NES · 1985
Super Mario Bros.
The game that saved the North American market and taught the world how to play. World 1-1 remains the most studied piece of game design in history.
Nintendo · Shigeru Miyamoto · Kyoto, 1985
The plumber who became a legend. The game that saved the industry.
From World 1-1 to the 64th dimension — the greatest platform series ever made.
Super Mario Bros. arrived in 1985 and reset every expectation of what a video game could be. Forty years later, it still does.
A hat to avoid animating hair. A moustache instead of a mouth. Overalls to read at low resolution. Mario was designed by constraints.
Super Mario Bros. launched in September 1985 in Japan and reached North America packaged with the Nintendo Entertainment System, tasked with reviving a video game market still reeling from the 1983 crash. It succeeded beyond any reasonable prediction. The game sold over 40 million copies, established Nintendo as the dominant force in home gaming, and introduced a set of design principles — implicit teaching through level layout, responsive physics, escalating challenge — that the entire platform genre still follows.
Shigeru Miyamoto and Takashi Tezuka designed the game at Nintendo R&D4. Miyamoto had already created Donkey Kong (1981), which introduced Mario as Jumpman, and Mario Bros. (1983), which gave him his name and his brother Luigi. Super Mario Bros. was something different: a continuous side-scrolling world, a physics system that made jumping feel like thought made physical, and a structure that rewarded exploration as much as completion. Koji Kondo composed the soundtrack working within the NES’s three-voice limitation — and produced the most recognisable piece of game music ever written.
Video games are bad for you? That’s what they said about rock and roll. — Shigeru Miyamoto
From the NES original to Super Mario 64 — eight games that each redefined what a platform game could be.
NES · 1985
The game that saved the North American market and taught the world how to play. World 1-1 remains the most studied piece of game design in history.
NES · 1988
Widely considered the greatest NES game ever made. Eight themed worlds, an overworld map, and a power-up roster that expanded the series’ vocabulary permanently.
SNES · 1990
The SNES launch title that introduced Yoshi. 96 exits, 72 stages, and a hidden Star Road — the most expansive Mario world yet.
The series at its best — longplay and design analysis.
Game Maker’s Toolkit’s landmark analysis of Super Mario Bros. World 1-1 — how Miyamoto’s team embedded a tutorial into the first stage without a single word of instruction. The definitive explanation of the “obstacles that teach” philosophy.
Watch the most optimised run through Super Mario Bros. — utilising the warp zones, flagpole glitches, and movement tech that has been refined by the world’s fastest Mario players over 40 years.
A delayed game is eventually good, but a rushed game is forever bad. — Shigeru Miyamoto
From Donkey Kong (1981) to Super Mario 64 (1996) — the complete timeline of the series and its cultural impact.
All 8 mainline platform games profiled with box art, power-ups, and key details. NES to N64.
Shigeru Miyamoto, Takashi Tezuka, Koji Kondo — the trio who built the series from the ground up.
Super Mario World deep-dive — Yoshi’s debut, the Star Road, 96 exits, and the level design that defined 16-bit.
12+ curated videos — speedruns, OSTs, all main games longplayed, and Miyamoto talks.
Full image gallery — box art, portraits, and screenshots across every platform.