Nintendo shipped the Famicom to Japan in July 1983, one month before the American video game market collapsed. The 1983 crash - driven by console oversaturation and low-quality licensed games - had wiped out billions in retail revenue and convinced most North American retailers that home gaming was finished. When Nintendo began preparing the NES for US release in 1985, the company needed a software title that would prove the hardware was fundamentally different from what had come before.
Shigeru Miyamoto and Takashi Tezuka worked at Nintendo R&D4, the internal division Miyamoto had led since Donkey Kong. Development of Super Mario Bros. ran from early 1984 to September 1985 - roughly fourteen months. The design philosophy was established at the outset: players would learn everything through play, without instruction screens or text prompts. Miyamoto drew levels on graph paper before any code was written, mapping enemy placements, obstacle positions, and power-up rewards spatially before the engine existed to run them. Profiles of Miyamoto, Tezuka, and composer Koji Kondo are in the People section.
One design decision restructured the entire game. Miyamoto added a power-up that grew Mario to double his height. The immediate problem: large Mario couldn't fit through gaps that small Mario could navigate. The team had to go back through every level and redesign passages so that both sizes had meaningful uses - small-only shortcuts, large-only block breaks. What started as a visual effect became the game's central mechanic and its core tension.