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  • Beam Me Up, Scotty!: The line "Our Princess Is In Another Castle" is often misquoted as using "Your" instead of "Our", including by this wiki. There's also no comma between "Thank you" and "Mario" in the text, except in the Game Boy Color version.
  • Breakthrough Hit: Super Mario Bros. was the breakthrough for Nintendo as a console game developer and the breakthrough for the industry as a whole after The Great Video Game Crash of 1983.
  • Dummied Out:
    • The Blooper is exclusive to water levels in the game as released, but its behavior in land levels is fully defined — it floats around in the air and can be stomped for 1,000 points. This would end up implemented properly in the next game.
    • The L-shaped pipes in the cutscene levels can be entered from the top — but since they only appear in non-interactive content, this can't actually be seen. Again, Lost Levels would actually use this behavior.
    • There's a routine that keeps track of how many blocks you've hit, but there's nothing in the game that actually uses this data.
    • There's an unused object that can be climbed like a vine, which for some reason looks like the ball at the top of a flagpole.
    • The Super Mario Bros. + Duck Hunt + World Class Track Meet Compilation Re-release includes the full background graphics set from The Lost Levels, and the right Game Genie codes will allow the game to be played with them enabled, albeit with some graphical glitches.
  • Dolled-Up Installment: Like most of EAD’s works, the game started out as only a series of gameplay concepts, with no characters connected to them. It was only after Takashi Tezuka noticed that the Famicom version of Mario Bros. was selling consistently well month after month, despite it being over a year old, that he suggested adding Mario to their new project and making it a sequel.
  • Early-Bird Release: In North America, Vs. Super Mario Bros. was released in February 1986, several months before the nationwide launch of the NES. It was thus the first time most North Americans got to play the game (if not the first time it was released in the continent).
  • First Appearance: Of Princess Peach, the Toads, Bowser, and all the enemies featured in this game (Goombas, Koopa Troopas, etc.).
  • Inspiration for the Work: Believe it or not, the game was influenced by PAC-LAND!. Kung Fu Master (the NES/Famicom port of which had been made by Miyamoto and EAD) was another large inspiration.
  • Killer App: Really, the importance of this game can be easy to underestimate by today's standards. There simply weren't games like it. "Golden Age" games were more simple, and had fallen out of favor in North America due to the crash of '83, and games on PCs were more complex, which meant they didn't have the accessibility or mass appeal. Some might dismiss its sales due to being bundled, but it was sold separately in Japan,note  and was still a smash hit. This game helped sell the NES to a game-weary audience, and elevated Nintendo to the top of the gaming companies.
  • Market-Based Title: This was almost the case. Copyright documents (and at least one flyer for the arcade version) suggest that Nintendo originally considered renaming the game Mario's Adventure for the American market, but they decided to keep the original name instead.
  • Mid-Development Genre Shift: The NES version of Super Mario Bros. was going to be a shoot-em-up platformer, and Mario was going to carry guns, like a beam gun similar to those in Metroid and a rifle. Also, he was going to punch and kick enemies while empty-handed, ride on clouds (which was previously rockets in earlier development) and fire at enemies in cloud drive-bys that would soon become bonus coin stages. Also, the "jump button" was going to be "up" on the + Control Pad, leaving the "A" button open for attacks.
  • Model Dissonance: Notably saved memory by making clouds and bushes the same object, but rendered different colours.
  • No Port For You:
    • The All-Stars version didn't get a Super Mario Advance re-release on the GBA. This is largely because the original game has already received a handheld remake on the Game Boy Color in the form of Super Mario Bros. Deluxe.
    • Most Arcade Archive releases are released on Switch and PlayStation 4, but Vs. Super Mario Bros. is among the few titles in the lineup to be Switch-exclusive, for obvious reasons.
  • Refitted for Sequel:
    • Shigeru Miyamoto first planned for the game to be divided between "ground" and "sky" stages. In the sky stages, Mario would fly in a vehicle (at first a rocket, and then a cloud) while shooting at enemies with the beam gun. Those concepts never made it into Bros., but vehicular shooting stages in the sky (and sea) were later included in Super Mario Land.
    • Miyamoto has always liked the concept of riding a dinosaur that eats enemies (a similar dragon appears in Devil World), and he always intended one to appear in the Super Mario Bros. series. However, due to technological limitations, he couldn't include one in either Super Mario Bros. or Super Mario Bros. 3. The leap to 16 bits in Super Mario World gave them enough power to finally introduce Yoshi to the Mario universe.
    • Miyamoto also wanted the end-of-level flags in the first game to only go up as far as Mario grabbed the flagpole, which would finally happen 26 years later in Super Mario 3D Land.
    • Koji Kondo had written Princess Peach's Leitmotif to be in an AABA format, including a bridge. Size constraints forced him to cut the theme down to a single repeating part, but the full theme as originally intended was used in Super Mario Bros.: The Lost Levels and Super Mario Bros. 3. When this game was remade for Super Mario All-Stars, the longer Princess Peach theme was included retroactively.
  • Throw It In!:
    • Spinies weren't originally intended to fall straight down, and there's code in the game that can be patched in that will make them be thrown using an algorithm and bounce off blocks, similar to later games in the series. Due to a bug, said code wasn't working, but it seems like nobody had a problem with that and they decided to leave it as is.
    • The multi-coin blocks were initially intended to be single-coin blocks, but a glitch resulted in them giving multiple coins. The bug was fixed at one point in development, but was later brought back as an actual feature because they were so popular with the programmers.
  • Tie-In Cereal: In 1989, the Nintendo Cereal System was released. It was made with 2 bags of cereal, one based on Super Mario Bros. and the other on The Legend of Zelda, and the box was made to look like a TV, the screen showing each game on each side.

Other trivia

  • Debate raged for decades on exactly when Super Mario Bros. was first released in North America. Nintendo of America gives a date of October 18, 1985 as the "official" North American release date (as reflected by Super Smash Bros. Brawl, the Virtual Console and other places), but several sources disagree with this date, with some claiming the game wasn't released until the national launch of the NES in 1986. A couple of attempts have been made to clarify this situation, with limited success. A factory sealed copy of the original game was sold at an auction with packaging consistent with games sold at the NES' 1985 test launch. Further research by historians in the intervening years has resulted in a general consensus agreeing on an October 1985 launch.
  • Nobuo Uematsu, one of the main composers of the Final Fantasy series, has stated that the theme music, originally created by Koji Kondo, should be Japan's national anthem. The ground theme was also the first piece of video game music to be included in the National Recording Registry.

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