Super Mario Bros. 3 Crushes 16-Bit Rivals, Lifts Nintendo Past Toyota

The Story of Super Mario Bros. 3 — Gaming Historian

Gaming Historian

Technical reinvention and a calculated promotional delay turned an aging eight-bit cartridge into a global commercial juggernaut, proving video games were a permanent industry rather than a temporary toy fad.

AI-assisted summary of The Story of Super Mario Bros. 3 — original source. Check the original for full context.

Source published:

Key ideas

  • Super Mario Bros. 3 sold over 17 million original NES/Famicom cartridges globally and generated over $400 million in North American revenue by 1991, defying predictions that home console gaming was a temporary fad. (40:32)
  • The custom MMC3 mapper chip enabled major technological leaps on 8-bit hardware, including expanded memory, smooth diagonal scrolling, and split-screen status bars, extending the NES lifecycle against early 16-bit rivals. (7:25)
  • A global semiconductor crisis in 1988 drove chip prices from $2 up to $12, forcing Nintendo to cancel roughly a dozen titles and delay the North American launch of Super Mario Bros. 3 to early 1990. (27:28)
  • Universal Pictures' 1989 film The Wizard served as an unprecedented nationwide promotional vehicle, giving millions of American players their first look at the game ahead of its official retail release. (34:01)

Detailed notes

## Background Published on YouTube by Gaming Historian on December 18, 2019, this documentary chronicles the creation of Super Mario Bros. 3, the unprecedented hype preceding its North American debut, and its lasting legacy as one of the greatest video games ever made.

## TL;DR The documentary details the exhaustive development of Super Mario Bros. 3 by Nintendo's R&D4 team, which utilized the advanced MMC3 chip, a theatrical stage aesthetic, and inventive power-ups to redefine the platforming genre. It tracks how a global semiconductor shortage and strategic business decisions delayed the North American launch, fueling massive anticipation through enthusiast magazines, PlayChoice-10 arcade cabinets, and the feature film The Wizard. Following its blockbuster 1990 Western release, the game dominated retail shelves, outperformed newer 16-bit competitors, and cemented Nintendo and Shigeru Miyamoto as enduring global cultural forces.

## Atmosphere & style The documentary carries an authoritative, nostalgic, and reverent tone, unfolding with the measured pacing of a prestige historical retrospective. It balances behind-the-scenes corporate drama—such as silicon shortages, hardware wars, and high-stakes marketing gambits—with the whimsical, infectious creative triumphs of Nintendo's design staff. The resulting experience feels like an immersive journey back to late-1980s playground culture and corporate boardrooms, capturing both the artistic exhaustion of the developers and the sheer fever pitch of the era's gaming mania.

## Bulletin - [40:32](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=2432s) Super Mario Bros. 3 sold over 17 million original NES/Famicom cartridges globally and generated over $400 million in North American revenue by 1991, defying predictions that home console gaming was a temporary fad. - [07:25](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=445s) The custom MMC3 mapper chip enabled major technological leaps on 8-bit hardware, including expanded memory, smooth diagonal scrolling, and split-screen status bars, extending the NES lifecycle against early 16-bit rivals. - [27:28](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1648s) A global semiconductor crisis in 1988 drove chip prices from $2 up to $12, forcing Nintendo to cancel roughly a dozen titles and delay the North American launch of Super Mario Bros. 3 to early 1990. - [34:01](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=2041s) Universal Pictures' 1989 film The Wizard served as an unprecedented nationwide promotional vehicle, giving millions of American players their first look at the game ahead of its official retail release.

## Key takeaways - [01:32](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=92s) The massive commercial and cultural success of the original Super Mario Bros. in Japan helped overturn media and political skepticism toward video games. - [26:01](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1561s) The brutal difficulty of the Japanese Super Mario Bros. 2 prompted Nintendo of America to reject it, leading to Yume Kōjō: Doki Doki Panic being rebranded as Super Mario Bros. 2 for Western audiences. - [07:25](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=445s) Director Takashi Tezuka briefly tested an isometric overhead perspective, but Shigeru Miyamoto abandoned it because players could not accurately gauge jump distances to the ground. - [09:02](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=542s) Super Mario Bros. 3 adopted a cohesive theatrical motif, complete with rising stage curtains, bolted stage props, suspended platforms, and winged exits. - [12:03](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=723s) The non-linear board-game overworld structure, featuring branching paths and themed worlds, drew inspiration from an R&D4 research trip to Walt Disney World. - [13:05](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=785s) Transformative animal suits such as the Tanooki Suit and Frog Suit were implemented as creative technical solutions after hardware limits prevented Mario from riding a dinosaur. - [15:16](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=916s) Enemy designs drew heavily from real-life inspirations: Chain Chomps reflected Miyamoto's childhood encounter with a chained dog, and Boos were based on Tezuka's wife. - [17:53](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1073s) Koji Kondo modernized the musical score by incorporating genre diversity, utilizing reggae rhythms and heavy percussion rather than simple situational sound effects. - [28:41](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1721s) The North American localization introduced musical-celebrity names for the Koopalings and altered damage mechanics to make powered-up Mario revert to Super Mario rather than Small Mario. - [32:50](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1970s) PlayChoice-10 arcade cabinets provided North American players their first hands-on access to the game in July 1989, tripling arcade operator revenues overnight. - [40:32](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=2432s) Future id Software founders built an advanced smooth-scrolling PC demo of Super Mario Bros. 3 to pitch Nintendo; after Nintendo declined the port, the team formed their own legendary studio. - [42:36](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=2556s) Rapid expansion pushed Nintendo past Toyota as Japan's most profitable company in 1991, while triggering an FTC price-fixing investigation resolved through consumer rebate coupons. - [44:04](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=2644s) Mario's monumental cultural influence drove Sega to create Sonic the Hedgehog specifically as a flagship mascot competitor, igniting the 16-bit console wars.

## Detailed walkthrough ### [00:00](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=0s) The 1990 Release and Unprecedented Pre-Internet Hype

In February 1990, Nintendo of America stood on the verge of releasing one of the biggest video games in history: *Super Mario Bros. 3*. Although the title had launched in Japan a full year and a half earlier, North American players were already thoroughly captivated by it. In an era long before high-speed home internet and digital trailers, word of mouth and print media fueled massive anticipation. Throughout 1989, gaming magazines published constant previews and teasers, a high-profile Hollywood movie (*The Wizard*) showcased extended gameplay, and select retail shops went as far as stocking grey-market Japanese imports and bootleg cartridges.

Beyond simply continuing an established franchise, *Super Mario Bros. 3* served as a cultural litmus test for the industry. It arrived at a pivotal moment to prove that Nintendo’s dominance and the Mario franchise were permanent fixtures rather than a passing fad, solidifying Nintendo as the undisputed king of video games even as rival manufacturers attempted to mount fresh competition.

[01:32](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=92s) Mario Fever and the Famicom Boom in Japan

The phenomenon had begun four years earlier. By the summer of 1986, "Mario fever" was sweeping Japan following the monumental launch of *Super Mario Bros.* on the Family Computer (Famicom). The game sold over three million copies, and its cultural footprint expanded into virtually every facet of Japanese life. The country’s number-one bestselling book was *Super Mario Bros.: The Complete Strategy Guide*, packed with secrets and techniques for conquering every stage. The title theme composed by Koji Kondo was given lyrics and released commercially as the pop single "Go Go Mario."

Crucially, the runaway hit completely reshaped the mainstream Japanese perception of home video games, which had previously faced intense moral and political scrutiny. Describing this cultural turning point, Nintendo's Hiroshi Imanishi stated:

> “Before Super Mario Bros. came out, even the parliament had taken up the issue of the influence of video games on children, and newspaper articles were mostly negative. But Mario's bright atmosphere cleared away that prejudice against the Famicom.”

This cultural validation triggered an unprecedented sales run for the console. By June 1986, Nintendo had moved over 6.5 million Famicom units, reaching a saturation point where one out of every five households in Japan owned the system.

[03:15](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=195s) The Disk System and the "For Super Players" Sequel

With the original game’s overwhelming success, a sequel was inevitable. Nintendo released *Super Mario Bros. 2* on June 3, 1986—less than a full year after the original. Rather than arriving on a standard cartridge, it was launched on the Famicom Disk System, a newly introduced add-on peripheral utilizing proprietary rewritable disks. These floppy disks offered greater data storage while costing significantly less to manufacture than ROM cartridges. Nintendo intended to anchor its primary release lineup around the Disk System, relying on its premier mascot to drive peripheral sales.

While *Super Mario Bros. 2* went on to become the bestselling game on the Disk System with over two million copies sold, the reception revealed player fatigue. The release functioned more like an punishing expansion pack than a genuine technological or creative evolution: - Visually, the sequel was practically indistinguishable from the 1985 original, reusing identical graphics, sprites, and environmental tile sets. - The gameplay was tuned to an extreme level of difficulty that alienated novice players, prompting Nintendo to openly brand the packaging with a "For Super Players" advisory label. - Both the gaming public and Nintendo's internal team realized that simply dialing up the challenge was not enough to satisfy expectations for a true sequel.

[04:42](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=282s) Assembling the R&D4 Dream Team

Eager to deliver a definitive follow-up, Nintendo tasked its internal Research & Development 4 (R&D4) division—the creative engine behind the first two entries—with building what was envisioned as the ultimate Mario game. To achieve this, a core team of over ten people was organized under the guidance of Mario's creator, Shigeru Miyamoto. While Miyamoto had stepped back during the production of *Super Mario Bros. 2* due to new fatherhood and an overextended slate of responsibilities, he returned to direct and oversee virtually every facet of *Super Mario Bros. 3*.

Takashi Tezuka was appointed as game director. After joining Nintendo at age 24 in 1984, Tezuka had played an essential role in co-designing *Super Mario Bros.* and *The Legend of Zelda*, subsequently directing *Super Mario Bros. 2*. His ability to steer projects under strict deadlines made him Miyamoto’s primary creative collaborator. The core engineering was entrusted to main programmer Toshihiko Nakago, a veteran who had worked at Nintendo since 1983 porting arcade software to the Famicom before programming *Super Mario Bros.* and *The Legend of Zelda*. Music and audio were handled single-handedly by Koji Kondo, who had joined Nintendo in 1984 as one of its first dedicated in-house audio composers, breaking the industry norm of programmers producing crude audio effects.

Alongside these senior leads, R&D4 brought together an ambitious group of younger designers and engineers: - **Kensuke Tanabe:** A new recruit who balanced stage design duties on *Super Mario Bros. 3* while simultaneously directing *Yume Kōjō: Doki Doki Panic*. - **Kazuaki Morita:** A programming talent who had contributed code to the original *Super Mario Bros.* when he was just 19 years old. - **Katsuya Eguchi:** A young graphic artist whose expressive visual talent caught Miyamoto’s attention, earning him a role as level designer. - **Hideki Konno:** An eager designer whose lifelong goal had been working at Nintendo since first playing games on the Famicom.

[07:25](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=445s) The MMC3 Chip and Scrapping the Isometric View

Although the previous sequel had targeted the Disk System, rapid technological advancements in ROM cartridge manufacturing quickly made the disk format obsolete. Chip prices plummeted while silicon capacity expanded dramatically. Nintendo developed proprietary Multi-Memory Controller (MMC) mapper chips to circumvent the Famicom’s stock hardware constraints. Miyamoto later identified these custom MMC chips as the primary reason the Famicom maintained commercial dominance and technical longevity for so many years.

*Super Mario Bros. 3* utilized the advanced MMC3 chip, unlocking capabilities previously impossible on the hardware: - Enhanced background graphics and expanded memory capacity. - Hardware-assisted screen splitting, allowing fixed status bars alongside scrolling playfields. - Smooth diagonal scrolling.

Equipped with this expanded power, director Takashi Tezuka sought a radical break from the past, remarking:

> “We made Super Mario Bros. 2 by changing the original game's difficulty and stage design, but we couldn't do that again, so I wanted to change everything.”

Tezuka’s first radical experiment was to abandon the traditional side-scrolling perspective in favor of an overhead, isometric view. However, early prototypes ran into fundamental gameplay issues. Shigeru Miyamoto rejected the concept, explaining:

> “With a diagonal view from slightly overhead, you lost your sense of distance to the ground. So I told him that development would be difficult.”

Accepting that jumping precision would suffer in an isometric plane, the team abandoned the experiment and reverted to the traditional side view, choosing instead to reinvent how Mario interacted with a 2D space.

```mermaid flowchart TD accTitle: R and D 4 Technical and Perspective Evaluation accDescr: Flowchart illustrating the decision from hardware upgrades to camera perspective testing. subgraph Hardware["Hardware Advancements"] A["Famicom Disk System Obsolete"] --> B["Nintendo Develops MMC3 Chip"] B --> C["Enables Diagonal Scrolling, Split-Screen & Expanded ROM"] end subgraph Perspective["Perspective Iteration"] C --> D["Tezuka Experiments with Isometric 3D View"] D --> E{"Miyamoto Evaluates Gameplay"} E -->|"Fails: Loss of ground distance perception"| F["Scrap Isometric View"] E -->|"Returns to side view"| G["Refine Core 2D Platforming"] end ```

[09:02](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=542s) "Athletic" Gameplay and the Visual Makeover

Internally, Nintendo classified the Mario series as "athletic games"—titles prioritizing fluid movement, running speed, and jumping precision. Summarizing this core philosophy, Shigeru Miyamoto remarked:

> “It's a type of game that is easily approachable for younger, inexperienced players, but can also be played by experienced hardcores without getting tired of it.”

To push the athletic concept further, R&D4 integrated a host of dynamic new mechanics: Mario could slide down slopes to defeat enemies, pick up and kick shells or blocks, and sprint until a power meter filled to take flight through the air.

Determined not to repeat the visual monotony of *Super Mario Bros. 2*, the artists gave the entire aesthetic a comprehensive overhaul. Not a single graphic asset from the previous titles was recycled; every sprite, obstacle, power-up, and background tile was created anew. Under Tezuka's art direction, the visual language adopted a cheerful, whimsical tone. Highlighting this signature style, designer Katsuya Eguchi noted:

> “He wanted to add eyes to just about everything.”

Anthropomorphic elements were added everywhere: clouds, hills, and blocks featured expressive little eyes, while trees and bushes swayed rhythmically in the background. Furthermore, the team adopted a deliberate theatrical motif. The game opened with a stage curtain pulling upward, platforms hung suspended from visible ceiling ropes, structural blocks appeared bolted directly to the backdrop like stage props, and Mario completed levels by running behind the stage wings.

The quest was divided across eight distinct worlds, each featuring custom environments and mechanics: 1. **Grass Land** 2. **Desert Hills** 3. **Ocean Side** 4. **Big Island** 5. **The Sky** 6. **Iced Land** 7. **Pipe Maze** 8. **The Castle of Koopa**

[10:43](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=643s) The Map Room and the Overworld System

Building this vast adventure required an intensive, manual production pipeline. Level designers lacked modern digital stage-building software and had to draw each stage by hand. Describing the grind, designer Hideki Konno recalled:

> “We laid tracing paper over graph paper and painstakingly drew levels every day.”

Completed level sheets were carried down to the "Map Room," a long, narrow office where programmers manually converted the hand-drawn grids into code. This workflow suffered from significant latency: designers had to wait an entire day just to see a single drafted section appear on an actual monitor, only to spend days chasing down bugs and performance errors.

To bind these varied stages together, R&D4 implemented a revolutionary overworld map screen. Rather than progressing through an unyielding, linear sequence of levels, players navigated a board-game-style map. This allowed them to pick divergent paths, bypass certain difficult stages, tackle mini-games, and strategically manage inventory items on their way to the world fortress.

```mermaid flowchart LR accTitle: Level Design Production Pipeline accDescr: Pipeline of stage creation from graph paper drafting to the in-game overworld. A["Designers Draft Stages\n(Tracing & Graph Paper)"] --> B["Delivered to 'Map Room'"] B --> C["Programmers Translate Sheets into Map Data"] C --> D["24-Hour Wait for Screen Rendering"] D --> E["Bug Testing & Level Revisions"] E --> F["Integration into Non-Linear Overworld Map"] ```

[12:03](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=723s) The 1987 American Inspiration Trip

The thematic cohesion of these varied worlds drew inspiration from real-world travels. In 1987, searching for creative ideas, Shigeru Miyamoto and key members of the R&D4 team embarked on a research excursion across the United States. Their itinerary included New York City, San Francisco, and Walt Disney World in Orlando, Florida.

The layout of Disney's Magic Kingdom left an indelible mark on the team's approach to game structure. The theme park was organized into unique, stylized sub-lands unified around Cinderella Castle at its center. This architectural structure mirrored the vision for *Super Mario Bros. 3*: eight varied worlds linked together by central castles that marked a player's milestone achievements and opened the passage into the next realm.

[13:05](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=785s) Animal Suits and Power-Up Design

While graphics and level layouts were receiving drastic overhauls, Nintendo’s Research & Development 4 (R&D4) also rethought how Mario interacted with the world through power-ups. Shigeru Miyamoto had harbored a desire since the original *Super Mario Bros.* to have Mario ride atop a dinosaur companion, but the Famicom's strict hardware limitations made that impossible at the time. Seeking an alternative, director Takashi Tezuka proposed that Mario could transform into animals himself instead of riding them. This sparked the concept of specialized suits that granted distinct physical abilities.

The breakthrough addition was the Super Leaf, which gave Mario a raccoon tail to whip enemies and the ability to take flight completely over entire stages. However, infinite or unrestricted flight initially threatened to ruin the design of the game. Head programmer Toshihiko Nakago voiced his concerns early on: “If we had gone with that, all of the obstacles and the objects on the ground that we managed to create would have been wasted.” Tezuka refused to scrap the mechanic, insisting they find a way to balance it. The programming team compromised by requiring Mario to build up momentum along a flat runway to charge a meter before taking off, and even then, his flight time remained strictly temporary.

Other animal suits offered specialized tradeoffs. The Frog Suit granted superior swimming agility and higher vertical jumps, though it severely compromised Mario's mobility on dry land. The Hammer Suit enabled him to hurl lethal hammer projectiles at adversaries while providing a fireproof shell to duck into for cover. There was also the Tanooki Suit, based on the mythical Japanese *bake-danuki*. While sharing the raccoon form's base mechanics, it allowed Mario to transform into an invulnerable stone statue. Miyamoto remained especially fond of the suit, noting: “Even though I knew it wouldn't make sense to non-Japanese players, I was so excited about it that I left it in.” Other whimsical proposals were less fortunate; an early pitch to transform Mario into a mythical centaur was quickly rejected.

```mermaid flowchart TD accTitle: Power-Up Evolution and Tradeoffs accDescr: Flowchart illustrating the design evolution from original concepts to animal suits and their operational constraints.

subgraph Concept["Initial Concept & Pivot"] A["Miyamoto Concept: Mario rides dinosaur"] -->|"Technical limitations"| B["Tezuka Pitch: Mario transforms into animals"] end

subgraph Suits["Implemented Animal Suits"] B --> C["Super Leaf (Raccoon)"] B --> D["Frog Suit"] B --> E["Hammer Suit"] B --> F["Tanooki Suit"] end

subgraph Mechanics["Balancing & Mechanics"] C --> G["Requires runway sprint; flight is strictly temporary"] D --> H["Fast swimming and high jumps, but sluggish on land"] E --> I["Throws hammers; fireproof shell protection"] F --> J["Includes flight plus temporary statue invulnerability"] end ```

---

[15:16](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=916s) New Enemies and Personal Inspirations

A broader roster of antagonists accompanied Mario’s new arsenal. While iconic staples like Goombas, Koopa Troopas, and Hammer Bros. returned, they were joined by a host of fresh adversaries, including Boom Booms guarding mini-fortresses, projectile-spitting Spikes, and the gargantuan underwater predator Big Bertha.

Several of the game's most memorable new foes were plucked directly from the personal lives and domestic experiences of the development staff: - **Chain Chomps:** Inspired by a traumatic childhood memory of Miyamoto’s, where a neighbor’s menacing dog lunged at him, held back only by a taut metal chain. - **Boos:** Supposedly modeled on Takashi Tezuka’s wife, who was normally very shy and quiet, but would erupt in anger whenever he came home late from long development shifts. - **The Koopalings:** The seven distinct boss children of Bowser were designed as playful caricatures of the young design staff working in R&D4, functioning as Miyamoto's personal tribute to reward their unrelenting efforts.

---

[16:06](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=966s) Items, Accessibility, and Two-Player Mechanics

To assist players who lacked platforming mastery, R&D4 designed an inventory system of consumable map items that could be saved and deployed before entering a stage. These items let players bypass chokepoints or circumvent difficult obstacles: - **Music Box:** Soothed wandering Hammer Bros. on the overworld map to sleep, permitting Mario to slip safely past their encounters. - **Warp Whistle:** Sourced directly from *The Legend of Zelda*, playing the identical tune and whisking Mario off to distant worlds—serving also as a crucial convenience to compensate for the cartridge’s lack of a battery-backed save feature. - **Hammer:** Smashed rocky obstacles across the map screen to unlock hidden shortcuts and secret paths. - **Jugem's Cloud (Lakitu's Cloud):** Allowed a player to fly straight past an intimidating level entirely without completing it. - **P-Wing:** Provided infinite flight stamina throughout an entire stage, serving as a preserved artifact of the original, unrestricted raccoon suit prototype.

Beyond items, Miyamoto was determined to satisfy two core design pillars. The first was accessibility across all player skill levels. Early worlds were generously stocked with extra lives, coins, and power-ups, while overworld Toad Houses and Spade mini-games offered additional chances to build a massive surplus of reserves before the difficulty spiked in later worlds. The second pillar was a vastly improved two-player experience. Unlike the first game, where the second player sat idle until Player 1 died, *Super Mario Bros. 3* traded turns after every single cleared stage. Players could either cooperate to advance the map together or compete aggressively for points, bolstered by an integrated battle mode pulled directly from the classic 1983 *Mario Bros.* arcade title.

---

[17:53](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1073s) Development Crunch and Koji Kondo's Musical Evolution

Executing this unprecedented scope of moves, graphics, world maps, power-ups, and interactive items pushed R&D4 into intense fatigue. Miyamoto routinely worked through the night, obsessing over fine details and refusing to let flaws slide even if it guaranteed production delays. Designer Katsuya Eguchi witnessed this relentless drive firsthand: “If it'll make the game even a little bit better, Miyamoto-san's always been unhesitant about making changes.” Director Takashi Tezuka similarly remembered the agony of the project’s midsection, noting that: “It wouldn't come together well and dragged on.”

No one felt this pressure more acutely than the team’s sole composer, Koji Kondo. Having created one of the most celebrated and instantly recognizable melodies in entertainment history with the original 1985 theme, he struggled with how to follow his own masterpiece. As Kondo confessed: “I couldn't figure out how to change it from the original Super Mario Bros.”

Whereas his original work simply mirrored the on-screen physical actions of the sprites, Kondo decided to approach the sequel through the lens of distinct musical genres. He incorporated heavier percussion and laid-back rhythms, leaning heavily into a buoyant reggae feel for the main overworld theme. Kondo produced a wide variety of candidate tracks, having Miyamoto and Tezuka listen in and help him select the arrangements that best captured the kinetic spirit of the game. By the spring of 1988, after months of grueling refinement, the disparate pieces of the project finally began coalescing.

---

[19:58](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1198s) The Ultimate Mario and the 16-Bit Hardware Threat

Miyamoto’s ambition to construct the definitive Mario title resulted in a technical and logistical monster. The game incorporated modern features that would soon become permanent franchise conventions, including dynamic auto-scrolling stages, nonlinear world map screens, and a massive density of buried secrets. Bringing this vision to life demanded over two full years of work from R&D4 and cost an estimated $800,000—making it the most expensive, memory-intensive, and labor-heavy Famicom production Nintendo had ever attempted. The final cartridge weighed in at three megabits, nearly ten times the size of the 320-kilobit original from 1985.

Yet by the time development drew toward a close in the autumn of 1988, Nintendo found the competitive ground shifting beneath its feet. NEC had launched the PC Engine in Japan the previous year; equipped with richer color palettes and advanced graphical capability, it had begun outselling Nintendo's aging 8-bit Famicom. Simultaneously, Sega was preparing to introduce its next-generation 16-bit Mega Drive. Nintendo was suddenly forced into a defensive posture, scrambling to design its own 16-bit successor. Under these heightened stakes, *Super Mario Bros. 3* was no longer just an ambitious sequel—it was charged with buying Nintendo the vital runway it needed to develop new hardware while proving that their 8-bit software mastery could still hold off next-generation rivals.

---

[22:01](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1321s) Japanese Launch, Critical Acclaim, and Mario Mania

Following promotional video previews in September 1988, *Super Mario Bros. 3* launched across Japan on October 23, 1988. Inside the packaging, Nintendo included an intimate note in the instruction booklet written directly to the players:

> “To Super Mario players, thank you for purchasing Super Mario Bros. 3. In response to the requests of so many Mario fans, Super Mario Bros. 3 is the newest game in the series that we've created to be so much more fun than anything before it. There are many puzzles and traps along your way through this journey. What sorts of wonders are waiting for Mario and Luigi? Enjoy finding out the answer. Yours faithfully, the Mario Staff.”

The game ignited immediate critical and commercial frenzy. *Famitsu* magazine awarded it a stellar score of 35 out of 40, praising its inventive execution, while *Micom BASIC Magazine* heralded the release as “the culmination of the genre.”

```mermaid flowchart LR accTitle: Japanese Reception and Cultural Impact accDescr: Diagram tracing the commercial success and multimedia expansion following the Japanese release of Super Mario Bros. 3.

A["Release: Oct 23, 1988"] --> B["Critical Acclaim<br/>(Famitsu: 35/40)"] A --> C["Commercial Dominance<br/>(#1 Famicom game for 5 months)"] C --> D["Severe Retail Shortages"] C --> E["Merchandising Boom"] E --> F["Arranged Soundtrack CD/Cassette"] E --> G["Amada Anime Series OVA"] ```

Supply shortages hit Japanese retailers before the close of 1988, and the title clung stubbornly to the number-one sales slot among Famicom games for five consecutive months. A massive wave of merchandising flooded Japanese storefronts, from official soundtrack cassette and CD releases featuring rearranged versions of Koji Kondo’s scores, to the *Amada Anime Series: Super Mario Bros.*, an original video animation trilogy retelling traditional folk tales with the newly introduced *Super Mario Bros. 3* cast. Yet as Japanese fans reveled in the craze, an agonizing wait began for international audiences: North America would wait more than a full year to receive the game, and European players would wait nearly three.

---

[24:21](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1461s) American Domination and the Sequel Dilemma

While Japan was celebrating Mario's newest adventure, Nintendo was enjoying total commercial supremacy across the Atlantic. By 1988, Nintendo of America generated $1.7 billion in annual revenue and controlled an astounding 80% share of the domestic video game market, leaving legacy competitors like Atari and Sega far behind. In just over two years following the nationwide rollout of the Nintendo Entertainment System, more than 10 million consoles had entered American homes. The societal phenomenon was captured vividly by Rick Anguilla of *Toy and Business World*:

> “It's a mania. The kids of America are saying, this is great. We've got to have one. For boys in this country between the ages of eight and 15, not having a Nintendo is like not having a baseball bat.”

The engine driving this unprecedented boom was the original *Super Mario Bros.*, which Nintendo of America packed directly into its flagship Control Deck set, turning Mario into a household icon. Demand for further adventures was insatiable. In October 1988—the exact month *Super Mario Bros. 3* launched to fanfare in Japan—Nintendo of America finally published *Super Mario Bros. 2*. However, Western players received an entirely different creation than the punishing Japanese sequel, an adaptation overseen by Nintendo of America's product analysis manager, Howard Phillips, who had evaluated the Japanese games to determine what would best suit the American market.

[26:01](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1561s) The Rejection of the Japanese Sequel and the Birth of Western Mario 2

Nintendo of America famously rejected the original Japanese version of *Super Mario Bros. 2*. While the title ran on the same engine and looked visually identical to the original *Super Mario Bros.*, it suffered from a punishing difficulty curve that American leadership believed would alienate players. Evaluating the Japanese release, product analysis manager Howard Phillips recalled his immediate disbelief upon playing: “I put down my controller, astonished that Mr. Miyamoto had chosen to design such a painful game,” he said. Realizing that releasing such a brutal cartridge in North America would be a disastrous marketing move, Nintendo searched for a viable alternative.

Rather than giving up on a sequel, Nintendo repurposed an entirely different title developed by Research & Development 4: *Yume Kōjō: Doki Doki Panic*, which had released on the Famicom Disk System in 1987. Shigeru Miyamoto had contributed to the game, and *Super Mario Bros. 3* level designer Kensuke Tanabe served as its director. Featuring sharper graphics than the original *Super Mario Bros.* and mechanics built around athletic running and jumping, the title was an ideal candidate for an overhaul. Nintendo swapped out the original protagonists with Mario, Luigi, Toad, and Princess Toadstool, rebranding the adventure as *Super Mario Bros. 2* for North America and Europe. Western players had no inkling of the swap, turning the game into one of the biggest retail sensations of the 1988 holiday season. Yet even as the game vanished from store shelves, consumer popularity was only part of the reason it proved nearly impossible to buy.

[27:28](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1648s) The 1988 Semiconductor Chip Shortage

Beneath the retail frenzy of late 1988 lay an industry-wide crisis: a catastrophic global semiconductor shortage. As manufacturers transitioned toward next-generation chip technology, semiconductor fabrication plants had to split their production capacity between older components and newer silicon. Simultaneously, consumer electronics were booming; consumer demand skyrocketed as gadgets like camcorders and early mobile phones flew off the shelves. Silicon ROM and RAM chips that had cost Nintendo just $2 apiece in 1987 suddenly surged to between $10 and $12 each.

```mermaid flowchart TD accTitle: The 1988 Silicon Shortage Impact accDescr: Diagram illustrating how split fabrication and gadget demand led to cartridge rationing and price inflation.

subgraph Causes["Industry Pressures"] A["New Chip Architectures<br/>Split Fab Capacity"] B["Consumer Tech Boom<br/>(Camcorders & Mobile Phones)"] end

subgraph Shortage["Silicon Crisis"] C["ROM/RAM Chip Prices<br/>Surge from $2 to $10–$12"] D["15% Supply Deficit<br/>Below Market Demand"] end

subgraph Impact["Nintendo Operations"] E["Discontinued 12 NES Games<br/>to Reclaim Silicon"] F["Licensee Cartridge Orders<br/>Rationed & Scaled Back"] G["Retail Price Gouging<br/>(Up to $70 per Game)"] end

A --> C B --> C C --> D D --> E D --> F D --> G ```

Nintendo bore the brunt of this supply shock. To conserve chips for top-tier releases, the company discontinued roughly a dozen titles. Because Nintendo strictly controlled all cartridge manufacturing—including physical production runs for third-party licensees—the scarcity ignited severe friction with publishing partners, who were notified that they would receive only a fraction of their original cartridge orders. Speculative retailers capitalized on the crunch by gouging customers, marking games up to as much as $70 each. Market analysts estimated that supply lagged up to 15% behind overall consumer demand. When an inquiring reporter asked Peter Main, Nintendo of America's Vice President of Marketing, what measures the company was taking to resolve the shortage, he quipped, “You mean, besides hoping and praying?”

[28:41](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1721s) Evaluating and Localizing Super Mario Bros. 3

Amid the manufacturing headaches, Nintendo of America received an import cartridge of *Super Mario Bros. 3* from Japan for evaluation. Internally, team members understood almost immediately that the game was destined to be a massive phenomenon. Product analysis manager Howard Phillips was stunned by its ambition: “For me, when I saw it, I thought this is not just another game, and it's not just a fun and challenging game. It was truly a quintessential video game,” Howard Phillips.

Even so, several adaptations were required before the game could debut in the West. Although nowhere near as unforgiving as the rejected Japanese *Super Mario Bros. 2*, the Japanese release of *Super Mario Bros. 3* was still demanding: taking a hit while powered up reverted Mario all the way back to Small Mario. To soften the blow for Western audiences, Nintendo adjusted the damage mechanics so that a hit Mario simply lost his suit or fire power, reverting to Super Mario instead.

Localization also required giving names to Bowser's seven children, the Koopalings. The task fell to Dayv Brooks, an avid music buff working as a localizer at Nintendo of America, who looked to music icons for inspiration: - **Ludwig von Koopa**: Named after Ludwig van Beethoven due to his wild, swept-back hair. - **Wendy O. Koopa**: Named after Wendy O. Williams, the lead singer of punk band the Plasmatics. - **Iggy Koopa**: Named after punk icon Iggy Pop. - **Roy Koopa**: Named after rock legend Roy Orbison, matching his dark sunglasses. - **Lemmy Koopa**: Named after Lemmy Kilmister, frontman of Motörhead. - **Morton Koopa Jr.**: Named after talk-show host and pioneer of "trash TV" Morton Downey Jr., because the character's open-mouthed expression reminded Brooks of a loud-mouthed talker. - **Larry Koopa**: Received his name simply because Brooks felt the moniker suited him.

[30:37](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1837s) Strategic Delay and the Tease Campaign

With *Super Mario Bros. 3* dominating Japanese sales charts, American industry observers grew impatient to know when the sequel would land across the Pacific. However, Nintendo of America found itself navigating several conflicting priorities. The ongoing semiconductor shortage prevented the company from manufacturing enough inventory to meet existing orders, even though analysts anticipated the crisis would resolve by 1989. Furthermore, the localized *Super Mario Bros. 2* was still flying off shelves, meaning an immediate sequel risked cannibalizing its predecessor's sales. Additionally, Nintendo was preparing for the launch of its revolutionary Game Boy handheld in the summer of 1989, and an NES release of *Super Mario Bros. 3* had the potential to pull the spotlight away from the new hardware.

Rather than treating the delay as a handicap, Nintendo leveraged the timing to orchestrate a massive, year-long hype cycle. Company leadership scheduled the North American launch for the first quarter of 1990—a calendar window with historically robust software sales—and backed it with a staggering $25 million marketing campaign. In January 1989, 700,000 subscribers to *Nintendo Power* received their earliest glimpse of the title via a single sentence hidden in Issue 4, where a promotional advertisement for the PlayChoice-10 arcade cabinet stated that *Super Mario Bros. 3* was on its way. The magazine dropped another hint in Issue 5 while outlining a sweepstakes for a trip to the Summer Consumer Electronics Show in Chicago.

Curiosity among players quickly reached a fever pitch. In Issue 6 of *Nintendo Power*, an editor responded to an inquisitive reader by confirming the arcade conversion while cautioning that “there are no immediate plans to release it for use with the NES.” Yet right in the back of that very issue, the magazine's "Pak Watch" section conspicuously listed the title among future releases. By the summer of 1989, enthusiast publications such as *Electronic Gaming Monthly* and *GamePro* imported Japanese cartridges, publishing lush pictorial previews complete with full-color screenshots that gave eager American kids their first real look at Mario’s new suits and map screens.

[32:50](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1970s) The PlayChoice-10 Arcade Rollout

North American players finally got their hands on *Super Mario Bros. 3* on July 15, 1989, when Nintendo officially distributed the title to PlayChoice-10 arcade cabinets across the country. One executive from Nintendo of America went so far as to label the game “the best we've ever produced for the system.”

Even though PlayChoice-10 cabinets were far scarcer than home NES units, the preview sparked immense word-of-mouth momentum. The timer-based arcade units challenged players to see how much of the epic world they could uncover in exchange for quarters. Arcade operators reported an immediate surge in foot traffic, noting that revenue generated by PlayChoice-10 machines containing *Super Mario Bros. 3* tripled practically overnight.

[34:01](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=2041s) Universal Pictures and *The Wizard*

Across film studios in California and Nevada, an unexpected partnership took shape that cemented *Super Mario Bros. 3* as the most anticipated video game in history. Universal Pictures had run into a major scheduling crisis: its planned animated holiday release, *Jetsons: The Movie*, could not be finished in time for Christmas 1989. In a scramble to produce a family-friendly substitute, Universal Studios President Tom Pollock noticed the sweeping cultural dominance of the NES and concluded that a feature-length film centered around gaming would draw crowds. Pollock pitched Nintendo marketing executives Peter Main and Bill White on a narrative inspired by the 1975 rock opera *Tommy*, envisioning a road-trip story about an emotionally troubled boy with an extraordinary talent for video games.

```mermaid flowchart LR accTitle: Genesis of The Wizard accDescr: Sequence of events leading from Universal's scheduling gap to the marketing impact of The Wizard.

subgraph Production["Universal's Pivot"] A["Jetsons Film Delayed<br/>for Holiday 1989"] --> B["Tom Pollock Pitches<br/>Nintendo Video Game Film"] B --> C["Contract: Licensing Fees,<br/>Script & Footage Oversight"] end

subgraph Execution["The Production"] C --> D["Bill White Supervises<br/>Spectacular Gameplay"] D --> E["The Wizard Opens<br/>(Dec 15, 1989)"] end

subgraph Impact["Cultural Impact"] E --> F["Video Armageddon Climax<br/>Premieres SMB3 Gameplay"] F --> G["Nationwide Nintendo Mania<br/>Reaches Boiling Point"] end ```

The resulting arrangement was an extraordinary corporate alignment. In exchange for licensing its intellectual property, Nintendo collected licensing fees while retaining strict script approval and creative oversight over all in-game footage. Bill White traveled directly to the film set to police the production, later explaining their core objective: “All we were worried about was just making sure that the game footage was spectacular,” he said.

The resulting film, titled *The Wizard*, told the story of Jimmy Woods, an emotionally traumatized boy obsessed with traveling to California. His older half-brother Corey breaks him out of an institution, and with the help of a savvy runaway named Haley, they discover Jimmy possesses exceptional video-game skills. The trio hitchhikes toward Los Angeles to compete in the "Video Armageddon" championship at Universal Studios, aiming for its $50,000 cash prize while evading a rival family and a private investigator. The entire runtime was packed with Nintendo hardware and software, from gameplay sequences and the Nintendo Power Line hint service to a legendary showcase of the Power Glove accessory.

When *The Wizard* opened in theaters on December 15, 1989, film critics shredded it; Roger Ebert famously dismissed the project as “a thinly disguised commercial for Nintendo video games and the Universal studio tour.” But for young audiences, the critical panning was completely irrelevant. The climax of the film staged the Video Armageddon finals around a locked, curtained booth containing *Super Mario Bros. 3*. For most American children in the audience, watching Jimmy navigate the blistering landscapes of the unseen game on the silver screen was their very first exposure to the sequel in motion, turning the unreleased cartridge into an absolute cultural obsession.

[36:42](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=2202s) Late 1989 Nintendo Mania and the Frenzied Launch

By the conclusion of 1989, Nintendo's commercial empire had rewritten American retail records, exhibiting unprecedented pop-culture dominance: - **Total Retail Revenue**: Nintendo generated $2.7 billion in retail sales in 1989 alone. - **NES Hardware Penetration**: The console was named the number-one toy in America for the third consecutive year, sitting in 22% of all US households with over 20 million units sold. - **Handheld Success**: The Game Boy, introduced that summer, was routinely selling out nationwide. - **Merchandising Footprint**: Over 200 officially licensed *Super Mario* consumer products filled retail shelves. - **World of Nintendo**: Dedicated boutique sections sprouted inside department stores across the nation. - **Print & Phone Network**: *Nintendo Power* subscriptions climbed to 1.8 million readers, while the Nintendo Power Line tip center fielded 140,000 phone calls every single week.

Unaware of when the sequel would actually hit retail shelves, children throughout the country begged for *Super Mario Bros. 3* for Christmas in 1989. The wait was brief. In January 1990, *Nintendo Power* delivered a detailed cover feature providing an extensive gameplay preview alongside a behind-the-scenes look at the development team in Japan. Longtime readers understood that a full feature in the magazine signaled an imminent commercial release.

In February 1990, *Super Mario Bros. 3* hit North American store shelves with a retail price of $49.95. The demand triggered a retail stampede: within 48 hours of shipment, 250,000 cartridges vanished from inventory, leaving store shelves bare nationwide.

[39:12](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=2352s) Release Frenzy and the $25 Million Marketing Blitz

When *Super Mario Bros. 3* finally landed on store shelves in North America, demand instantly outstripped supply. Retailers found themselves besieged by frantic parents and eager children, and stores routinely sold out their entire stock within a single day. The frenzy overwhelmed store employees, with one Chicago Toys "R" Us worker remarking, “Every other call we get is about Nintendo and Super Mario Bros. 3. We never know when we'll get it, but we'll sell out as soon as it gets here.” For those lucky enough to secure a copy, the critical reception matched the immense anticipation. Mainstream media showered the title with accolades; Paul Franklin of *The Courier-News* famously praised its artistic and entertainment value, declaring, “If Super Mario Bros. 3 was a movie instead of a computer game, it would be up for an Oscar.”

```mermaid flowchart TD accTitle: Super Mario Bros. 3 Media and Merchandising Blitz accDescr: Diagram illustrating the components of the multi-million dollar promotional campaign surrounding the release of Super Mario Bros. 3.

subgraph Campaign["$25 Million Advertising Push"] TV["TV Commercials"] Cartoons["NBC Saturday Cartoon:<br/>The Adventures of Super Mario Bros. 3"] end

subgraph CrossPromo["Brand Partnerships"] Food["Cross-Promotions:<br/>Nabisco & Popsicle"] FastFood["McDonald's Happy Meal Toys"] end

SMB3["Super Mario Bros. 3 Launch"] --> Campaign SMB3 --> CrossPromo ```

By March 1990, the game had already moved 700,000 units, yet Nintendo of America was only just getting started. The company launched a massive $25 million multimedia promotional campaign to turn the release into an inescapable cultural event. Television commercials saturated the airwaves, while major corporate partnerships brought the plumber into everyday life through branded promotions with companies like Nabisco and Popsicle. On Saturday mornings, kids tuned into NBC to watch *The Adventures of Super Mario Bros. 3*, and trips to McDonald's yielded a set of themed Happy Meal toys. The marketing blitz ensured that Mario occupied every corner of American youth culture.

- Store shipments sold out within twenty-four hours of arrival across North America. - More than 700,000 copies were purchased in the United States by March 1990 alone. - Nintendo allocated $25 million to its cross-platform advertising and promotional push. - The marketing campaign included tie-ins with Nabisco, Popsicle, McDonald's Happy Meals, and an animated television series on NBC.

---

[40:32](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=2432s) Playground Lore, the id Software Port, and Commercial Records

Newer hardware was entering the market at the exact same moment. Sega had recently introduced North America to 16-bit gaming with the Sega Genesis, while NEC followed up the Japanese success of the PC Engine by releasing the TurboGrafx-16. Despite their superior visual horsepower, these next-generation consoles could not break the spell of *Super Mario Bros. 3*. The 8-bit title dominated schoolyards, where players traded stories about how far they had progressed, swapping rumors and instructions on how to track down secret warp whistles or use new power-ups. Because the game was so expansive, Nintendo grew concerned that some players might find its vastness overwhelming. To address this, in July 1990, *Nintendo Power* published its very first full-length strategy guide dedicated entirely to *Super Mario Bros. 3*, complete with comprehensive maps of every stage, enemy breakdowns, item guides, and solutions to every hidden secret.

The game also inspired technical breakthroughs among adult computer programmers. A team consisting of John Carmack, John Romero, Tom Hall, and Adrian Carmack was so enraptured by the game that they coded a PC port capable of smooth horizontal scrolling—a feat long considered virtually impossible on standard PC hardware—and submitted the demo to Nintendo in hopes of securing an official licensing agreement. Although Nintendo was deeply impressed by the technical demonstration, the company turned down the pitch because it had no intention of releasing its flagship franchise on non-Nintendo hardware. Unfazed, the four programmers realized the extraordinary value of the engine they had created; the following year, they founded id Software and went on to revolutionize the industry with *Wolfenstein 3D* and *Doom*.

By 1991, *Super Mario Bros. 3* had sold over eight million copies in North America, grossing upwards of $400 million. To put that financial scale into perspective, had the single title operated as an independent business, it would have comfortably ranked among the top ten American toy manufacturers in 1990. At the time, it reigned supreme as the bestselling standalone video game ever released.

- Sega Genesis and NEC's TurboGrafx-16 both launched into the market alongside the title but failed to siphon away its cultural momentum. - In July 1990, *Nintendo Power* published its first standalone strategy guide to document every secret, map, and power-up in the game. - The unauthorized PC port by John Carmack, John Romero, Tom Hall, and Adrian Carmack served as the launchpad for the founding of id Software. - The game generated more than $400 million in North America on over eight million cartridges sold by 1991.

---

[42:36](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=2556s) Silencing the Skeptics, Financial Dominance, and FTC Scrutiny

Before the unprecedented success of *Super Mario Bros. 3*, industry skeptics routinely questioned the staying power of the home console market, wondering whether Nintendo was merely a passing fad. Most notably, Electronic Arts founder and president Trip Hawkins had publicly downplayed the platform's future by comparing the Nintendo Entertainment System to short-lived novelty crazes, asserting, “This is a toy and that means it's a fad.” The release and endurance of the third *Mario* installment permanently silenced that narrative. Nintendo reaped astronomical rewards: the company reported an estimated revenue of $3.4 billion for 1990, commanding a staggering 88 percent share of the video game market. By 1991, Nintendo eclipsed automotive titan Toyota to become the most profitable corporation in Japan, generating an astonishing $1.5 million in profit for every employee on its payroll.

This unbridled dominance soon attracted aggressive regulatory pushback. The United States Federal Trade Commission launched an investigation into Nintendo over allegations of anticompetitive behavior, including price-fixing arrangements intended to stifle hardware and software rivals. Nintendo maintained its innocence and denied any wrongdoing, but the company settled the dispute by agreeing to issue up to $25 million in consumer restitution. The remedy arrived in the form of $5 mail-in rebate coupons—which, in a stroke of corporate irony, consumers could only redeem toward the purchase of additional Nintendo-approved games. On a global scale, the original cartridge edition sold more than 17 million units; when factoring in its subsequent re-releases and compilations across future platforms, that lifetime figure climbs beyond 30 million copies.

- Electronic Arts president Trip Hawkins had dismissed the NES as a temporary toy fad prior to the game's release. - Nintendo captured an 88 percent market share with an estimated $3.4 billion in revenue for 1990. - Nintendo surpassed Toyota in 1991 as Japan's top-earning enterprise, averaging $1.5 million per employee. - An FTC price-fixing investigation forced Nintendo to distribute up to $25 million in $5 coupons usable only on more NES titles. - The game moved over 17 million copies in its original run and topped 30 million lifetime copies across all re-releases.

---

[44:04](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=2644s) Industry Impact, the Console Wars, and an Enduring Legacy

Beyond its commercial dominance, *Super Mario Bros. 3* permanently transformed the cultural perception of video games, proving that home consoles could deliver vast, intricately crafted adventures that surpassed the spectacle of arcade machines. The game elevated director Shigeru Miyamoto to the status of an international celebrity. Cultural icons including Paul McCartney and Steven Spielberg sought out audiences with him, traveling all the way to Japan to meet the visionary designer. The monumental triumph cemented Miyamoto's creative autonomy within Nintendo, guaranteeing that he would either direct or produce every flagship title moving forward. His next project, *Super Mario World*, served as the centerpiece launch game for Nintendo's 16-bit Super Famicom (the Super NES), where the more advanced hardware finally allowed him to fulfill a long-standing desire: giving Mario a dinosaur companion to ride into battle.

```mermaid flowchart TD accTitle: Industry Consequences of Super Mario Bros. 3 accDescr: Flowchart detailing how the game shaped Nintendo's next generation and drove rival Sega to create Sonic the Hedgehog.

SMB3["Super Mario Bros. 3<br/>Reshapes the Industry"]

subgraph NintendoPath["Nintendo's Next Generation"] Miyamoto["Shigeru Miyamoto Attains Superstar Status"] SMW["Super Mario World on Super NES<br/>(Yoshi Introduced)"] end

subgraph SegaPath["Sega's Mascot Strategy"] Genesis["Sega Focuses on Flagship IP"] Sonic["Sonic the Hedgehog (1991)<br/>Ignites 16-Bit Console Wars"] end

SMB3 --> Miyamoto Miyamoto --> SMW SMB3 --> Genesis Genesis --> Sonic ```

The game's success prompted a direct tactical shift across the competitive landscape. Observing how a signature character could drive hardware sales, Sega set out to forge its own counterweight, creating *Sonic the Hedgehog*. Sonic's blistering 1991 debut on the Genesis ignited the fierce console wars of the 1990s. Even as the industry transitioned into the 16-bit era, players remained enchanted by *Super Mario Bros. 3*; it held a permanent spot on *Nintendo Power*’s top-twenty NES games list straight until the hardware was officially discontinued in 1995. Decades later, it remains the definitive touchstone of the 8-bit generation—a work that delivered on historic hype by feeling simultaneously revolutionary and timeless.

- Prominent figures such as Steven Spielberg and Paul McCartney traveled to Japan specifically to meet Shigeru Miyamoto. - The technical capabilities of the Super Famicom hardware allowed Miyamoto to introduce Yoshi in *Super Mario World*. - Sega created *Sonic the Hedgehog* in direct response to Mario's dominance, sparking the 1990s console wars. - *Super Mario Bros. 3* remained on *Nintendo Power*'s top-twenty NES chart until the console was discontinued in 1995. - The project concluded with an acknowledgment of the Patreon community that supports *Gaming Historian*.

## Notable quotes > [39:12](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=2352s) If Super Mario Bros. 3 was a movie instead of a computer game, it would be up for an Oscar. — Paul Franklin

> [09:02](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=542s) It's a type of game that is easily approachable for younger, inexperienced players, but can also be played by experienced hardcores without getting tired of it. — Shigeru Miyamoto

> [01:32](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=92s) Before Super Mario Bros. came out, even the parliament had taken up the issue of the influence of video games on children, and newspaper articles were mostly negative. But Mario's bright atmosphere cleared away that prejudice against the Famicom. — Hiroshi Imanishi

> [28:41](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1721s) For me, when I saw it, I thought this is not just another game, and it's not just a fun and challenging game. It was truly a quintessential video game, — Howard Phillips

> [07:25](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=445s) We made Super Mario Bros. 2 by changing the original game's difficulty and stage design, but we couldn't do that again, so I wanted to change everything. — Takashi Tezuka

> [17:53](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1073s) If it'll make the game even a little bit better, Miyamoto-san's always been unhesitant about making changes. — Katsuya Eguchi

> [24:21](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1461s) It's a mania. The kids of America are saying, this is great. We've got to have one. For boys in this country between the ages of eight and 15, not having a Nintendo is like not having a baseball bat. — Rick Anguilla

> [07:25](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=445s) With a diagonal view from slightly overhead, you lost your sense of distance to the ground. So I told him that development would be difficult. — Shigeru Miyamoto

## Mentioned Adrian Carmack, Amada Anime Series: Super Mario Bros., Atari, Bill White, Bowser, Dayv Brooks, Doom, Electronic Arts, Electronic Gaming Monthly, Family Computer (Famicom), Famicom Disk System, Federal Trade Commission, Game Boy, GamePro, Go Go Mario, Hideki Konno, Hiroshi Imanishi, Howard Phillips, id Software, Iggy Koopa, Jetsons: The Movie, John Carmack, John Romero, Katsuya Eguchi, Kazuaki Morita, Kensuke Tanabe, Koji Kondo, Koopalings, Larry Koopa, Lemmy Koopa, Ludwig von Koopa, Magic Kingdom, Mario Bros., McDonald's, Morton Koopa Jr., Multi-Memory Controller (MMC), Nabisco, NBC, NEC, Nintendo Entertainment System, Nintendo of America, Nintendo Power, Paul Franklin, Paul McCartney, PC Engine, Peter Main, PlayChoice-10, Popsicle, Rick Anguilla, Roy Koopa, Sega, Sega Genesis, Shigeru Miyamoto, Sonic the Hedgehog, Steven Spielberg, Super Famicom, Super Mario Bros., Super Mario Bros. 2, Super Mario Bros. 3, Super Mario World, Takashi Tezuka, The Adventures of Super Mario Bros. 3, The Legend of Zelda, The Wizard, Tom Hall, Tom Pollock, Toshihiko Nakago, Toyota, Toys "R" Us, Trip Hawkins, TurboGrafx-16, Universal Pictures, Walt Disney World, Wendy O. Koopa, Wolfenstein 3D, Yoshi, Yume Kōjō: Doki Doki Panic

## Video description A documentary about the creation of Super Mario Bros. 3, the unparalleled hype surrounding its release, and why it's considered one of the greatest games of all time.

CHAPTERS 00:00 - Intro 01:19 - Part 1: The Ultimate Mario 24:21 - Part 2: The Hype 38:13 - Part 3: The Greatest 45:59 - End Credits

▶️ Subscribe | https://www.youtube.com/gaminghistorian?sub_confirmation=1

Follow Gaming Historian: 🐦 Twitter | https://www.twitter.com/gaminghistorian 💻 Facebook | https://www.facebook.com/gaminghistorian 🕹️ Twitch | https://www.twitch.tv/gaminghistorian 📷 Instagram | https://www.instagram.com/gaminghistorian

For a list of sources, visit https://www.thegaminghistorian.com

#SuperMarioBros3 #Nintendo #GamingHistorian

[Source](https://www.youtube.com/watch?v=MxT6IwUtLSU)

中文简报

《超级马力欧兄弟3》力克16位机竞品,推动任天堂市值超越丰田 技术层面的彻底革新与精心策划的延期宣传,将一款处于生命周期后期的8位机卡带打造成全球商业巨擘,证明了电子游戏是一个持久产业而非暂时的玩具热潮。 该纪录片详细介绍了任天堂R&D4团队开发《超级马力欧兄弟3》的艰辛历程。团队利用先进的MMC3芯片、戏剧舞台美学和富有创意的强化道具,重新定义了平台跳跃类游戏。影片展现了全球半导体短缺与战略商业决策如何导致北美发布延期,并借助游戏爱好者杂志、PlayChoice-10街机机台以及长篇电影《小生当差》(The Wizard)掀起了狂热的期待。在1990年于西方市场大获成功后,该游戏横扫零售货架,击败了更新的16位竞品,进一步奠定了任天堂和宫本茂经久不衰的全球文化影响力。 截至1991年,《超级马力欧兄弟3》全球原版NES/FC卡带销量突破1700万盒,并在北美创下逾4亿美元营收,打破了关于家用主机游戏只是昙花一现的预言。 (40:32) 定制的MMC3内存映射芯片在8位硬件上实现了重大技术突破,包括扩展内存、平滑对角卷轴以及分屏状态栏,延长了NES面对早期16位竞品时的生命周期。 (7:25) 1988年的全球半导体危机导致芯片价格从2美元暴涨至12美元,迫使任天堂取消了约十几款游戏,并将《超级马力欧兄弟3》在北美的发售时间推迟至1990年初。 (27:28) 环球影业1989年的电影《小生当差》(The Wizard)成为一次前所未有的全美宣发契机,让数百万美国玩家在游戏正式零售发售前得以一睹其真容。 (34:01)

Reading summary

Gaming Historian chronicles how Super Mario Bros. 3 overcame hardware limits and sequel fatigue to become an unprecedented commercial juggernaut, cementing home consoles as a permanent cultural medium and proving 8-bit software could outshine emerging 16-bit rivals. Hardware Upgrades and Platforming Reinvention (7:25) Following player fatigue over the punishing, visually identical Japanese release of Super Mario Bros. 2 on the Famicom Disk System, Shigeru Miyamoto and director Takashi Tezuka reassembled Nintendo's R&D4 team to rethink the series. Utilizing Nintendo's custom MMC3 mapper chip, the team transitioned back to cartridges to secure expanded memory, diagonal scrolling, and split-screen rendering. While Tezuka initially tested an isometric perspective, Miyamoto rejected it because the overhead angle compromised jumping precision. R&D4 returned to 2D side-scrolling, creating new visual assets, theatrical stage motifs, and a non-linear overworld map drafted manually on graph paper in the "Map Room." To expand traversal without invalidating level design, Tezuka introduced animal suits. Because unrestricted flight threatened to let players skip entire stages, programmers required Mario to sprint across runways to charge a temporary flight meter. Specialized tradeoffs governed other additions: the Frog Suit improved aquatic agility at the expense of land speed, while the Tanooki Suit granted brief invulnerability. Consumable overworld items—such as the Warp Whistle, Lakitu's Cloud, and P-Wing—provided accessibility options so players could bypass punishing chokepoints. Market Shortages and Engineered Anticipation (26:01) Nintendo of America rejected the Japanese Super Mario Bros. 2 due to its extreme difficulty, instead repurposing R&D4's Yume Kōjō: Doki Doki Panic as the Western sequel in 1988. When an evaluation copy of Super Mario Bros. 3 arrived, product analysis manager Howard Phillips viewed it as a masterpiece, but several bottlenecks delayed its rollout. A global semiconductor shortage had driven ROM and RAM chip prices from $2 to $10–$12, prompting Nintendo to discontinue a dozen titles and ration cartridges to licensees. Releasing the game immediately also threatened to cannibalize Western Super Mario Bros. 2 sales and overshadow the summer 1989 Game Boy launch. Nintendo converted this delay into an aggressive promotional runway. In July 1989, Nintendo released the title to PlayChoice-10 arcade cabinets, where operators reported revenues tripling overnight. Universal Pictures, facing a scheduling gap after delaying Jetsons: The Movie, then partnered with Nintendo to produce The Wizard (1989). Although film critics like Roger Ebert dismissed it as an extended commercial, its climactic "Video Armageddon" tournament gave American youth their first visual confirmation of the unreleased cartridge in motion. Multimedia Saturation and Technological Offshoots (39:12) Released in North America in February 1990 at $49.95, the initial shipment of 250,000 cartridges vanished within 48 hours, reaching 700,000 units by March. Nintendo backed the release with a $25 million advertising blitz spanning NBC's animated The Adventures of Super Mario Bros. 3, McDonald's Happy Meal tie-ins, and promotions with Nabisco and Popsicle. Schoolyard word-of-mouth regarding warp whistles and secret areas grew so intense that Nintendo Power published its first standalone strategy guide in July 1990 to map every stage. The game's technical execution also spurred breakthroughs in PC development. Programmers John Carmack, John Romero, Tom Hall, and Adrian Carmack created an unauthorized PC demo featuring smooth horizontal scrolling—a technique previously considered unworkable on standard PC hardware. After Nintendo declined their licensing pitch to bring Mario to computers, the four leveraged their breakthrough engine to found id Software, eventually producing Wolfenstein 3D and Doom. Commercial Supremacy and Industry Realignment (42:36) Super Mario Bros. 3 refuted industry skeptics like Electronic Arts founder Trip Hawkins, who had dismissed the NES as a passing toy fad. The title sold over eight million North American cartridges by 1991, grossing upwards of $400 million. Nintendo generated $3.4 billion in 1990 revenue, captured an 88 percent market share, and eclipsed Toyota in 1991 as Japan's most profitable corporation. This dominance drew scrutiny from the Federal Trade Commission over alleged price-fixing; Nintendo denied wrongdoing but settled by issuing up to $25 million in $5 coupons redeemable only for more NES software. The game sold over 17 million standalone cartridges worldwide—surpassing 30 million with re-releases—and blunt-forced early 16-bit competition from the Sega Genesis and TurboGrafx-16. Its success proved that flagship software drove hardware adoption, prompting Sega to develop Sonic the Hedgehog in 1991 to ignite the 16-bit console wars. The achievement established Miyamoto's long-term creative autonomy and laid the blueprint for Super Mario World on the Super NES. The source illustrates how Super Mario Bros. 3 merged ambitious game engineering with aggressive commercial positioning to define 8-bit gaming, while Nintendo's absolute control over hardware manufacturing and retail pricing simultaneously prompted federal antitrust enforcement.

精炼阅读摘要

《超级马里奥兄弟3》(Super Mario Bros. 3)凭借突破性的技术重构、非线性的关卡设计以及空前的跨媒介营销,不仅打破了电子游戏属于“短期儿童玩具”的行业偏见,还在16位主机崛起的防御战中巩固了任天堂的统治地位。 技术革新与设计视角的重构 (7:25) 在《超级马里奥兄弟2》(日版)因简单复用前作素材与极端难度遭到玩家疲劳反馈后,任天堂R&D4部门决定推倒重来。随着卡带ROM制造成本大幅下降,任天堂淘汰了存储受限的磁碟机系统,转而采用自研的MMC3芯片。该芯片使8位红白机(Famicom)实现了平滑的对角线卷轴、硬件辅助的分屏状态栏以及成倍扩容的图形内存。宫本茂指出,MMC芯片是Famicom长期保持商业生命力与技术统治力的核心基石。 在设计层面,总监手冢卓志曾试图彻底颠覆传统横版卷轴,尝试俯视等轴测(Isometric)3D视角。但宫本茂在原型评估中发现,斜向俯视会导致玩家失去对地面的距离感,破坏平台跳跃的核心精度,团队果断推翻这一方案并回归2D平面。开发团队确立了兼顾新手友好与核心深度的“动作游戏”(Athletic games)理念,重新绘制了全部美术资源,融入舞台剧美学与带有眼睛的拟人化视觉风格,并通过八个各具特色的世界彻底革新了视听体验。 大地图系统与变身机制的平衡 (10:43) 为了让游戏兼具多样性与可控性,R&D4引入了棋盘式非线性世界大地图系统。关卡设计师需手绘网格图纸送往“地图室”(Map Room),由程序员耗时数天手动编译成代码。这一结构不仅打破了线性闯关的枯燥,还允许玩家绕开高难关卡、规划行进路线,并通过收集音乐盒、P翅膀、云朵及来自《塞尔达传说》的传送哨子等道具,在入场前进行策略性资源管理,显著降低了游玩门槛。 在能力设计上,团队因硬件限制无法实现“骑恐龙”的初始设想,手冢卓志转而提出让马里奥变身动物的替代方案。超级叶子带来的“浣熊形态”赋予了飞天能力,但程序员中乡俊彦警告无限飞行会破坏地面精心设计的障碍。团队最终通过平地助跑积蓄能量槽与严格的时限机制平衡了飞行风险。此外,具有水下敏捷性却在陆地笨拙的青蛙装、可抵挡火球并投掷飞锤的锤子装,以及源自日本妖怪文化、能化身无敌石像的狸猫装,均体现了极具取舍深度的机制平衡。 供应链危机下的战略推迟与营销风暴 (27:28) 1988年10月游戏在日本上市后引发抢购,连续五个月雄踞销售榜首。然而在北美市场,任天堂面临着复杂的战略博弈。当时任天堂美国副总裁霍华德·菲利普斯评估日版《超级马里奥兄弟2》难度过高,决定采用《梦工厂悸动恐慌》(Doki Doki Panic)换皮改造为美版续作。与此同时,全球半导体制造转向下一代架构并遭遇消费电子繁荣,ROM与RAM芯片价格从2美元暴涨至10到12美元,导致全行业面临高达15%的供应缺口,任天堂被迫停产12款卡带以回收硅芯片。 为了不挤压美版马里奥2代与新掌机Game Boy的销售,任天堂选择将北美发售推迟至1990年第一季度,并斥资2500万美元展开了一场教科书式的跨媒介预热。1989年7月,任天堂首先在PlayChoice-10街机上投放限时试玩,令机台营收激增三倍;随后环球影业因《杰森一家》电影延期,与任天堂合作拍摄了以游戏竞赛为核心的公路片《小鬼小灵精》(The Wizard)。尽管影评人批评该片为长篇商业广告,但其高潮部分首次公开展映的《超级马里奥兄弟3》实机画面,彻底点燃了北美青少年的狂热期待。 商业霸权、技术影响与反垄断规制 (42:36) 1990年2月北美开售仅48小时内,首批25万盒卡带全部售罄;截至1991年,北美销量突破800万盒,销售额超过4亿美元,单款游戏的收益甚至可跻身全美前十大玩具制造商之列。这一压倒性成功直接回击了艺电创始人特里普·霍金斯此前声称“主机不过是短期玩具狂热”的质疑。1990年任天堂总营收达3.4亿美元,独占北美游戏市场88%的份额;1991年任天堂更是超越丰田成为日本利润最高的企业,人均利润达150万美元。 这种近乎绝对的行业控制权也引发了激烈的市场与监管碰撞。世嘉Genesis和NEC的TurboGrafx-16等16位次世代主机虽在画面算力上更占优势,却未能在短期内动摇马里奥的统治地位。约翰·卡马克等四位程序员因痴迷于该作而在PC上攻克了横向平滑卷轴技术,遭任天堂拒绝移植后创立了id Software。与此同时,美国联邦贸易委员会(FTC)针对任天堂的价格操纵与排他性垄断展开调查,最终促使任天堂达成和解,向消费者发放总额上限达2500万美元的5美元折价券。 《超级马里奥兄弟3》凭借全球累计超1700万盒的原始卡带销量(包含重制版超3000万),不仅证明了高质量第一方软件对抗硬件迭代周期的可能性,也促使竞争对手世嘉确立了以“刺猬索尼克”为核心的IP对抗路线,拉开了1990年代16位主机战争的序幕。

Detailed notes — zh

## Background 该视频由游戏历史纪录片频道 Gaming Historian 于 2019 年 12 月 18 日发布在 YouTube 平台上。视频简介指出,这是一部关于《超级马力欧兄弟3》开发历程、发售前后空前狂热宣发以及它为何被公认为史上最伟大游戏之一的深度纪录片。 ## TL;DR 视频系统回顾了任天堂第四开发部(R&D4)在宫本茂与手冢卓志带领下,克服红白机硬件瓶颈与研发阵痛,最终打造出革命性神作《超级马力欧兄弟3》的完整历程。内容详述了因全球芯片荒与市场策略导致的漫长跨洋发售时差,以及任天堂北美通过《Nintendo Power》杂志、街机试玩及好莱坞电影《小鬼小灵精》策划的长达一年的饥饿营销。游戏上市后引发了全美抢购狂潮,不仅粉碎了外界对电子游戏只是短暂泡沫的偏见,还间接催生了 id Software 的创立,并正式拉开了 90 年代主机大战的序幕。 ## Atmosphere & style 整部纪录片洋溢着浓厚而严谨的怀旧温情,叙事节奏沉稳从容、引人入胜。主讲人以客观详实的历史学者笔调,将镜头聚焦于任天堂内部高压却充满天分的创作幕后,再徐徐铺展至横跨美日两地的世纪狂潮。观众能切实感受到从最初面对开发瓶颈的焦灼苦涩,到全美儿童在大银幕前见证新作登场时的集体狂喜,整个叙事兼具史诗级的商业博弈张力与属于那个时代的纯粹童年感动。 ## Bulletin - [07:25](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=445s) 1988年红白机自研MMC3芯片与卡带容量跃升至3 Mb(约为初代十倍),使《超级马力欧兄弟3》实现了精细的分屏扫描、平滑对角卷轴与八大主题世界的构建。 - [26:01](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1561s) 任天堂因日版《超级马力欧兄弟2》难度过高且画面雷同拒绝直接引进,转而将《梦工厂:心跳恐慌》换皮为美版二代,为三代争取了长达一年半的本地化与市场造势周期。 - [33:44](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=2024s) 任天堂联合环球影业在电影《小鬼小灵精》高潮戏中植入未发售的三代实机画面,并豪掷2500万美元营销,助推美版首发48小时内25万盘现货彻底售罄。 - [40:02](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=2402s) 约翰·卡马克与约翰·罗梅洛团队为推销技术自制的PC版《超级马力欧兄弟3》Demo虽遭任天堂婉拒,却直接促成了次年传奇工作室id Software的创立。 - [42:36](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=2556s) 《超级马力欧兄弟3》北美营收超4亿美元、全球首发销量突破1700万套,以绝对优势击碎“任天堂只是昙花一现的玩具风潮”这一行业质疑,引发长达十年的主机战争。 ## Key takeaways - [01:32](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=92s) 初代《超级马力欧兄弟》在日本不仅创下300万套销量与每五户拥有一台红白机的奇迹,更以明朗活泼的气质彻底扭转了国会及社会舆论对电子游戏的负面偏见。 - [03:03](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=183s) 磁碟机版《超级马力欧兄弟2》更偏向高难度的关卡资料片,劝退了大批玩家,促使宫本茂与手冢卓志决心打破既有框架打造真正的革命性续作。 - [07:25](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=445s) 开发团队起初尝试将游戏改为斜向等距俯视视角(Isometric View),但因玩家无法准确判断落地高度而被宫本茂果断叫停并重回横版卷轴路线。 - [09:02](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=542s) 研发团队赋予马力欧滑坡、投掷等丰富动作,引入徐徐拉开的红色大幕等“舞台剧”布景美学,并借鉴奥兰多迪士尼世界的园区城堡布局构建八大主题世界的大地图选关系统。 - [13:05](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=785s) 由于红白机性能无法实现让马力欧骑恐龙的设想,手冢卓志提出变身动物的替代方案,由此诞生了具备限时飞行能力的浣熊装、青蛙装、锤子装以及化身石像的狸猫装。 - [15:16](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=916s) 游戏中的新敌人深度融入了主创团队的个人生活经验,如源于宫本茂童年恶犬阴影的汪汪、手冢卓志以妻子脾气为原型的害羞幽灵,以及致敬R&D4年轻设计师的库巴七人帮。 - [17:53](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1073s) 为避免初代经典的阴影,近藤浩治转换思路以轻快打击乐和雷鬼(Reggae)曲风为三代重新定义了配乐基调。 - [19:58](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1198s) 面对NEC的PC Engine与世嘉Mega Drive两款更强机能硬件的包夹,《超级马力欧兄弟3》在日发售后连夺5个月红白机榜首,为任天堂16位主机争取到宝贵研发窗口。 - [27:28](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1648s) 1988年全球半导体芯片危机导致产能紧缺与价格暴涨,任天堂北美顺势将三代延期至1990年第一季度,以全力保障美版二代销售及新掌机Game Boy的上市势头。 - [28:46](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1726s) 北美本地化调整了日版受伤直接变小马力欧的严苛判定,改为退回大马力欧状态,并由摇滚乐迷员工以贝多芬、罗伊·奥比森等流行文化名人重新命名库巴七人帮。 - [30:46](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1846s) 任天堂通过《Nintendo Power》持续一年的预告、PlayChoice-10街机引流以及好莱坞影片《小鬼小灵精》的压轴植入,制造出极其成功的饥饿营销范例。 - [42:36](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=2556s) 三代的巨大成功使任天堂1990年营收冲至34亿美元,粉碎了EA总裁特里普·霍金斯关于任天堂只是昙花一现“椰菜娃娃”的论调,更催生了联邦贸易委员会对其的反垄断调查。 - [44:19](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=2659s) 三代的封神不仅奠定了宫本茂在业内的教父级地位,还刺激世嘉推出标志性吉祥物索尼克,正式拉开整个90年代16位主机大战的帷幕。 ## Detailed walkthrough ### [00:00](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=0s) 狂热前奏:席卷北美的马力欧风暴 1990年2月,任天堂北美分部(Nintendo of America)正准备发行公司有史以来体量最庞大的作品之一——《超级马力欧兄弟3》(Super Mario Bros. 3),而全美玩家的狂热期待早已按捺不住。早在一年半前,这款游戏便已经在日本上市。即使身处那个互联网尚未普及的时代,北美玩家也对这款神作的每个细节了如指掌。整个1989年间,各大游戏杂志都在连篇累牍地刊登前瞻剧透,甚至有一部好莱坞主流商业大片在银幕上重点展示了这款游戏,部分零售店甚至开始私下贩售日版水货或盗版卡带。 《超级马力欧兄弟3》的意义远不止是该系列的又一部续作。它的诞生向全世界有力地证明了,任天堂和《超级马力欧兄弟》绝非转瞬即逝的流行狂热;即便面对行业其他厂商的激烈竞争,任天堂依然牢牢坐稳电子游戏王者的宝座。这不仅是一部作品的商业传奇,更是一场彻底征服整整一代玩家心灵与想象力的文化旅程。 ### [01:32](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=92s) 日本热潮的引爆与《超级马力欧兄弟2》的妥协 回溯到1986年夏天,马力欧狂热已经在日本本土全面爆发。红白机(Famicom)上的初代《超级马力欧兄弟》成为绝对的现象级爆款,狂销超过300万套。当时全日本最畅销的图书竟是传授通关技巧与隐藏要素的《超级马力欧兄弟 完全攻略本》,就连马力欧的主题曲也被填上歌词,作为单曲《GO GO MARIO!!》公开发行。 初代马力欧甚至彻底扭转了日本全社会对电子游戏的偏见。任天堂元老今西紘史(Hiroshi Imanishi)在谈及此现象时直言:“在《超级马力欧兄弟》推出之前,就连日本国会都在讨论电子游戏对儿童的负面影响,报纸上的相关报道也几乎全是负面的。但马力欧明亮快活的气氛,彻底扫清了大众对红白机的偏见。”(“Before Super Mario Bros. came out, even the parliament had taken up the issue of the influence of video games on children, and newspaper articles were mostly negative. But Mario's bright atmosphere cleared away that prejudice against the Famicom.”) 现象级的轰动带动了红白机硬件的爆炸式增长。到1986年6月,红白机在日本的销量突破650万台,相当于每五个日本家庭就拥有一台。在初代狂澜之下,制作续作顺理成章。1986年6月3日,距离初代发售不到一年,《超级马力欧兄弟2》正式面世。然而任天堂选择将该作发行在红白机磁碟机(Famicom Disk System)上——这是一种使用任天堂专有软盘的外接设备,成本比传统卡带低廉且容量更大。任天堂原本寄望将所有未来大作绑定磁碟机以拉动外设销售,而马力欧续作也确实售出了200多万套,成为磁碟机上最畅销的软件。 但玩家并不满足。这款续作更像是一个高难度的“扩展资料片”,在画面和手感上与初代几乎如出一辙,变态的难度甚至直接劝退了大批轻度玩家,以至于官方包装盒上都不得不打上“面向高级玩家(For Super Players)”的标签。无论外界玩家还是任天堂内部,都迫切渴望一款真正意义上的革命性正统续作。 ```mermaid flowchart TD accTitle: 马力欧初代的轰动与磁碟机续作的局限 accDescr: 流程图展示了初代超级马力欧兄弟的巨大成功如何催生红白机磁碟机版续作,以及该续作由于难度过高和缺乏突破,从而推动了第三代真正续作的研发。 subgraph Phase1["初代大获全胜 (1985-1986)"] A["《超级马力欧兄弟》爆卖300万套"] --> B["扭转社会偏见 / 攻略本与单曲热销"] B --> C["红白机销量破650万台 (普及率1/5)"] end subgraph Phase2["磁碟机的尝试与困局 (1986)"] C --> D["推广红白机磁碟机 (FDS) 外设"] D --> E["《超级马力欧兄弟2》发售 (换汤不换药/极难)"] E --> F["销量破200万套,但更像关卡扩展包"] end subgraph Phase3["终极马力欧立项"] F --> G["开发团队决心打破框架:打造真正的《超级马力欧兄弟3》"] end ``` ### [04:25](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=265s) 梦幻班底结集:R&D4 的“造梦军团” 为了为红白机打造终极马力欧游戏,任天堂第四开发部(Research & Development 4,简称 R&D4)正式立项启动《超级马力欧兄弟3》,集结了一支超过10人的核心开发团队。领军人物正是马力欧之父宫本茂(Shigeru Miyamoto)。如果将马力欧比作任天堂的米老鼠,那么宫本茂就是任天堂的沃尔特·迪士尼。宫本茂在开发《超级马力欧兄弟2》时因初为人父且身兼数职而有所退居二线,但这一次,他决定全身心扑在新作上,亲自严密监督制作的每一个细节。 宫本茂的得力助手、年仅20多岁的手冢卓志(Takashi Tezuka)被正式任命为总监。手冢卓志两年前进入任天堂时才24岁,先后在《超级马力欧兄弟》和《塞尔达传说》的开发中展现出惊人天赋,随后挑大梁担纲了《超级马力欧兄弟2》的总监。 技术与音乐的核心支柱同样不可替代: - **主程序员中乡俊彦(Toshihiko Nakago)**:自1983年入职起便负责将街机移植到红白机,通过精湛的代码将宫本茂与手冢卓志天马行空的想法化为现实。 - **独挑大梁的作曲家近藤浩治(Koji Kondo)**:1984年加入任天堂之前,游戏音效与音乐全由程序员兼职凑合;近藤浩治作为专职音乐人才,将负责为第三代谱写全部灵魂配乐。 除了老将,R&D4 还吸纳了一群渴望证明自己的年轻才俊: - **田边贤辅(Kensuke Tanabe)**:作为新人在负责《超级马力欧兄弟3》关卡设计的同时,还在亲自执导自己的作品《梦工厂悸动恐慌》(Yume Kojo: Doki Doki Panic); - **森田和明(Kazuaki Morita)**:19岁便参与初代马力欧编程的天才程序员; - **江口胜也(Katsuya Eguchi)**:才华受到宫本茂赏识而加入关卡设计的美术师; - **绀野秀树(Hideki Konno)**:从红白机玩家一路追梦考入任天堂的青年设计师。 ### [07:25](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=445s) 硬件跃迁与视角的推倒重来 制作一款规模空前的“终极游戏”需要强大的算力支持,而卡带技术的突破正好赶上了这趟列车。随着半导体芯片价格大幅跳水、容量激增,原本作为低成本和大容量代表的红白机磁碟机迅速被市场淘汰。任天堂自主研发了多内存控制芯片(Multi-Memory Controller,简称 MMC 芯片),使得老旧的红白机迸发出了此前无法想象的新潜能。宫本茂后来公开肯定,正是 MMC 芯片的大幅延寿,才让红白机在市场上长盛不衰。 《超级马力欧兄弟3》使用的是功能强大的 MMC3 芯片。该芯片支持更细腻的图形细节、屏幕分屏扫描显示、对角线平滑卷轴以及翻倍的内存空间。 拥有全新硬件后,总监手冢卓志下定决心不再做任何保守的妥协。手冢卓志斩钉截铁地表示:“制作《超级马力欧兄弟2》时,我们只是调整了初代的难度和关卡设计,但我们绝不能再重复那一套了,因此我想彻底改变一切。”(“We made Super Mario Bros. 2 by changing the original game's difficulty and stage design, but we couldn't do that again, so I wanted to change everything.”) 开发团队最初的大胆尝试是彻底更改视角。他们尝试将游戏做成带俯视斜视角的等距投影(Isometric View)游戏,但这一激进的想法很快被宫本茂否决。宫本茂解释道:“当视角变成从斜上方略微俯视时,玩家会彻底丧失对地面高度的距离感。因此我告诉他,顺着这个方向开发会非常艰难。”(“With a diagonal view from slightly overhead, you lost your sense of distance to the ground. So I told him that development would be difficult.”)团队果断废弃了斜视方案,重新回归经典的横版卷轴视角。 ```mermaid flowchart LR accTitle: 超级马力欧兄弟3技术与视角决策流程 accDescr: 流程图展示了卡带芯片演进至MMC3芯片,从而实现更强大的视觉与卷轴功能,并展示了开发团队放弃俯视等距视角回归横版卷轴的抉择过程。 subgraph Tech["技术底座进化"] T1["磁碟机容量落伍 / 芯片成本降低"] --> T2["自研 MMC3 定制芯片"] T2 --> T3["支持分屏、斜向卷轴、更大内存"] end subgraph Perspective["视角探索与纠偏"] P1["手冢卓志推翻一切重来"] --> P2["测试斜向等距俯视视角"] P2 -->|失去落地点高度判定| P3["宫本茂否定俯视方案"] P3 --> P4["回归横版侧视卷轴视角"] end Tech --> Perspective ``` ### [09:02](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=542s) “体育型游戏”美学与戏剧化关卡设计 任天堂内部一直将《超级马力欧》系列归类为“体育型游戏”(Athletic Games)——即强调自由移动、极限奔跑和高空跳跃的动作游戏。正如宫本茂所定义的那样:“这是一种对于年轻、缺乏经验的玩家而言门槛极低、极易上手的游戏类型,但硬核高阶玩家同样能在反复游玩中获得乐趣,百玩不厌。”(“It's a type of game that is easily approachable for younger, inexperienced players, but can also be played by experienced hardcores without getting tired of it.”) 带着这一理念,R&D4 开始赋予马力欧前所未有的运动能力:马力欧现在可以贴地滑下斜坡撞飞敌人、抓起并投掷龟壳与方块,甚至能借助特殊能力飞上天空。在视觉风格上,团队决心全面摒弃前两作的既有资产,每一个角色、怪物、道具和场景美术全部从零绘制。手冢卓志为游戏注入了极具童趣的呆萌风格。继前作之后,他再次坚持给场景中的灌木、云朵等大量死物画上黑色眼睛,设计师江口胜也笑称:“他恨不得给视线里的所有东西都画上一双眼睛。”(“He wanted to add eyes to just about everything.”) 画面同时引入了鲜明的“舞台剧”概念:游戏开场是一张徐徐拉开的红色大幕;空中的浮空平台被画成了用螺栓钉在天幕上的道具布景,吊着木块的阴影落在背景板上;而马力欧完成关卡的方式,则是从右侧直接跑入幕后退场。 整个游戏被划分为八个风格迥异的主题世界: - 第1世界:草原(Grass Land) - 第2世界:沙漠山丘(Desert Hills) - 第3世界:海滨(Ocean Side) - 第4世界:巨大岛(Big Island) - 第5世界:天空之城(The Sky) - 第6世界:冰原(Iced Land) - 第7世界:水管迷宫(Pipe Maze) - 第8世界:酷霸王城堡(The Castle of Koopa) 然而把这些创意绘制成关卡的过程极其痛苦。设计师绀野秀树对那段日子毫无浪漫回忆:“我们每天都在方格纸上覆盖硫酸纸,日复一日、煞费苦心地手工绘制关卡。”(“We laid tracing paper over graph paper and painstakingly drew levels every day.”)绘制完成后,关卡图纸被送到狭长的“地图室”(Map Room),由程序员手工将纸面网格敲成地图二进制数据。设计师往往要干等整整一整天才能在电视屏幕上看到自己的设计原型,随后还要面临数不尽的 Bug 排查。为了串联这些庞大的关卡,团队加入了全新的“大地图系统”(Overworld Map),打破了过去单调直线的关卡推进方式,允许玩家在岔路和捷径间自由挑选路线。 ### [12:03](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=723s) 灵感之旅:迪士尼世界的关卡蓝图 R&D4 脑海中丰富多彩的八大世界并非闭门造车,其真正的灵感很可能源自大洋彼岸。1987年,为了突破创意瓶颈寻找灵感,宫本茂带着手冢卓志等核心团队成员踏上了前往美国的考察采风之旅。 这支年轻的团队造访了纽约市、旧金山,并专程游览了位于佛罗里达州奥兰多的迪士尼世界(Disney World)。迪士尼乐园各个主题分明、宛如童话王国的园区划分,直接激荡了马力欧世界的设计思路;更为巧妙的是,奥兰多乐园中心的灰姑娘城堡(Cinderella's Castle)不仅是整个园区的视觉核心,更起到了统领与指引各大主题区域枢纽的作用。这种空间布局与《超级马力欧兄弟3》的构造如出一辙:每一张大地图的终点或核心位置都矗立着一座白色城堡,它既是玩家推进游戏的目标灯塔,也是通向下一个未知世界的关键枢纽。 ### [13:05](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=785s) 变身机制与动物套装的设计巧思 新的关卡与图形美术并不是《超级马里奥兄弟3》唯一的升级亮点,任天堂第四开发部(R&D4)在角色强化系统上也倾注了大量奇思妙想。早在初代《超级马里奥兄弟》制作期间,宫本茂就一直想让马里奥骑上一只恐龙,然而由于红白机极其有限的硬件性能,这个想法在当时根本无法实现。为了在技术限制下找到折中方案,总监手冢卓志提出了一项极具创意的提议:既然不能让马里奥骑乘动物,何不干脆让马里奥直接变身成动物? 这一想法瞬间打开了开发团队的思路。马里奥可以穿上不同的套装或获得专属能力道具,化身为具备独特技能的动物形态。其中最具代表性的是“超级叶子”(Super Leaf),它让马里奥长出浣熊的耳朵和尾巴,不仅能用尾巴抽打沿途的敌人,甚至还能短暂飞离地面,直接掠过整个关卡的上空。然而,最初设计的飞行机制威力过于惊人,甚至让关卡设计师们感到不安。主程序员中乡俊彦就曾直言不讳地表达了担忧:“如果我们真这么做,那我们费尽心血在地面上制作的所有障碍物和物件全都会白白浪费掉。”面对程序团队的顾虑,手冢卓志依然坚持保留飞行乐趣,并要求程序员们想出解决之道。最终的折中办法是为飞行施加条件限制:马里奥必须在平地上保持全速助跑积攒冲刺槽,且飞行时间受到严格的时间限制。 除了浣熊形态,团队还打造了一系列各具特色的特殊变身: - **青蛙装(Frog Suit)**:赋予马里奥更强的跳跃能力,以及在水下灵活自如的游泳速度,但作为代价,穿上青蛙装在陆地上行走时动作会变得十分迟缓。 - **锤子装(Hammer Suit)**:允许马里奥像锤子兄弟一样向前投掷具有高伤害的锤子,同时在蹲下时可以缩进具备防火特性的龟壳内躲避攻击。 - **狸猫装(Tanooki Suit)**:灵感源自日本神话中的狸猫传说。它具备浣熊装的所有功能,同时还能让马里奥变身为一尊石像(地藏菩萨),在数秒内处于完全无敌的状态。 宫本茂对狸猫装格外情有独钟,他坦言道:“即使我知道非日本地区的玩家可能完全理解不了这个文化梗,但我实在太喜欢它了,所以还是坚持把它留了下来。”在脑洞大开的概念讨论期,团队甚至有人提议过让马里奥变身为半人马,但这个过于离奇的提案最终被迅速否决。 ```mermaid flowchart TD accTitle: Power-up Design Decisions accDescr: 展示马里奥动物变身机制与具体能力特性的演进过程 subgraph Concept["设计概念演变"] A["宫本茂原始想法:骑恐龙"] -->|"硬件性能不足限制"| B["手冢卓志折中方案:马里奥变身成动物"] end subgraph Suits["核心套装及能力特性"] B --> C["超级叶子(浣熊装)<br/>尾击与跑道蓄力限时飞行"] B --> D["青蛙装<br/>高跳水战加速,陆地减速"] B --> E["锤子装<br/>投掷重锤,防火龟壳防御"] B --> F["狸猫装<br/>具备飞行能力,可化身石像无敌"] end ``` --- ### [15:16](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=916s) 敌人设计、道具系统与两大设计核心 伴随全新的强化能力,马里奥面对的敌人群体也迎来了空前扩充。除了板栗仔(Goomba)、诺库龟(Koopa Troopa)和锤子兄弟(Hammer Bros.)等老面孔悉数回归,奔奔(Boom Boom)、刺头(Spike)以及大嘴鲈鱼(Big Bertha)等大批全新敌人也登上舞台。有趣的是,不少新敌人的构思直接取材自核心制作人员的私人生活经历。例如铁球怪“汪汪”(Chain Chomp),其灵感来自宫本茂童年时被邻居家恶犬扑咬追赶的恐怖记忆;鬼屋里神出鬼没的“害羞幽灵”(Boo),据说原型是手冢卓志的妻子——平日里性格温和害羞,但只要看到手冢加班深夜回家便会勃然大怒;至于掌管各大飞行船关卡的库巴七人帮(Koopalings),则是以第四开发部年轻设计师们的性格形象作为原型雕琢而成的,这是宫本茂犒劳年轻下属辛勤工作的一种幽默方式。 为了让不同水平的玩家都能顺利通关,制作团队还为大地图设计了丰富的库存道具系统。八音盒可以让大地图上的锤子兄弟陷入沉睡,方便马里奥安全绕过;取材自《塞尔达传说》的魔笛(Warp Whistle)不仅能让玩家跳关前往后面的世界,还巧妙地弥补了当时卡带缺乏电池记忆存档功能的缺陷;破障锤能击碎地图上的岩石阻挡,开启隐藏捷径;朱盖木之云(Lakitu's Cloud)允许玩家直接跳过某一个棘手的难关;而稀有的“P之翼”(P-Wing)则彻底解放了飞行限制,让马里奥能够在一个关卡中全程无限飞行——这一道具正是早期无限制飞行概念的延续。 在琳琅满目的改动之中,宫本茂时刻紧抓两大核心设计理念: 1. **老少咸宜与难度宽容度**:必须让各种技术水平的玩家都能享受游戏。前几个关卡大量散落着奖命蘑菇、金币和强化道具,大地图上还分布着提供小游戏奖励的奇诺比奥之家,确保水平较弱的玩家在关卡逐渐变难之前储备好充足的补给物资。 2. **丰富的双人游玩体验**:初代马里奥的双人模式仅是在一方死亡后机械轮换。在《超级马里奥兄弟3》中,每当一人打通关卡后就会切换控制权,两名玩家既可以在大地图上分工推进,也可以在积分上一较高下。此外,游戏还植入了脱胎于1983年《马里奥兄弟》街机版的水管竞技对战模式,两名玩家可以在水管平台间相互碰撞争抢卡片。 --- ### [17:53](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1073s) 艰苦的开发瓶颈与近藤浩治的音乐突破 将浩瀚的关卡、新图形、多变动作、装备和道具系统全部塞进卡带中,给第四开发部的所有员工带来了巨大的身心折磨,整个团队长期处于精疲力竭的状态。宫本茂本人经常整夜通宵加班,他像鹰一样严密注视着设计师们的一举一动,只要对某处细枝末节不满意,哪怕会导致整个项目延期,也绝对会要求团队彻底返工推倒重来。设计师江口胜也回忆道:“只要能让游戏变得哪怕稍微好那么一点点,宫本先生在做出调整和推翻重来时就从来没有过半分犹豫。”总监手冢卓志在谈及那段痛苦的攻坚期时同样苦不堪言:“项目总是无法顺利整合到一起,就这么一直拖延下去。” 在这场漫长的拉锯战中,压力最大的或许是独自负责配乐的作曲家近藤浩治。两年前,他曾为初代《超级马里奥兄弟》谱写出了电子游戏史上最具标志性的地面背景音乐。如今要为《超级马里奥兄弟3》创作全新的主旋律,这几乎是一座无法翻越的高山。近藤浩治无奈地承认自己的迷茫:“我完全不知道该怎么做才能跳脱出初代《超级马里奥兄弟》的框架。” 制作初代配乐时,近藤主要是根据马里奥奔跑、跳跃等具体操作节奏顺势谱曲。而这一次,他决定转换思路,从纯粹的音乐流派风格切入。近藤引入了大量轻快的打击乐编曲,最终营造出一种充满律动感和度假风情的雷鬼(Reggae)曲风。在开发后期,近藤撰写了大量的音乐小样,并拉来宫本茂和手冢卓志共同试听评选,最终挑选出了最契合关卡意境的旋律。直到1988年春季,这款命途多舛的庞大作品才终于初具雏形。 --- ### [19:58](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1198s) 终极马里奥的诞生与日本首发的狂潮 宫本茂曾夸下海口要打造一款“终极马里奥”,事实证明他绝非虚张声势。《超级马里奥兄弟3》吸纳了前作所有成功的精髓,并呈几何倍数地扩充了动作、强化道具、角色与关卡挑战,同时埋藏了海量让人惊叹的隐藏秘密。其中引入的大地图选关系统与强制自动卷轴等机制,在此后彻底成为了马里奥系列乃至平台跳跃类游戏的标准范式。 整个研发耗费了第四开发部两年多的心血,开发成本据称达到了80万美元。在当时,这是任天堂历史上开发规模最大、投入劳动力最为密集的一款红白机(Famicom)游戏。作为直观对比: - 初代《超级马里奥兄弟》的容量大约仅为 **320 Kb**; - 《超级马里奥兄弟3》的容量达到了 **3 Mb**,体积足足扩充了近十倍。 当游戏于1988年秋季终于完工时,日本的主机市场格局已然暗流涌动。NEC在一年前推出了PC Engine主机,凭借更加艳丽的色彩表现与更出色的画面质感,月销量一度反超任天堂的红白机;世嘉也摩拳擦掌,即将正式推出自己的16位次世代主机Mega Drive。任天堂瞬间面临腹背受敌的追赶态势,不得不加快自主16位新硬件的开发步伐。在这一关键节点,宫本茂的终极之作不再仅仅是一部续作,它必须成为任天堂的定海神针——为次世代主机争取足够的开发时间,并用实力向全世界宣示任天堂依然是无可争议的游戏之王。 1988年9月,游戏的宣传影像开始亮相,次月便迅速进入零售渠道。1988年10月23日,《超级马里奥兄弟3》在日本正式发售。这部作品凝聚了整个团队的无限深情,在游戏说明书的尾页,第四开发部特意印上了一封写给所有玩家的公开信: > “致各位超级马里奥玩家:非常感谢您购买《超级马里奥兄弟3》。为了回应广大马里奥粉丝的呼声,我们开发了这部系列最新作,竭尽全力让它比以往任何作品都要好玩得多。在您通往终点的旅途中,会有无数的谜题和陷阱等待着您。究竟有什么样的奇迹正迎接着马里奥和路易吉呢?请尽情在游戏中寻找答案吧。马里奥制作组敬上。” 游戏上市后引发了不可思议的社会轰动。日本权威游戏杂志《Fami通》(Famitsu)打出了35/40的高分,盛赞其惊艳绝伦;《Micom BASIC》杂志同样不吝溢美之词,直呼该作为“平台跳跃类型的最高峰与集大成者”。到了1988年年底,全日本出现了严重的供货断档,卡带脱销一空。《超级马里奥兄弟3》连续五个月稳居日本红白机游戏销量榜榜首,马里奥狂热再次席卷全日本。周边商品塞满了各大零售店,官方推出了收录近藤浩治编曲重混版的游戏原声CD与卡带,甚至还诞生了名为《天田动画系列:超级马里奥兄弟》(Amada Anime Series: Super Mario Bros.)的衍生动画OVA,用马里奥角色戏仿重现了三个经典的日本民间童话。 ```mermaid flowchart LR accTitle: Market Context of Super Mario Bros. 3 Release accDescr: 展现1988年日本主机市场竞争态势及马里奥3所承担的战略使命 subgraph Competition["1988年日本市场竞争危机"] A["NEC推出 PC Engine<br/>画面色彩更强,销量一度反超"] B["世嘉即将推出 Mega Drive<br/>16位次世代主机降维打击"] end subgraph Strategy["任天堂应对之策"] A & B --> C["《超级马里奥兄弟3》扛鼎登场"] C --> D["证明任天堂在8位机上的极致设计力"] C --> E["拖延竞品步伐,为任天堂16位主机争取研发窗口"] end ``` --- ### [24:21](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1461s) 北美市场的任天堂狂潮与不同的《马里奥2》 当日本玩家完全沉浸在《超级马里奥兄弟3》的奇幻世界中时,海外玩家却只能陷入漫长而焦灼的等待。由于产能与本地化周期的滞后,北美玩家不得不苦等一年以上,而欧洲市场的发售甚至延后了将近三年。这种巨大的时间差,直接酿成了电子游戏历史上规模最为空前的一场全民期待风暴。 此时的任天堂不仅在日本本土所向披靡,在北美市场更是处于绝对的统治地位。仅在1988年一年内,任天堂北美公司的营收就高达17亿美元,横扫老牌对手雅达利(Atari)与世嘉(Sega),独揽了北美电子游戏市场高达80%的惊人份额。自NES(美版红白机)在全美铺开销售以来的短短两年多时间里,硬件销量就迅速冲破了1000万台大关。行业刊物《玩具与商业世界》(Toy and Business World)的里克·安吉拉(Rick Anguilla)曾极其生动地描绘了这种文化风暴: > “这简直就是一种狂热。全美所有的孩子们都在说:这太棒了,我们必须得买一台。对于这个国家8岁到15岁之间的男孩来说,家里要是没有一台任天堂,就跟打棒球手里没有球棒一样不可思议。” 任天堂在北美取得如此不可思议的成就,很大程度上归功于初代《超级马里奥兄弟》作为同捆游戏(Control Deck Set)所建立起的恐怖口碑,全美玩家对续作望眼欲穿。就在1988年10月——即《超级马里奥兄弟3》在日本首发的同一个月份——任天堂北美分部也如期发行了玩家们期盼已久的“Super Mario Bros. 2”。然而,北美玩家手里的这一张《马里奥2》,和日本当年发行的难度极其反人类的磁盘机正统续作完全不是同一款游戏,而是任天堂北美产品分析经理霍华德·菲利普斯(Howard Phillips)在评测完日版新游后,推动做出的一场重大战略转向的产物。 ### [26:01](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1561s) 拒绝日版《马力欧2》与《梦工厂:心跳恐慌》的华丽变身 美版《超级马力欧兄弟2》的诞生源于一次著名的拒绝。当时任天堂北美评估了日版《超级马力欧兄弟2》(即后来的《失落的关卡》),发现其画面与初代完全一致,更致命的是难度高到令人发指。当时负责产品评估的高管放下手柄后大为震惊:“我放下手柄,万分震惊宫本茂先生竟然会设计出如此折磨人的游戏。”(“I put down my controller, astonished that Mr. Miyamoto had chosen to design such a painful game,” he said.)如果直接在北美发行这样一款换汤不换药且极其惩罚性的续作,在商业策略上无疑是自杀行为。 于是任天堂做出了一个大胆的决定:移花接木。他们选中了第四开发部(R&D4)在1987年为红白机磁碟机(Famicom Disk System)制作的《梦工厂:心跳恐慌》(Yume Kojo: Doki Doki Panic)。巧合的是,宫本茂本人参与了该作的制作,而后来担任《超级马力欧兄弟3》关卡设计师的田边贤辅(Kensuke Tanabe)正是该作的总监。《梦工厂》在画面上大幅超越初代马力欧,且核心机制极契合平台动作冒险。任天堂将原版角色替换为马力欧及其伙伴,作为正统《超级马力欧兄弟2》在欧美发行。懵懂的西方玩家毫无察觉,该作迅速席卷市场,成为1988年圣诞假日季最抢手的热销玩具。 ```mermaid flowchart TD accTitle: 美版马力欧2的改造与上市路径 accDescr: 展示日版马力欧2被拒后将梦工厂心跳恐慌换皮为美版马力欧2的决策流程 subgraph Reject ["日版续作评估"] A["日版 Super Mario Bros. 2"] -->|"画面雷同 / 难度过高"| B["北美拒绝发行"] end subgraph Adapt ["移花接木与换皮"] C["梦工厂:心跳恐慌 (1987)"] -->|"画质更优 / 动作机制契合"| D["替换为马力欧角色与素材"] end subgraph Launch ["欧美市场发行"] B -.-> D D --> E["美版 Super Mario Bros. 2 (1988)"] E --> F["1988圣诞档狂销售罄"] end ``` ### [27:28](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1648s) 全球芯片荒危机与北美的本地化调整 然而在1988年,《超级马力欧兄弟2》在货架上一卡难求,背后的原因并不仅仅是人气火爆。那一年,全球电子行业遭遇了严重的半导体芯片短缺。新一代半导体技术的迭代迫使芯片制造商分流产能;与此同时,便携式摄像机与移动电话等消费电子产品爆发式增长,引发了对芯片的疯抢。芯片价格从1987年的每颗2美元飙升至10到12美元。任天堂受到沉重打击,为了腾出芯片供给主力产品,不得不停产了十多款游戏。由于任天堂严格管控所有卡带的制造配额(包括第三方授权厂商),这一断供引发了与合作厂商的强烈矛盾,零售终端甚至借机将单盘游戏炒到70美元。行业分析师预测游戏供应量将比市场需求低15%。当记者询问任天堂北美营销副总裁彼得·梅因(Peter Main)如何应对芯片危机时,梅因讽刺地反问:“你是说,除了求神拜佛之外吗?”(“You mean, besides hoping and praying?”) 在此期间,任天堂北美收到了从日本寄来的《超级马力欧兄弟3》测试样带。产品分析经理霍华德·菲利普斯(Howard Phillips)在通关评估后完全被震撼了,他在评价中写道:“对我而言,当我看到它时,我认为这不仅仅是另一款游戏,它也不仅仅是一款有趣且具有挑战性的游戏。它是真正的终极典范之作。”(“For me, when I saw it, I thought this is not just another game, and it's not just a fun and challenging game. It was truly a quintessential video game.”) 即便如此,北美本地化团队依然对游戏进行了适度修改。虽然本作不像日版《马力欧2》那样变态,但整体难度仍旧颇高: - **受伤判定机制**:在日版中,拥有变身能力(如火球或浣熊装)的马力欧一旦受伤,会直接缩水变成小马力欧;而在北美版中,受伤后只会退化为大马力欧状态,大幅降低了容错门槛。 - **酷霸王七人众(Koopalings)的命名**:本地化人员戴夫·布鲁克斯(Dayv Brooks)是个狂热的摇滚乐迷,他根据外貌特征给这群小Boss赋予了致敬流行文化的名字: - 狂野爆炸头的角色被命名为 **Ludwig von Koopa**(致敬贝多芬 Ludwig van Beethoven) - 唯一的女性角色命名为 **Wendy O. Koopa**(致敬朋克歌手 Wendy O. Williams) - 戴墨镜的酷小子命名为 **Roy Koopa**(致敬摇滚老炮 Roy Orbison) - 疯癫搞怪的命名为 **Iggy Koopa**(致敬朋克教父 Iggy Pop) - 顶着莫霍克发型的命名为 **Lemmy Koopa**(致敬“摩托头”乐队的 Lemmy) - 话痨爱显摆的角色则根据垃圾脱口秀先驱莫顿·唐尼二世命名为 **Morton Koopa Jr.** - 至于 **Larry Koopa**,布鲁克斯表示纯粹是因为这个名字听起来顺耳合衬。 ### [30:46](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1846s) 延期战略与持续一整年的饥饿营销 面对日本国内狂卖的《超级马力欧兄弟3》,整个北美游戏界都在追问其引进时间。但任天堂北美深陷多重战略考量之中:受制于芯片荒,手头的现有卡带尚且供不应求;新发行的美版《马力欧2》销售正如日中天,过早引进三代会造成同室操戈;更为关键的是,任天堂计划在1989年夏季推出全新的便携掌机Game Boy,过早推出三代这类重磅巨作,极有可能完全掩盖Game Boy的上市风头。鉴于芯片荒预计在1989年内缓解,任天堂果断将美版发售日定在软件消费向来强劲的1990年第一季度,并决定将整个1989年转化为长达一年的前置造势期,斥资2500万美元打造一场铺天盖地的营销攻势。 任天堂充分调动旗下的官方宣传机器,一步步挑逗玩家的胃口: - 1989年1月,拥有70万订阅者的《Nintendo Power》第4期中,仅仅在PlayChoice-10街机广告里用一句话轻描淡写地提及“《超级马力欧兄弟3》即将到来”。 - 在第5期宣传芝加哥夏季消费电子展(CES)的抽奖活动中,任天堂再次提及该作。 - 到了第6期,面对雪花般寄来询问红白机版本的读者来信,官方公开回复称游戏将登陆PlayChoice-10,但“目前没有在NES上发售该作的即时计划”(“there are no immediate plans to release it for use with the NES”),却又故意在后页展望未来的“Pak Watch”专栏里赫然列出该作。 - 1989年夏季,《Electronic Gaming Monthly》与《GamePro》等专业杂志直接从日本自费走私引进了卡带,刊发了长篇图文前瞻和游戏截图,成为多数北美玩家对本作的第一眼震撼。 - 1989年7月15日,任天堂正式在北美的PlayChoice-10商业街机上部署了《超级马力欧兄弟3》。任天堂北美高管盛赞其为“我们为该系统制作过的最出色的作品”(“the best we've ever produced for the system”)。配备了三代卡板的街机机台收入瞬间翻了三倍,狂热的口碑迅速传遍大街小巷。 ### [33:44](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=2024s) 商业奇谋:好莱坞大片《小鬼小灵精》沦为两小时广告 与此同时,加利福尼亚州与内华达州的片场正在酝酿一场影史罕见的跨界营销。1989年,环球影业总裁汤姆·波洛克(Tom Pollock)陷入窘境——原定上映的动画大片《杰森一家》(The Jetsons)无法赶上当年的圣诞档。眼见全美掀起任天堂狂潮,波洛克决定将电子游戏拍成合家欢电影,并找上任天堂北美的营销高管比尔·怀特(Bill White)和彼得·梅因洽谈。波洛克提出的构想是拍一部儿童版的经典摇滚歌剧电影《托米》(Tommy),讲述一个自闭倾向的特殊儿童如何在游戏竞技中登顶成王。 对任天堂来说,这无异于天降神助。双方一拍即合:任天堂不仅免除了高昂的植入费,还收取了授权金,并手握剧本审批权与游戏画面的终审权。比尔·怀特频繁现身片场监督拍摄,他坦言:“我们唯一在意的,就是确保游戏画面在银幕上呈现得绝对震撼。”(“All we were worried about was just making sure that the game footage was spectacular,” he said.) 这部定名为《小鬼小灵精》(The Wizard)的影片于1989年12月15日在北美公映。剧情讲述孤僻不语的男孩吉米执意前往加利福尼亚,同父异母的哥哥科里将他带出收容所,途中结识了女孩海莉。两人发现吉米是个罕见的游戏天才,于是决定前往环球影城参加奖金高达5万美元的“世界末日电子游戏锦标赛”(Video Armageddon),同时一路躲避家人和私家赏金猎人的追捕。整部电影塞满了任天堂硬件与周边,从最新卡带到能量手套(Power Glove)、乃至官方游戏攻略热线电话(Nintendo Power Line)。影评人对这种毫无掩饰的商业植入予以严厉抨击,知名影评人罗杰·伊伯特(Roger Ebert)尖锐地讽刺其为“一部伪装拙劣的任天堂电子游戏与环球影城观光导览商业广告片”(“a thinly disguised commercial for Nintendo video games and the Universal studio tour”)。 但对全美的小观众而言,影评毫无意义。电影的高潮——全国锦标赛决赛现场的大屏幕上,赫然公布了从未发售的压轴神秘游戏《超级马力欧兄弟3》。现场山呼海啸,而银幕前无数从未见过实机画面的孩子们彻底陷入疯狂。 ### [36:44](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=2204s) 1989任天堂帝国巅峰与1990年2月的全面售罄 到了1989年底,任天堂已发展成为无人能够撼动的文化图腾与商业巨兽: - **营收与装机量**:1989年任天堂在美零售总额高达27亿美元。NES连续第三年蝉联全美第一玩具宝座,全美家庭渗透率达到惊人的22%,销量突破2000万台。 - **生态扩张**:夏季推出的全新掌机Game Boy在各大商场持续断货;全国遍布专门展销其生态的“任天堂世界”(World of Nintendo)专柜;官方授权马力欧周边产品突破200种;《Nintendo Power》订阅人数激增至180万;提供过关秘籍的咨询热线每周承接高达14万通玩家电话。 对《超级马力欧兄弟3》的饥渴感被推到了沸点,无数孩子在不知道具体发售日的情况下,依然在圣诞心愿单上写下了它的名字。等待并未持续太久。1990年1月,寄达订阅者家中的最新一期《Nintendo Power》刊载了长达数页的官方特辑,披露了大量幕后开发细节与独家画面——熟悉该杂志的玩家深知,只要详细前瞻刊出,卡带上市便屈指可数。 1990年2月,官方建议零售价49.95美元的《超级马力欧兄弟3》终于在北美全面铺货。整个大陆随即爆发了空前的抢购狂潮:在发售短短48小时之内,首批准备的25万盘卡带便被彻底清空,北美全境宣告全面售罄。 ### [39:12](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=2352s) 供不应求的抢购狂潮与媒体盛赞 任天堂的生产速度根本赶不上市场的疯狂需求,《超级马力欧兄弟3》(Super Mario Bros. 3)在各大零售店上架不到一天便被抢购一空。芝加哥一家玩具反斗城(Toys "R" Us)的员工无奈地形容当时的情景:“我们接到的电话每两个就有一个是询问任天堂和《超级马力欧兄弟3》的。我们根本不知道什么时候能到货,但只要一到货,就会立刻售罄。”(“Every other call we get is about Nintendo and Super Mario Bros. 3. We never know when we'll get it, but we'll sell out as soon as it gets here.”) 对于那些历经千辛万苦买到卡带的幸运玩家来说,这款作品展现出了任天堂史上最高规格的制作水准。各大主流媒体对其赞不绝口,《信使新闻报》(The Courier News)的保罗·富兰克林(Paul Franklin)给出了极高赞誉:“如果《超级马力欧兄弟3》是一部电影而不是电脑游戏,它绝对会获得奥斯卡提名。”(“If Super Mario Bros. 3 was a movie instead of a computer game, it would be up for an Oscar.”) --- ### [40:02](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=2402s) 2500万美元营销攻势、文化狂热与 id Software 的诞生 到了3月份,该作销量已突破70万套。美国任天堂随即发起了高达2500万美元的庞大宣传攻势:电视广告铺天盖地展开;与 Popsicle 冰棍和 Nabisco 饼干等消费品牌进行联名跨界推广;NBC 电视台在周六早间档推出了动画片《超级马力欧兄弟3历险记》(The Adventures of Super Mario Bros. 3);麦当劳也在开心乐园餐中附赠了马力欧玩具。 即便世嘉(Sega)推出了16位主机 Sega Genesis,日本市场大获成功的 PC Engine 也由 NEC 以 TurboGrafx-16 之名引入北美,却丝毫无法撼动马力欧的地位。《超级马力欧兄弟3》成为校园里的绝对谈资,孩子们攀比谁打得更远,热烈交流在哪里能找到空间魔笛(warp whistle)和全新道具。 由于游戏体量巨大且隐藏要素极多,任天堂甚至担心玩家会不知所措。1990年7月,《Nintendo Power》杂志推出了创刊以来的首本完整官方攻略本,详细收录了每一个关卡的地图、所有敌人与强化道具的资料,并揭晓了全游戏的全部秘密。 这款游戏甚至震撼了成年从业者。约翰·卡马克(John Carmack)、约翰·罗梅洛(John Romero)、汤姆·霍尔(Tom Hall)和阿德里安·卡马克(Adrian Carmack)等人因为极度痴迷该作,亲手将其移植到了 PC 平台并寄给任天堂,希望能拿到正式授权。虽然任天堂对技术深表赞叹但最终婉拒了合作,这群天才开发者并未气馁,他们在此技术积累的基础上于次年创立了 id Software,后来接连打造出改变游戏历史的《德军总部3D》(Wolfenstein 3D)与《毁灭战士》(Doom)。 ```mermaid flowchart TD accTitle: PC版超级马力欧兄弟3催生id Software accDescr: 约翰·卡马克团队自制PC移植版提交任天堂遭拒后创立id Software的过程 subgraph 粉丝自制移植 A["卡马克与罗梅洛团队<br>制作PC端《马力欧3》DEMO"] --> B["寄送任天堂申请官方授权"] end subgraph 商业转折 B --> C["任天堂惊艳技术但婉拒合作"] C --> D["团队信心大增,自立门户"] end subgraph 创立传奇 D --> E["1991年成立 id Software"] E --> F["开创先河制作<br>《德军总部3D》与《毁灭战士》"] end ``` - **北美惊人收益**:截至1991年,仅在北美地区便售出超过800万套,营收突破4亿美元。 - **玩具界巨头地位**:如果把《超级马力欧兄弟3》单列为一家独立企业,它的规模足以跻身1990年全美前十大玩具公司之列。 - **历史记录**:在当时,它是历史上最畅销的独立发售(非同捆)电子游戏。 --- ### [42:36](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=2556s) 破除“泡沫”质疑与反垄断阴影 在《超级马力欧兄弟3》诞生之前,外界始终质疑任天堂不过是一阵短暂的狂热。艺电(Electronic Arts)总裁特里普·霍金斯(Trip Hawkins)曾尖锐地将 NES 贬低为昙花一现的“椰菜娃娃”(Cabbage Patch dolls),他声称:“这只是一件玩具,这意味着它就是一阵风潮。”(“This is a toy and that means it's a fad.”)然而,《超级马力欧兄弟3》用无可辩驳的表现彻底粉碎了所有质疑。任天堂1990年的预估营收高达34亿美元,狂揽行业88%的压倒性市场份额;1991年更超越丰田(Toyota)成为全日本最成功的企业,平均每位员工创造的利润高达150万美元。 辉煌之中亦有暗流涌动。美国联邦贸易委员会(FTC)对任天堂发起反垄断调查,指控其为压制竞争对手而涉嫌价格操纵。任天堂坚决否认存在任何不当行为,但最终达成和解,须向消费者发放总额最高达2500万美元的回扣。这项补偿最终以5美元抵用券的形式发放给消费者,而该代金券只能用于购买更多任天堂自家的游戏。 - **总销量成绩**:全球最初发售累计超过1700万套;若算上后续各平台重置与复刻版,累计销量估计突破3000万套。 - **行业意义**:它强有力地证明了家用机电子游戏可以成为规模宏大、内容深邃的史诗冒险,其体验甚至全面超越了传统的街机游戏。 --- ### [44:19](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=2659s) 宫本茂封神、主机大战序幕与不朽遗产 伴随游戏的空前轰动,制作人宫本茂晋升为世界级超级巨星。保罗·麦卡特尼(Paul McCartney)与史蒂芬·斯皮尔伯格(Steven Spielberg)等名流专程飞赴日本与他会面。这次成功确保了宫本茂在未来所有任天堂重量级项目中担任制作人或监督的核心地位。他的下一部马力欧正统续作《超级马力欧世界》(Super Mario World)作为16位新机 Super Famicom(欧美称 Super Nintendo / SNES)的首发护航大作登场;得益于全面升级的硬件机能,宫本茂终于实现了让马力欧骑上恐龙耀西的心愿。 竞争对手也迅速嗅到了招牌吉祥物的巨大能量。世嘉看到了打造当家旗舰 IP 的威力,倾力研发出自己的门面角色——刺猬索尼克(Sonic the Hedgehog)。索尼克于1991年在 Mega Drive / Genesis 平台惊艳亮相,与任天堂形成了势均力敌的真正竞争,正式拉开了贯穿整个90年代的传奇“主机战争”(Console Wars)。 即使在任天堂推出强大的 SNES 之后,玩家对《超级马力欧兄弟3》的喜爱也未曾消退半分。直到 NES 硬件于1995年停产,《超级马力欧兄弟3》始终稳居《Nintendo Power》评选的20佳 NES 游戏榜单之中。每当玩家回首自己与红白机相伴的童年岁月,无一例外都会想起这款作品——它既充满了难以言喻的怀旧温情,又具备划时代的革命性,真正没有辜负世人赋予它的无上期待。 ## Notable quotes > [24:21](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1461s) 对于这个国家8岁到15岁之间的男孩来说,家里要是没有一台任天堂,就跟打棒球手里没有球棒一样不可思议。 — Rick Anguilla > [17:53](https://www.youtube.com/watch?v=MxT6IwUtLSU&t=1073s) 只要能让游戏变得哪怕稍微好那么一点点,宫本先生在做出调整和推翻重来时就从来没有过半分犹豫。 — 江口胜也 ## Mentioned 任天堂, Nintendo of America, 超级马力欧兄弟3, 超级马力欧兄弟, 超级马力欧兄弟2, 超级马力欧兄弟 完全攻略本, 红白机, 红白机磁碟机, 今西紘史, 宫本茂, 手冢卓志, 中乡俊彦, 近藤浩治, 田边贤辅, 森田和明, 江口胜也, 绀野秀树, 梦工厂悸动恐慌, MMC3 芯片, 迪士尼世界, 霍华德·菲利普斯, 里克·安吉拉, 彼得·梅因, 戴夫·布鲁克斯, Nintendo Power, PlayChoice-10, Game Boy, 小鬼小灵精, 环球影业, 汤姆·波洛克, 比尔·怀特, 罗杰·伊伯特, 保罗·富兰克林, 麦当劳, id Software, 约翰·卡马克, 约翰·罗梅洛, 汤姆·霍尔, 阿德里安·卡马克, 德军总部3D, 毁灭战士, 艺电, 特里普·霍金斯, 美国联邦贸易委员会, 超级马力欧世界, 世嘉, Mega Drive, 刺猬索尼克, PC Engine, TurboGrafx-16 ## Video description A documentary about the creation of Super Mario Bros. 3, the unparalleled hype surrounding its release, and why it's considered one of the greatest games of all time. CHAPTERS 00:00 - Intro 01:19 - Part 1: The Ultimate Mario 24:21 - Part 2: The Hype 38:13 - Part 3: The Greatest 45:59 - End Credits ▶️ Subscribe | https://www.youtube.com/gaminghistorian?sub_confirmation=1 Follow Gaming Historian: 🐦 Twitter | https://www.twitter.com/gaminghistorian 💻 Facebook | https://www.facebook.com/gaminghistorian 🕹️ Twitch | https://www.twitch.tv/gaminghistorian 📷 Instagram | https://www.instagram.com/gaminghistorian For a list of sources, visit https://www.thegaminghistorian.com #SuperMarioBros3 #Nintendo #GamingHistorian [Source](https://www.youtube.com/watch?v=MxT6IwUtLSU)

Source quotes

[24:21] Rick Anguilla: 对于这个国家8岁到15岁之间的男孩来说,家里要是没有一台任天堂,就跟打棒球手里没有球棒一样不可思议。 [17:53] 江口胜也: 只要能让游戏变得哪怕稍微好那么一点点,宫本先生在做出调整和推翻重来时就从来没有过半分犹豫。

Source quotes

[39:12] Paul Franklin: If Super Mario Bros. 3 was a movie instead of a computer game, it would be up for an Oscar. [9:02] Shigeru Miyamoto: It's a type of game that is easily approachable for younger, inexperienced players, but can also be played by experienced hardcores without getting tired of it. [1:32] Hiroshi Imanishi: Before Super Mario Bros. came out, even the parliament had taken up the issue of the influence of video games on children, and newspaper articles were mostly negative. But Mario's bright atmosphere cleared away that prejudice against the Famicom. [28:41] Howard Phillips: For me, when I saw it, I thought this is not just another game, and it's not just a fun and challenging game. It was truly a quintessential video game, [7:25] Takashi Tezuka: We made Super Mario Bros. 2 by changing the original game's difficulty and stage design, but we couldn't do that again, so I wanted to change everything. [17:53] Katsuya Eguchi: If it'll make the game even a little bit better, Miyamoto-san's always been unhesitant about making changes. [24:21] Rick Anguilla: It's a mania. The kids of America are saying, this is great. We've got to have one. For boys in this country between the ages of eight and 15, not having a Nintendo is like not having a baseball bat. [7:25] Shigeru Miyamoto: With a diagonal view from slightly overhead, you lost your sense of distance to the ground. So I told him that development would be difficult.

Original transcript

[0:00] (upbeat guitar music) [0:05] - [Narrator] It was February 1990. [0:08] Nintendo of America was about to release [0:10] one of their biggest games of all time, [0:13] Super Mario Bros. 3, and the hype was real. [0:18] Super Mario Bros. 3 came out a year and a half earlier [0:21] in Japan, and even in a time before internet, [0:26] North American gamers knew all about it. [0:29] Throughout 1989, magazines printed previews and teasers. [0:35] A major Hollywood movie showed off the game. [0:39] Some stores even sold import [0:41] or bootleg versions of the game. [0:43] But Super Mario Bros. 3 was more [0:46] than just another game in the series. [0:49] It proved that Nintendo and Super Mario Bros. [0:52] were not a fad. [0:54] And even with competition from other companies, [0:58] Nintendo was still the king of video games. [1:01] This is the story of how one game captured the hearts [1:05] and minds of an entire generation of players. [1:09] This is the Story of Super Mario Bros. 3. [1:20] (video game beeps) (upbeat synth music) [1:32] By the summer of 1986, Mario fever had officially hit Japan. [1:37] (lively guitar music) [1:52] (kids speaking in foreign language) [1:59] Nintendo's Super Mario Bros. for the Famicom [2:02] was a smash hit, selling more than three million copies. [2:07] The country's bestselling book was [2:09] "Super Mario Bros.: The Complete Strategy Guide," [2:13] which contained tips and tricks on how to beat the game. [2:17] The Mario Bros. theme song was given lyrics [2:20] and released as a single, "Go Go Mario." [2:23] (upbeat synth music) [2:33] - [Narrator] Super Mario Bros. even shifted [2:35] Japan's public perception on video games. [2:39] - [Man] "Before Super Mario Bros. came out, [2:41] "even the parliament had taken up the issue [2:43] "of the influence of video games on children, [2:46] "and newspaper articles were mostly negative. [2:49] "But Mario's bright atmosphere cleared away [2:51] "that prejudice against the Famicom." [2:54] Hiroshi Imanishi, Nintendo. [2:57] (contemplative guitar music) [2:59] - [Narrator] The game caused a sales explosion [3:01] for the Famicom system. [3:03] By June of 1986, Nintendo had sold [3:06] more than 6.5 million units. [3:09] One out of every five households in Japan had a Famicom. [3:15] And with Super Mario Bros. enormous success, [3:17] a sequel was never in doubt. [3:20] Super Mario Bros. 2 was released on June 3rd, 1986, [3:25] less than a year after the original game's debut. [3:28] Nintendo released the game on the Famicom Disk System, [3:32] a new add-on for the Famicom [3:33] that would play games using proprietary disks. [3:37] They were cheaper to make than standard cartridges [3:39] and could hold more data. [3:41] Nintendo hoped that all their future big releases [3:44] would be dedicated to the Disk System. [3:47] A sequel to the most popular Famicom game [3:49] would help drive sales. [3:52] Super Mario Bros. 2 would become the bestselling game [3:55] on the Disk System, selling more than two million units. [3:59] But players were hungry for more. [4:02] The game felt more like an expansion pack [4:04] than a true sequel. [4:06] Visually, Super Mario Bros. and Super Mario Bros. 2 [4:10] were almost identical. [4:12] It was also an extremely difficult game, [4:15] which was a turnoff for new players. [4:18] Nintendo even advertised it as such, [4:21] slapping a "For Super Players" label [4:23] on the game's packaging. [4:25] And players weren't the only ones who wanted a true sequel. [4:29] Research & Development 4, the team [4:32] behind the first two Super Mario Bros. games, [4:35] were ready to provide the Famicom [4:37] with the ultimate Mario game, so Nintendo got to work. [4:42] A team of over 10 people at R&D4 would be responsible [4:46] for making Super Mario Bros. 3. [4:50] Their leader was Shigeru Miyamoto. [4:53] If Mario was Nintendo's Mickey Mouse, [4:56] Shigeru Miyamoto was Nintendo's Walt Disney. [5:00] He created Mario back in 1981 and, since then, [5:03] had seen his character become the face of the company. [5:07] Miyamoto took a step back [5:08] during the development of Super Mario Bros. 2. [5:11] He had recently become a father [5:13] and was involved in too many projects, but now, [5:16] he was ready to throw himself completely into a sequel. [5:20] He would oversee almost every aspect [5:23] of the creation of Super Mario Bros. 3. [5:27] Miyamoto's right-hand man, Takashi Tezuka, [5:30] was named the game's director. [5:32] Tezuka joined Nintendo two years earlier at the age of 24, [5:37] and was instrumental in the design and development [5:40] of Super Mario Bros. and The Legend of Zelda. [5:43] Following that, Tezuka was given [5:45] his first director job on Super Mario Bros. 2. [5:49] His work on that game, while facing a tight deadline, [5:52] proved he was more than capable of doing the job. [5:55] But Super Mario Bros. 3 would prove to be a challenge. [6:00] Toshihiko Nakago was the main programmer. [6:03] He began his career at Nintendo in 1983 [6:06] by porting arcade games to the Famicom. [6:10] Nakago proved invaluable when he helped Miyamoto and Tezuka [6:13] bring their ideas to life by programming [6:16] The Legend of Zelda and Super Mario Bros. [6:20] Working alone as the composer was Koji Kondo. [6:23] Before Kondo arrived at Nintendo in 1984, [6:27] music and sound effects were handled by the programmers. [6:30] Kondo was one of the first members [6:32] of Nintendo's dedicated music staff. [6:36] Along with veterans, Research and Development 4 [6:39] had a group of young designers [6:40] and programmers eager to prove their value. [6:44] Among them was Kensuke Tanabe, a new hire [6:47] who not only had to design levels [6:49] for Super Mario Bros. 3, but was also directing [6:52] his own game, Yume Kojo: Doki Doki Panic, [6:57] Kazuaki Morita, a programming whiz [6:59] who helped program Super Mario Bros. at the age of 19, [7:04] Katsuya Eguchi, a graphic artist [7:06] whose talent caught the eye of Miyamoto. [7:09] He was brought on as a level designer. [7:12] And Hideki Konno, a designer who had dreamed of working [7:15] at Nintendo ever since he started playing Famicom games. [7:20] With his team assembled, Miyamoto could begin [7:22] production on his ultimate Mario game. [7:25] But making this new game would require a lot of power. [7:29] Luckily, it was available. [7:32] Although Super Mario Bros. 2 [7:33] was released on the Famicom Disk System, [7:36] new advancements in cartridge technology [7:39] quickly made the Disk System obsolete. [7:41] Chip prices were coming down, [7:43] and storage capabilities were increasing. [7:47] Internally, Nintendo developed MMC chips, [7:50] multi-memory controllers, [7:52] which greatly expanded the Famicom's capabilities. [7:56] Developers made games never before thought possible. [8:00] Miyamoto credited MMC chips as the reason [8:03] the Famicom lasted so long on the market. [8:06] Super Mario Bros. 3 utilized the MMC3 chip, [8:10] which allowed better graphics, screen splitting, [8:13] diagonal scrolling, and more memory. [8:16] (video game beeps) (upbeat synth music) [8:17] With this new power, Tezuka was ready to try something new. [8:22] - [Man] "We made Super Mario Bros. 2 [8:23] "by changing the original game's difficulty [8:26] "and stage design, but we couldn't do that again, [8:30] "so I wanted to change everything." [8:33] Takashi Tezuka. [8:34] (video game beeps) [8:35] - [Narrator] R&D4's first new idea [8:37] was to change the perspective. [8:40] They experimented with making a Mario game [8:42] using an isometric view, but Miyamoto wasn't a fan. [8:47] "With a diagonal view from slightly overhead, [8:49] "you lost your sense of distance to the ground. [8:52] "So I told him that development [8:54] "would be difficult," he said. [8:56] R&D4 scrapped the idea [8:58] and went back to the standard side view. [9:01] (video game beeps) (upbeat synth music) [9:02] Nintendo referred to Super Mario games as athletic games, [9:07] games where players could move freely, [9:09] run fast, and jump high. [9:12] "It's a type of game that is easily approachable [9:14] "for younger, inexperienced players, [9:16] "but can also be played by experienced hardcores [9:19] "without getting tired of it," said Miyamoto. [9:23] (mellow guitar music) [9:24] This game philosophy reemerged. [9:27] R&D4 began brainstorming new ways [9:30] to make Super Mario feel even more athletic. [9:33] They could let Mario slide down hills, [9:36] pick up and kick objects, and even fly through the air. [9:41] Graphically, Mario could not stay the same. [9:44] The first two Super Mario games looked too similar, [9:48] so R&D4 gave the Mario universe a complete makeover. [9:53] Nothing from the first two games carried over. [9:56] Every single character, enemy, item, [9:59] and environment was brand-new. [10:01] There was a cutesy aesthetic to the graphics, [10:04] thanks to director Takashi Tezuka. [10:07] In the previous Mario game, [10:09] he added eyeballs to many objects. [10:12] He did the same thing in Super Mario Bros. 3. [10:16] "He wanted to add eyes to just about everything," [10:19] said designer Katsuya Eguchi. [10:22] Colors were bright and varied. [10:24] Trees and bushes danced on screen. [10:27] The visuals had a theatrical element. [10:30] A curtain rose to introduce the game. [10:33] Hanging platforms and blocks bolted to the background [10:37] resembled set pieces. [10:39] Mario finished each level by exiting the stage. [10:43] R&D4 put these new visuals in an all new world as well. [10:47] Now, Mario had eight new areas to explore, [10:50] each with their own visual theme: [10:53] Grass Land, Desert Hills, [10:58] Ocean Side, Big Island, [11:02] The Sky, Iced Land, [11:06] Pipe Maze, The Castle of Koopa. [11:11] The designers cranked out levels. [11:14] Hideki Konno didn't remember the experience fondly. [11:18] "We laid tracing paper over graph paper [11:20] "and painstakingly drew levels every day," he recalled. [11:26] Once finished, the designers brought their levels [11:28] to the Map Room, a long narrow room where programmers [11:32] took the sheets of graph paper and programmed map data. [11:35] It was a long process. [11:37] Designers had to wait a whole day [11:39] before seeing their creation on screen. [11:42] And even then, there were plenty of bugs to work out. [11:49] To connect all the levels, [11:50] the development team added an overworld map. [11:53] Levels were no longer played in a linear order. [11:56] Now, players could choose their own path [11:58] to the end of each area. [12:00] (video game beeps) [12:02] (mellow guitar music) [12:03] How did Research & Development 4 [12:05] come up with these new worlds? [12:08] They may have gotten inspiration [12:09] from the most magical place on Earth. [12:13] In 1987, Shigeru Miyamoto and other members [12:16] of the Research & Development 4 team needed inspiration, [12:20] so they took a trip to the United States. [12:24] (engines rumbling) (vehicles honking) [12:25] They visited several places, including New York City, [12:29] San Francisco, and Disney World in Orlando, Florida. [12:33] (fireworks crackling) [12:35] Disney World had several unique areas, [12:38] and it felt like a fairytale land. [12:40] Super Mario Bros. 3 was similar, [12:43] with its eight different colorful worlds. [12:46] Cinderella's Castle sat in the center of the park, [12:49] connecting everything together. [12:51] (kid screams) [12:52] It was similar in Super Mario Bros. 3. [12:55] The white castle in each world [12:57] helped guide the player along, [12:59] and was the key to getting to the next area. [13:03] No one at Nintendo has ever confirmed [13:05] that Super Mario Bros. 3 was inspired by Disney World, [13:09] but the similarities are interesting. [13:12] (video game beeps) (upbeat synth music) [13:14] New graphics and levels weren't [13:16] the only addition to Super Mario Bros. 3. [13:19] R&D4 added new power-ups as well. [13:22] (mellow guitar music) [13:23] One of Miyamoto's ideas was to have Mario ride a dinosaur. [13:27] He had wanted to do it since the original Super Mario Bros. [13:31] But technical limitations prevented it from happening. [13:35] To compromise, director Takashi Tezuka pitched the idea [13:38] of Mario transforming into animals rather than riding them. [13:43] It was a good idea. [13:44] Mario could get different power-ups and suits [13:47] that would transform him into animals [13:49] with their own powers and abilities. [13:52] The super leaf turned Mario into a raccoon [13:55] and gave him the power to hit enemies with his tail [13:57] and fly completely over a level. [14:00] But the ability to fly was initially too powerful. [14:04] Head programmer Toshihiko Nakago voiced his concerns. [14:08] "If we had gone with that, all of the obstacles [14:10] "and the objects on the ground that we managed to create [14:13] "would have been wasted," he said. [14:16] But Tezuka insisted they come up with a way to make it work. [14:20] To compromise, the programmers made some restrictions. [14:23] Mario could only fly if he took off from a runway, [14:27] and even then, the flight was temporary. [14:30] The frog suit let Mario jump higher and swim faster, [14:34] but he slowed down when using the suit on land. [14:37] The hammer suit gave Mario [14:39] the ability to throw hammer projectiles [14:41] and protect himself with a fireproof shell. [14:44] There was also the Tanooki suit, [14:47] based on a mythical Japanese creature. [14:49] It was identical to the raccoon suit, [14:52] except it also let Mario transform into a statue, [14:55] granting temporary invincibility. [14:58] Miyamoto loved the Tanooki suit. [15:00] "Even though I knew it wouldn't make sense [15:02] "to non-Japanese players, I was so excited about it [15:05] "that I left it in," he said. [15:08] At one point, someone pitched the idea [15:10] of Mario turning into a centaur. [15:13] It got rejected. [15:16] With new power-ups came a cast of enemies [15:18] for Mario to defeat. [15:20] The usual suspects were still around: [15:23] Goombas, Koopa Troopas, Hammer Bros. [15:28] But there were a ton of new faces as well: [15:31] Boom Booms, Spikes, Big Bertha. [15:35] A few enemies were based [15:37] on staff members' personal experiences. [15:40] The Chain Chomps came from Miyamoto, who had [15:43] a bad experience with a neighbor's dog as a child. [15:47] Boos were supposedly based [15:48] on director Takashi Tezuka's wife, [15:51] who was normally a shy woman [15:53] but got angry when he worked late. [15:56] The seven Koopaling bosses were modeled [15:58] after the young designers at Research & Development 4. [16:02] It was Miyamoto's way of rewarding their hard work. [16:06] Along with new power-ups and enemies, new items were added [16:10] that Mario could use throughout his adventure. [16:13] The idea was to give less experienced players [16:15] more opportunities to get past tough levels. [16:19] The music box put Hammer Bros. enemies on the map screen [16:22] to sleep, allowing Mario to sneak past. [16:26] A warp whistle, taken from the Legend of Zelda series, [16:29] let Mario skip ahead to new worlds. [16:32] It also served as a way to get around [16:34] not having a battery save on the cartridge. [16:38] A hammer broke obstacles and revealed [16:40] shortcuts and secrets on the map. [16:42] Jugem's cloud, also known as Lakitu's cloud, [16:46] allowed players to skip a level. [16:48] The P-Wing allowed Mario to fly completely through a level, [16:52] a holdover from the original raccoon suit idea. [16:56] Through the flurry of changes, Miyamoto had to ensure [16:59] two major concepts were present in Super Mario Bros. 3. [17:03] The first was that players of all skill levels [17:06] could enjoy the game. [17:08] New players could find plenty of one-ups, coins, [17:11] and power-ups scattered throughout the early levels. [17:14] Mini-games and Toad Houses were placed on the overworld map, [17:18] giving players even more chances to earn items. [17:21] As the levels got harder, players would be well-stocked. [17:25] The second major concept was making a game [17:28] that was fun for two people to play. [17:31] In the original Super Mario Bros., [17:33] players would take turns when the other died. [17:36] In Super Mario Bros. 3, players got a turn [17:39] after each level was completed, [17:41] and could either work together [17:43] or compete for the high score. [17:45] A battle mode was added as well, [17:47] based on the 1983 Mario Bros. arcade game. [17:53] Implementing all of the new moves, [17:55] graphics, levels, power-ups, and items [17:58] took a toll on the entire staff at R&D4. [18:02] They were exhausted. [18:03] (reflective guitar music) [18:06] Miyamoto would sometimes work through the night. [18:09] He kept a close eye on his designers [18:11] and wasn't afraid to make them fix the smallest detail, [18:15] even if it meant delaying the game. [18:18] "If it'll make the game even a little bit better, [18:21] "Miyamoto-san's always been unhesitant [18:23] "about making changes," said designer Katsuya Eguchi. [18:28] Director Takashi Tezuka recalled the struggle. [18:31] "It wouldn't come together well and dragged on," he said. [18:36] Perhaps no one struggled more [18:37] than the lone composer, Koji Kondo. [18:41] (upbeat synth music) [18:43] Two years earlier, he composed [18:44] one of the most iconic jingles in video game history, [18:48] the Super Mario Bros. theme. [18:50] Now he had to make the theme for Super Mario Bros. 3. [18:54] It was a tough act to follow. [18:56] "I couldn't figure out how to change it [18:58] "from the original Super Mario Bros.," he said. [19:02] When he made the first Super Mario Bros. theme, [19:05] Kondo simply made music that went along with the gameplay. [19:09] This time around, he focused on genre. [19:12] Kondo worked in lots of percussion, [19:14] resulting in a reggae sound. [19:16] By the end of development, he had composed multiple songs [19:20] and had Miyamoto and Tezuka help him pick the best ones. [19:24] By the spring of 1988, the game [19:27] was finally starting to come together. [19:30] (mellow reggae music) [19:58] Miyamoto was not bluffing when he said [20:00] he wanted to make the ultimate Mario game. [20:03] Super Mario Bros. 3 took what was great [20:05] about the previous installments and added more moves, [20:09] more power-ups, more characters, and more challenges. [20:13] It was also chock-full of secrets. [20:16] Many of the new features, such as auto-scrolling [20:18] and the overworld map, became staples in the franchise. [20:22] It took Research & Development 4 [20:24] more than two years to make Super Mario Bros. 3. [20:28] It was also expensive, [20:30] reportedly costing $800,000 to develop. [20:34] At the time, the game was the biggest [20:36] and most labor-intensive Famicom title Nintendo ever made. [20:41] For comparison, the original Super Mario Bros. [20:44] took up around 320 kilobits of memory. [20:48] Super Mario Bros. 3. was 10 times larger, at three megabits. [20:54] (contemplative guitar music) [20:58] When the game was finally ready [20:59] to be released in the fall of 1988, [21:02] the video-game landscape in Japan had changed. [21:06] A new contender in the console market, the PC Engine, [21:10] was introduced a year prior by NEC [21:13] and boasted more colors and better graphics. [21:16] It was outselling Nintendo's Famicom. [21:19] Another company, Sega, was getting ready to introduce [21:22] its own new console, the 16-bit Mega Drive. [21:26] All of a sudden, Nintendo had to play catch-up [21:29] and begin developing a new console of their own. [21:33] Miyamoto's ultimate Mario game [21:35] had to be more than just a sequel. [21:37] It had to buy Nintendo time to develop [21:39] their new 16-bit machine, and prove to the world [21:43] that they were still the king of video games. [21:46] (dramatic synth music) [21:48] (announcer speaks in foreign language) [21:52] Video previews of the game debuted in September of 1988. [21:57] Players wouldn't have to wait long to try it out themselves. [22:01] (upbeat guitar music) [22:02] On October 23rd, 1988, [22:06] Super Mario Bros. 3 was released in Japan. [22:10] It was clear that the game was a labor of love. [22:15] Included inside the manual was [22:17] a note from Research & Development 4. [22:21] - [Man] "To Super Mario players, thank you [22:23] "for purchasing Super Mario Bros. 3. [22:26] "In response to the requests of so many Mario fans, [22:29] "Super Mario Bros. 3 is the newest game [22:32] "in the series that we've created to be [22:33] "so much more fun than anything before it. [22:37] "There are many puzzles and traps [22:38] "along your way through this journey. [22:41] "What sorts of wonders are waiting for Mario and Luigi? [22:44] "Enjoy finding out the answer. [22:46] "Yours faithfully, the Mario Staff." [22:50] - [Narrator] Super Mario Bros. 3 was an enormous success. [22:53] Famitsu magazine, a popular publication in Japan, [22:57] gave the game a score of 35 out of 40 and called it amazing. [23:03] Micom BASIC Magazine praised the game as well, [23:06] calling it "the culmination of the genre." [23:10] By the end of 1988, there was a supply shortage of the game. [23:15] For five months straight, Super Mario Bros. 3 was [23:18] the number-one selling Famicom game in the country. [23:22] Super Mario mania once again swept over Japan. [23:27] Merchandise flooded stores. [23:30] The game's soundtrack was released on CD [23:32] and cassette, which featured remixes [23:34] and arranged versions of Koji Kondo's compositions. [23:39] There was even a cartoon. [23:41] The "Amada Anime Series: Super Mario Bros." [23:44] was a retelling of three fairytales, [23:47] featuring characters from Super Mario Bros. 3. [23:51] While Japanese gamers enjoyed [23:53] everything Super Mario Bros. 3, [23:56] the rest of the world waited. [23:58] (contemplative guitar music) [24:00] It would take more than a year [24:02] for the game to reach North America. [24:05] Europe had to wait almost three years. [24:09] All that waiting led to the most anticipation [24:12] for a video game ever. [24:21] (reflective guitar music) [24:36] Nintendo wasn't only succeeding in Japan. [24:39] They were in control [24:40] of the North American video-game market as well. [24:44] In 1988 alone, Nintendo raked in $1.7 billion [24:49] in revenue and had a whopping 80% share [24:52] of the video-game market, dominating rivals Atari and Sega. [24:57] In just over two years since launching [24:59] the Nintendo Entertainment System nationwide, [25:02] they had sold more than 10 million consoles. [25:05] - [Man] "It's a mania. [25:07] "The kids of America are saying, this is great. [25:10] "We've got to have one. [25:11] "For boys in this country between the ages of eight and 15, [25:15] "not having a Nintendo is like not having a baseball bat." [25:20] Rick Anguilla, Toy and Business World. [25:24] - [Narrator] Nintendo's success was in large part thanks [25:26] to the popularity of Super Mario Bros. [25:29] Nintendo of America packed the game [25:31] in their Control Deck Set. [25:33] It quickly became their most popular title. [25:36] Fans were eager for more. [25:39] In October of 1988, the same month [25:43] Super Mario Bros. 3 launched in Japan, [25:46] Nintendo of America released Super Mario Bros. 2, [25:50] only it wasn't the same game as the Japanese version. [25:55] Nintendo of America's product analysis manager, [25:58] Howard Phillips, who reviewed new games from Japan, [26:01] had famously rejected [26:03] the Japanese version of Super Mario Bros. 2. [26:07] The game looked exactly like the first, [26:09] and, more importantly, it was too difficult. [26:14] "I put down my controller, astonished that Mr. Miyamoto [26:17] "had chosen to design such a painful game," he said. [26:21] Releasing the Japanese Super Mario Bros. 2 in North America [26:25] would not be a wise marketing decision, so instead, [26:29] Nintendo took another title and made it a Mario game. [26:33] (upbeat guitar music) [26:36] Yume Kojo: Doki Doki Panic, released in 1987 [26:40] for the Famicom Disk System, was also developed [26:44] by Research and Development 4. [26:46] Shigeru Miyamoto had worked on the game, [26:49] and Mario 3 level designer Kensuke Tanabe was the director. [26:54] Graphically, it looked better than Super Mario Bros., [26:58] and it fit the mold of an athletic game, [27:01] so Nintendo swapped out the characters [27:03] of Yume Kojo: Doki Doki Panic with Mario and friends [27:07] and released it as Super Mario Bros. 2 [27:10] in North America and Europe. [27:12] Players were none the wiser, and Super Mario Bros. 2 [27:16] became one of the hottest Christmas items [27:18] of the 1988 holiday season. [27:21] It sold out quickly, but popularity wasn't the only reason [27:25] the game was hard to find in stores. [27:28] (reflective guitar music) [27:29] That year, the entire electronics industry [27:32] suffered a chip shortage. [27:35] A new generation of semiconductor and chip technology [27:38] caused manufacturers to split their production capacity. [27:42] And demand was higher than ever, with camcorders [27:45] and portable telephones selling like hotcakes. [27:49] Prices skyrocketed. [27:51] Chips that were $2 in 1987, now cost $10 to $12 each. [27:57] Nintendo was hit hard. [28:00] To free up supply, they discontinued a dozen games. [28:03] And because Nintendo controlled [28:05] all manufacturing, including third-party games, [28:09] it caused tension with their licensees. [28:12] Companies were notified that they would be getting [28:14] fewer cartridges than initially ordered. [28:17] Some stores took advantage, [28:19] increasing game prices to $70 each. [28:23] Analysts estimated that video-game supply [28:25] would be up to 15% less than market demand. [28:30] When a reporter asked Peter Main, [28:32] Nintendo of America's Vice President of Marketing, [28:35] what they were doing about the shortage, [28:37] he replied, "You mean, besides hoping and praying?" [28:41] In the meantime, Nintendo of America had received [28:44] a copy of Super Mario Bros. 3 from Japan for analysis. [28:50] Internally, the company knew the game would be huge. [28:53] When product analysis manager Howard Phillips [28:56] played the game for review, he was blown away. [29:00] - [Man] "For me, when I saw it, [29:01] "I thought this is not just another game, [29:03] "and it's not just a fun and challenging game. [29:06] "It was truly a quintessential video game," Howard Phillips. [29:13] - [Narrator] However, a few changes needed to be made. [29:16] The game wasn't as hard as the Japanese Super Mario Bros. 2, [29:20] but it still proved to be a challenge. [29:23] In the Japanese version, when Mario got hit [29:26] while holding a power-up, he shrunk. [29:29] In the North American version, [29:30] Mario would stay big when hit. [29:33] The names of enemies had to be changed [29:35] as well, most notably the Koopalings. [29:39] Dayv Brooks, a localizer at Nintendo of America [29:42] and an avid music fan, gave the Koopalings [29:45] their names based on famous rock stars. [29:48] When he set eyes on a Koopaling with wild hair, [29:51] he immediately thought of Ludwig von Beethoven. [29:54] Thus, Ludwig von Koopa. [29:57] Wendy O. Koopa was inspired [29:59] by punk rocker Wendy O. Williams. [30:03] Iggy Koopa? [30:04] Punk star Iggy Pop. [30:06] Bespeckled Roy Koopa got his name from Roy Orbison. [30:10] Lemmy Koopa was inspired [30:12] by the legendary Lemmy from Motorhead. [30:15] But not all the Koopalings were based on musicians. [30:19] Morton Koopa Jr. struck Brooks as a wise guy, [30:22] a big talker, so he named the character [30:25] after the talk-show host Morton Downey Jr., [30:28] a so-called trash TV pioneer. [30:31] As for Larry Koopa? [30:33] That name just seemed like a good fit. [30:37] Meanwhile, industry insiders wondered, [30:40] when would Super Mario Bros. 3, [30:42] the best selling game in Japan, come to North America? [30:46] (reflective guitar music) [30:48] Nintendo of America was in a bind. [30:51] With a chip shortage, they couldn't even make [30:53] enough games to meet demand. [30:56] But experts predicted the shortage would end in 1989. [31:01] Super Mario Bros. 2 had just been released [31:04] and was selling well. [31:05] It would be premature to bring over Super Mario Bros. 3. [31:10] There was also the Game Boy, Nintendo's new handheld system. [31:15] The plan was to release the system in the summer of 1989. [31:19] A game like Super Mario Bros. 3 [31:21] might overshadow the release of the Game Boy. [31:25] Rather than simply wait around, Nintendo took advantage. [31:29] They planned to release the game [31:31] in the first quarter of 1990. [31:33] Historically, the first quarter of the year [31:35] had strong software sales. [31:38] They would spend 1989 teasing the game [31:41] and building a $25 million advertising campaign. [31:47] In January of 1989, 700,000 Nintendo Power subscribers [31:53] saw the first tease of Super Mario Bros. 3. [31:56] (upbeat guitar music) [31:57] And it was merely a sentence. [31:59] In issue number four, an advertisement [32:02] for the PlayChoice-10, an arcade cabinet [32:05] that featured select Nintendo titles, [32:07] mentioned that Super Mario Bros. 3 was on the way. [32:12] Nintendo teased it again in issue number five, [32:15] when they talked about a contest to win a trip [32:18] to the Summer Consumer Electronics Show in Chicago. [32:22] Players wrote in to Nintendo, asking about the game. [32:26] In issue number six of Nintendo Power, a reader asked [32:29] if Nintendo would ever release Super Mario Bros. 3. [32:33] The reply confirmed it was coming to PlayChoice-10, [32:36] but that "there are no immediate plans [32:39] "to release it for use with the NES." [32:42] But in the Pak Watch section in the back, [32:44] where Nintendo teased future releases, [32:47] Super Mario Bros. 3 was listed. [32:50] By the summer of 1989, [32:52] magazines like Electronic Gaming Monthly and GamePro [32:56] imported the game from Japan and wrote up [32:58] extensive previews with screenshots. [33:01] For many North American players, [33:04] this was their first look at the game. [33:08] But by July, a few people were playing Super Mario Bros. 3. [33:14] On July 15th, 1989, Nintendo released the game [33:19] for PlayChoice-10 arcade machines. [33:22] A Nintendo of America executive called it [33:25] "the best we've ever produced for the system." [33:28] Although there were far fewer PlayChoice-10s [33:31] than Nintendo Entertainment Systems, [33:33] word seemed to spread quickly. [33:36] Operators reported earnings of PlayChoice-10 cabinets [33:39] with Super Mario Bros. 3 had tripled. [33:44] Meanwhile, in Nevada and California, [33:47] Universal Pictures was shooting a film [33:49] that would make Super Mario Bros. 3 [33:52] the most anticipated video game of all time. [33:58] (mellow jazz music) [34:01] In 1989, President of Universal Studios, [34:04] Tom Pollock, was in a pickle. [34:07] Their Jetsons movie wouldn't be ready [34:09] in time for the holiday season. [34:12] Pollock had to come up [34:13] with an alternative family-friendly movie. [34:16] Throughout the year, he had witnessed [34:18] the popularity explosion of Nintendo [34:21] and thought a movie about video games would be a hit. [34:25] So Pollock met with Nintendo marketing executives Bill White [34:29] and Peter Main about a collaboration. [34:32] His idea was a kids version of the movie "Tommy," [34:35] a rock drama film about a disabled boy [34:38] becoming a pinball champion. [34:41] Nintendo couldn't have bought a better ad. [34:44] In exchange for using their products in the movie, [34:47] Nintendo received a licensing fee [34:49] and approval over the script and game footage. [34:53] Bill White frequented the film set to oversee production. [34:56] "All we were worried about was just making sure [34:59] "that the game footage was spectacular," he said. [35:03] The movie was called "The Wizard." [35:05] It told the story of Jimmy, a quiet boy [35:08] who is obsessed with getting to California. [35:11] His half-brother, Corey, breaks him [35:14] out of a mental institution to get him there. [35:17] Along the way, they meet a girl named Haley. [35:20] Corey and Haley soon discover that Jimmy [35:22] is incredibly good at video games. [35:26] They decide to enter Jimmy [35:27] into the Video Armageddon tournament at Universal Studios, [35:31] and split the cash prize of $50,000. [35:35] They set out for Los Angeles, with their family [35:38] and a bounty hunter at their heels. [35:41] The movie was filled with Nintendo products including games, [35:46] the Nintendo Power Line, and even the Power Glove. [35:51] "The Wizard" was released on December 15th, 1989 [35:55] in North America. [35:57] It was panned by critics. [36:00] Roger Ebert called it "a thinly disguised commercial [36:03] "for Nintendo video games and the Universal studio tour." [36:08] But that didn't matter to any kid who watched the movie. [36:12] The biggest draw was near the end of the film, [36:15] when the contestants in the Video Armageddon tournament [36:18] played Super Mario Bros. 3. [36:21] (audience cheers) - So I give you, [36:25] Super Mario Bros. 3! [36:29] (audience cheers) (video game beeps) [36:31] (upbeat synth music) [36:34] - [Narrator] For the majority of viewers, [36:36] this was the first time they saw [36:38] actual gameplay footage of the latest Mario sequel. [36:42] (mellow guitar music) [36:44] Nintendo's dominance in the video-game market [36:47] and its establishment in pop culture continued to grow, [36:51] and there were no signs of slowing down. [36:54] In 1989 alone, Nintendo grossed [36:58] $2.7 billion in retail sales. [37:02] The NES was, once again, [37:05] the number-one toy for the third year in a row. [37:09] The console was in 22% of US households, [37:13] with 20 million units sold. [37:16] The Game Boy, Nintendo's new handheld system [37:19] released earlier that year, was selling out in stores. [37:23] Merchandising exploded [37:25] with more than 200 licensed Super Mario products. [37:29] World of Nintendo departments [37:31] popped up in stores around the country, [37:34] dedicated to selling Nintendo products. [37:37] Nintendo Power magazine grew to 1.8 million subscribers. [37:43] The Nintendo Power Line, where players could call in [37:46] for game tips, received 140,000 calls a week. [37:52] The excitement around Nintendo [37:53] and Super Mario Bros. 3 reached a boiling point. [37:58] Children asked for the game for Christmas [38:01] despite not knowing when it would be released. [38:05] They didn't have to wait long. [38:13] (mellow reggae music) [38:27] In January of 1990, Nintendo Power subscribers [38:31] received a brand-new issue. [38:33] Inside was something they'd been waiting for, [38:37] an official preview of Super Mario Bros. 3 [38:40] along with a behind-the-scenes look [38:42] at the making of the game. [38:44] History had shown that a preview of a game in Nintendo Power [38:48] meant the actual release was not far behind. [38:52] The very next month, in February, [38:55] Super Mario Bros. 3 popped up in stores [38:58] across North America at a retail price of $49.95. [39:04] There was a frenzy. [39:05] Within two days, 250,000 units were gone, [39:10] sold out everywhere. [39:12] Nintendo couldn't make the game fast enough. [39:15] Stores sold out within a day. [39:18] "Every other call we get is about Nintendo [39:21] "and Super Mario Bros. 3," [39:23] said one Toys "R" Us employee in Chicago. [39:26] "We never know when we'll get it, [39:27] "but we'll sell out as soon as it gets here." [39:31] But for anyone that managed to find a copy, it was easily [39:35] one of the greatest games Nintendo had ever released. [39:39] - [Man] "If Super Mario Bros. 3 was a movie [39:42] "instead of a computer game, it would be up for an Oscar." [39:46] Paul Franklin, The Courier News. [39:49] - Mario, Mario! (upbeat rock music) [39:52] - [All] Mario, Mario, Mario, Mario, Mario, Mario, [39:57] Mario, Mario, Mario, Mario, Mario, Mario! [40:02] - [Narrator] By March, 700,000 copies had been sold. [40:06] Nintendo of America unleashed [40:08] their $25 million advertising campaign. [40:11] (mellow guitar music) [40:13] Commercials aired on TV. [40:16] There were cross-promotions with other companies, [40:18] including Popsicle and Nabisco. [40:21] NBC aired a Saturday morning cartoon, [40:24] "The Adventures of Super Mario Bros. 3." [40:28] McDonald's released a set of Happy Meal toys. [40:32] Meanwhile, competitors released new consoles to the market. [40:36] Sega had just launched their 16-bit Sega Genesis. [40:40] And after the success of the PC Engine in Japan, [40:44] NEC brought it over to North America as the TurboGrafx-16. [40:49] But it didn't matter. [40:51] Super Mario Bros. 3 was the talk of the schoolyard. [40:55] Kids bragged about how far they could get in the game [40:59] or shared secrets about where to find [41:01] warp whistles and new power-ups. [41:03] The game was so big and so full of secrets, [41:06] Nintendo worried it would overwhelm some players. [41:10] So in July of 1990, Nintendo Power put out [41:14] their first full strategy guide, [41:16] featuring Super Mario Bros. 3. [41:20] It had maps of every level, information on every enemy [41:24] and power-up, and revealed every secret in the game. [41:29] Fans of all ages were obsessed with the game. [41:33] One group of adult fans loved the game so much, [41:36] they ported it to the PC and sent it [41:38] to Nintendo, hoping to secure a license. [41:42] Nintendo was impressed but declined the offer. [41:46] That didn't faze the team of John Carmack, [41:49] John Romero, Tom Hall, and Adrian Carmack. [41:53] They were excited about their work, [41:55] and the following year, they formed a company, id Software, [41:59] the makers of Wolfenstein 3D and Doom. [42:04] By 1991, Nintendo sold more than eight million copies [42:09] of the game in North America, [42:11] grossing more than $400 million. [42:15] If Super Mario Bros. 3 were a business, [42:18] it would have ranked in the top-10 US toy companies of 1990. [42:24] At the time, it was [42:26] the bestselling standalone video game ever. [42:36] (reflective guitar music) [42:38] Before Super Mario Bros. 3, critics questioned [42:41] whether Nintendo was just a passing craze. [42:44] Electronic Arts President Trip Hawkins [42:46] compared the NES to Cabbage Patch dolls. [42:50] "This is a toy and that means it's a fad," he claimed. [42:54] After Super Mario Bros. 3, there would be no more doubts. [42:59] Nintendo reaped the rewards. [43:01] Their estimated revenue for 1990 was $3.4 billion, [43:06] which gave them a dominating 88% market share. [43:11] In 1991, they surpassed Toyota [43:14] as Japan's most successful company. [43:16] Nintendo earned $1.5 million per employee. [43:21] But it wasn't all roses. [43:24] The Federal Trade Commission investigated Nintendo [43:27] on allegations of antitrust violations, [43:30] such as price-fixing, in order to beat the competition. [43:34] Nintendo denied any wrongdoing but was ordered to send out [43:38] up to $25 million worth of rebates to customers. [43:43] The rebate took the form of a $5 coupon [43:46] that consumers could only use to buy more Nintendo games. [43:51] In total, Super Mario Bros. 3 sold [43:54] more than 17 million copies worldwide. [43:57] When combined with re-releases, [43:59] it's estimated to have sold more than 30 million copies. [44:04] But it was bigger than just money and sales figures. [44:07] Super Mario Bros. 3 was further proof [44:10] that home video games could be huge, sprawling adventures, [44:15] and even better than arcade games. [44:19] Shigeru Miyamoto became a superstar. [44:22] Celebrities like Paul McCartney [44:24] and Steven Spielberg flew to Japan to meet him. [44:28] His success ensured he would either produce [44:31] or direct all future big Nintendo releases. [44:35] His next Mario game, Super Mario World, [44:38] was a launch title for Nintendo's new 16-bit machine, [44:42] the Super Famicom, also known as the Super Nintendo. [44:46] With the updated hardware, Miyamoto was finally able [44:49] to let his hero ride a dinosaur. [44:53] Other companies took notice of Mario's success. [44:57] Sega saw the power of a flagship franchise [45:00] and began working on their own mascot, Sonic the Hedgehog. [45:05] His debut in 1991 on the Mega Drive and Genesis [45:09] created legit competition in the market, [45:13] leading to the great console wars of the '90s. [45:16] Even after Nintendo came out with the Super Nintendo, [45:20] people continued to play and love Super Mario Bros. 3. [45:24] It was listed in the top-20 NES games of Nintendo Power [45:28] until the system was discontinued in 1995. [45:33] When people look back on their childhood memories [45:36] with the NES, they almost always, without fail, [45:40] think of Super Mario Bros. 3, a game that felt nostalgic [45:46] yet revolutionary at the same time, [45:50] a game that lived up to its unparalleled hype. [45:59] (upbeat guitar music) [49:27] - [Announcer] Funding for Gaming Historian [49:28] is provided in part by supporters on Patreon. [49:32] Thank you.