All apps and companies

S
App · Games

Super Mario Bros.

Nintendo's side-scrolling platformer that defined console platform games.

4 sources7 tips

Where Super Mario Bros. comes up4 episodes and tests

GCreator of Game Maker's Toolkit, game designer and video essayist testThe History of Every Video Game GenreGcreator of Game Maker's Toolkit testThe 100 Games That Taught Me Game DesignGcreator of Game Maker's Toolkit, developing his first game testHow to make a good platforming character (Developing 6)Gcreator of Game Maker's Toolkit testNintendo - Putting Play First
In short

Super Mario Bros. built a whole game around one mechanic, a jump shaped by speed, direction and hold time, where Donkey Kong had only three preset jumps. It did this with 7 credited people, and even cut a shoot 'em up stage to protect that focus. Lesson: make one well-built core action carry the design, and make every object interact with it.

At a glanceMario's jump gave players control Donkey Kong never did
Donkey Kong
  • Mario's jump was preprogrammed
  • Only three jumps
Super Mario Bros.Won
  • Button hold sets jump height
  • Run speed sets distance
  • Steer in mid air

Leaping became fun enough to carry a whole game

From Mark Brown on Super Mario Bros.

What was said about Super Mario Bros.

1The jump built from physics and input

  • Mario's jump responds to button hold, run speed and mid-air steering. In Super Mario Bros. jump height depends on how long you hold the button, distance depends on running speed, and you can steer in mid air. Donkey Kong had given Mario only three preprogrammed jumps.

    That push and pull between physics and input made leaping expressive and challenging enough to carry a whole game, and helped the platform genre explode. Mark Brown: "the simple act of leaping around is made incredibly fun."

  • Variable jump height comes from cutting the jump when the button is released. Variable jump height, in games since Super Mario Bros., lets players choose between a short hop and a big leap, giving fine control over where they land.

    Recreating it for his own game, Mark Brown checks whether the player has let go of jump while rising and immediately applies heavy downward gravity: "I just check if the player has let go of the jump button and throw on that heavy downward gravity."

2Designing every element around the jump

  • Nintendo starts from a fun action, not a character or story. Mario began as Jumpman, a character defined by his leap. Nintendo treats what the player does and how they do it as the catalyst for everything else, from character design to the soundtrack's genre.

    Gunpei Yokoi's method: "I first take the character which you're going to control and replace them with a dot as a placeholder, then I think about what kind of movement would be fun."

  • Every object in the game asks the player to jump. Bricks, power-up blocks, pipes, platforms and even the fire flower's 45 degree shot all call for a jump. The flagpole sits one brick off the ground so you have to jump to finish a level.

    Miyamoto cut a planned shoot 'em up stage to protect that focus: "we wanted to focus on jumping action."

  • Stomping enemies came from asking what jumping logically leads to. Miyamoto asked "what is the logical way to defeat an enemy in a game about jumping?" and made jumping on enemies the way to kill them.

    No platformer had done it before Mario; Sonic and Aladdin copied it later.

3A seven-person team that could take risks

  • Tiny teams kept bets cheap enough to try unproven ideas. Super Mario Bros. has 7 people in its credits, compared with 10 for Wolfenstein 3D and 1 for Pong. Small, cheap teams let early makers take chances without proof of demand.

    As budgets grew to teams of 100 plus and tens of millions of dollars, publishers became risk averse and new genres stopped appearing in the 2000s. "It was a little less risky, so we could take a chance with games."

More in Games

Games

Nintendo

A Zelda adventure where Princess Zelda copies objects and monsters as echoes to solve puzzles and fight.

G64 sources · 356 tips
Games

The Legend of Zelda: Breath of the Wild

Nintendo's long-running action-adventure series about Link exploring Hyrule, solving puzzles and fighting Ganon.

G30 sources · 203 tips
Games

Dead Space

A major video game publisher and the guest's employer.

G29 sources · 94 tips
MGames

Mind Over Magnet

A puzzle platformer where you escape a factory using a magnet and a magnetic field.

G9 sources · 126 tips
Games

Far Cry 2

An open world action game where you recruit and play any of London's citizens.

G34 sources · 69 tips
Games

God of War

A combat-focused action adventure game from Santa Monica Studio with Norse mythology and light puzzles.

GB16 sources · 56 tips
MGames

Mind Over Magnet

Mark Brown's first game, a puzzle game he made while learning Unity.

G5 sources · 38 tips
Games

Dishonored

A first-person stealth action game from Arkane with supernatural powers and the Clockwork Mansion level.

G11 sources · 36 tips