge of the screen on his own. But those who come up with it are rewarded accordingly, Sheff continues. However, this trick could be found in many video game magazines.

    Media scientist Marsha Kinder , Ph. D. and professor at the USC School of Cinematic Arts , sees Super Mario Bros. 2 as a sales tactic, as the player can choose between several characters, including female ones (see Super Mario Bros. 2 # Research by media scientist Marsha Kinder ). This development was not pursued in Super Mario Bros. 3, however. In this game, only Mario is available as a character, which is why the player has to identify with him. Although Mario did transformations through the suits, these would not cross gender boundaries. For this, the game offers animal transformations. These are the kings who have been turned into animals, and the frog, raccoon and tanuki suits that Mario disguises himself with. Furthermore, the process of Mario having to recapture the wands in order to restore the kings to their human power is a kind of conflict between father and son. This is reinforced by the fact that Toad and Princess Toadstool only cheer Mario on.

    Other versions

    PlayChoice

    A PlayChoice 10 machine

    The PlayChoice-10 system appeared in April 1986 . One of the ten games available in this machine is Super Mario Bros. 3. The player buys game time at the machine and can play the available games for as long. The technology of the machine largely corresponds to that of the NES. The individual games were adopted without changes. Therefore, this implementation corresponds to the original, only there is a second monitor on which additional text information is output.

    id software

    In September 1990, the programmer John Carmack created an engine for the PC, with which scrolling jump 'n' runs could be operated. Together with Tom Hall , he developed a copy of the first level of Super Mario Bros. 3 for the PC based on this engine. Instead of a Mario sprite as a character, they used sprites from Dangerous Dave and called the demo Dangerous Dave in Copyright Infringement . This demo was supposed to show that the computers of that time were able to tie in graphically with the standards of the game consoles. Carmack and Hall showed them to Dangerous Dave developer John Romero , who thought they were good. So Carmack and Hall spent the next few weeks trying to program the entire game for the computer. They showed the finished game to Nintendo and offered it, but Nintendo turned it down because the company did not want to participate in the computer market. The programming of the game, however, meant that the rejected people founded the company id Software a little later , which developed games that were well-known in its history.

    Super Mario All-Stars

    A SNES with a plugged in Super Mario All Stars module

    Super Mario All-Stars is a game collection released for the Super Nintendo Entertainment System (SNES) on January 1, 1994. It includes the games Super Mario Bros. , Super Mario Bros. 2 , Super Mario Bros .: The Lost Levels , which thus appeared for the first time outside of Japan, and Super Mario Bros. 3 . The graphics and the tone of the games have been adapted to the level of the SNES console. Nintendo did not make any further changes.

    To mark the 25th anniversary of Super Mario Bros. 2010, Nintendo released an anniversary edition of Super Mario All-Stars for the Wii. This collection also includes a CD-ROM with ten pieces of music and ten sound effects from the Super Mario games and a 32-page Mario history booklet. In Japan, the package was released on November 11, 2010 and in Europe on December 3, 2010.

    Super Mario Advance

    On October 21, 2004, Super Mario Advance 4: Super Mario Bros. 3 was released for the Game Boy Advance . It is the fourth and final part of the Super Mario Advance series. It is based on the All-Stars version and has been revised a little.

    VirtualConsole

    Super Mario Bros.3 is since 9 November 2007 for the Virtual Console of Nintendo Wii available. It costs 500 Wii Points, which is the equivalent of five euros. In 2014, a Virtual Console version for Nintendo 3DS came to the Nintendo E-Shop for five euros.

    Influence on tool-assisted speed runs

    In 2003, a Japanese player under the nickname Morimoto published a speedrun of the game, which was recorded with the emulator Famtasia, in which Super Mario Bros. 3 was played through in just over 11 minutes by repeatedly changing the inputs ("re-recording") has been. This speed run sparked controversy and, as it was not obviously labeled as a tool-assisted speed run , was sometimes incorrectly viewed as being played in real time, but ultimately led to the continued popularity of this type of speed run, which originally started with Doom in the late 1990s Started.

    literature

    General literature
    • William Audureau: The History of Mario . 1981-1991: The rise of an icon, from myths to reality. Pix'n Love Publishing, 2014, ISBN 978-2-918272-23-6 , pp. 320-359 .
    • Chris Kohler: Power Up . BradyGames, Indianapolis, Indiana 2004, ISBN 0-7440-0424-1 .
    • David Sheff and Andy Eddy: Game Over Press Start To Continue: The Maturing of Mario . Cyberactive Publishing, Wilton, CT 1999, ISBN 0-9669617-0-6 .
    • Bill Loguidice and Matt Barton: Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time . Focal Press, Boston and Oxford 2009, ISBN 0-240-81146-1 .
    • Steven A. Schwartz: The big book of Nintendo games . Compute Books, 1991, ISBN 0-87455-248-6 .
    • Sabine Scholz, Benjamin Spinrath: Super Mario Encyclopedia - The First 30 Years 1985-2015. Tokyopop, Hamburg 2017, ISBN 978-3-8420-3653-6 , pp. 32–43.
    Scientific work
    • Nitin Chopra: Super Mario Bros. Heritage . ( PDF on stanford.edu ).
    • Marsha Kinder: Playing with Power in Movies, Television, and Video Games: From Muppet Babies to Teenage Mutant Ninja Turtles . University of California Press, 1993 ( Playing with Power in Movies ... By Marsha Kinder on Google Book).

    Web links

    Reviews

    Individual evidence

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