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====2D games==== The ''Super Mario'' series had Mario starring in [[platform game]]s, beginning with ''[[Super Mario Bros.]]'' on the [[Nintendo Entertainment System]] (NES) in 1985. In these games, Mario traverses worlds that contain a set number of levels for Mario to complete. In them, he traverses them from moving left to right, the screen scrolling in the direction he moves. Mario has the goal of reaching the end of the level to move onto the next, typically marked with a flagpole.<ref>{{cite web |url=https://www.thejournal.ie/super-mario-bros-30-year-anniversary-2309911-Sep2015/ |title=30 years ago, the game that changed everything was released |author=Quinton O'Reilly |website=[[TheJournal.ie|The Journal]] |date=September 12, 2015 |access-date=March 22, 2024 |archive-date=March 22, 2024 |archive-url=https://web.archive.org/web/20240322065256/https://www.thejournal.ie/super-mario-bros-30-year-anniversary-2309911-Sep2015/ |url-status=live }}</ref> These games are less focused on plot and more on platforming; most commonly, Bowser kidnaps Peach, and Mario, with the help of Luigi and other characters, sets out to rescue her. Most worlds have mini [[boss (video game)|boss battles]], which typically involve fighting [[Bowser Jr.]] or one of several [[Koopalings]]. The final level is a fight against Bowser.<ref name="History" /> [[File:Takashi Tezuka 2015 (cropped).jpg|upright|thumb|right|[[Takashi Tezuka]] in 2015]] His first appearance in the 2D variant of the series was ''Super Mario Bros.'' in 1985, which began with a 16x32 pixel rectangle prototype as the character; [[Takashi Tezuka]] suggested the character to be Mario after the success of one of his previous roles, ''[[Mario Bros.]]''<ref>{{cite web |url=https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-New-Super-Mario-Bros-Wii/Volume-2/3-It-Started-With-A-Square-Object-Moving/3-It-Started-With-A-Square-Object-Moving-232967.html |title=Iwata Asks: New Super Mario Bros (Volume 2- It Started With a Square Object Moving) |first=Satoru |last=Iwata |date=2009 |access-date=May 4, 2022 |archive-url=https://web.archive.org/web/20091215062341/http://us.wii.com/iwata_asks/nsmb/vol2_page3.jsp |archive-date=December 15, 2009 }}</ref> Certain other gameplay concepts were cut as well, such as how Mario could fly in a rocket ship and fire bullets.<ref name="Mario original control scheme">{{cite web |last=Gantayat |first=Anoop |title=Super Mario Bros. Originally Had Beam Guns and Rocket Packs |url=http://andriasang.com/comqln/mario_original_control_scheme/ |website=Andriasang |date=October 25, 2010 |access-date=January 24, 2014 |url-status=live |archive-url=http://archive.wikiwix.com/cache/20140126170905/http://andriasang.com/comqln/mario_original_control_scheme/ |archive-date=January 26, 2014 }}</ref> Originally designed with a small Mario in mind with the intention of increasing his size further in development, the developers implemented the feature of his size changes via power-ups as they considered it a fun addition.<ref>{{cite web |title=Letting Everyone Know It Was A Good Mushroom |url=http://iwataasks.nintendo.com/interviews/wii/nsmb/0/3 |work=Iwata Asks: New Super Mario Bros Wii |publisher=Nintendo |access-date=December 5, 2012 |url-status=live |archive-url=https://web.archive.org/web/20160927194716/http://iwataasks.nintendo.com/interviews/#/wii/nsmb/0/3 |archive-date=September 27, 2016 }}</ref> The concept was influenced by [[Japanese folktales]].<ref name="originsofmario" /> ''[[Super Mario Bros. 2]]'' was originally not going to be a sequel to ''Super Mario Bros.'', and was originally going to be a game called ''Doki Doki Panic''; directed by [[Kensuke Tanabe]].<ref name="director">{{cite interview |url=http://www.nintendoworldreport.com/interview/2181/kensuke-tanabe-talks-metroid-prime-2-echoes| archive-url=https://web.archive.org/web/20131105143103/http://www.nintendoworldreport.com/interview/2181 |archive-date=November 5, 2013 | interviewer1=Jonathan Metts |interviewer2=Daniel Bloodworth |interviewer3=Matt Cassamassina | first=Kensuke | last=Tanabe | subject-link=Kensuke Tanabe | title=Interview – Kensuke Tanabe Talks Metroid Prime 2: Echoes |date=May 18, 2004 |publisher=Nintendo World Report |access-date=May 4, 2022}}</ref><ref name="gpara">{{cite web |url=http://www.gpara.com/contents/creator/bn_101.htm |title=クリエイターズファイル 第101回 |trans-title=Creators File No. 101 |date=February 10, 2003 |publisher=Gpara.com |access-date=January 11, 2011 |archive-date=September 30, 2011 |archive-url=https://web.archive.org/web/20110930045013/http://www.gpara.com/contents/creator/bn_101.htm |url-status=dead |language=Japanese }}</ref> One of the changes included the retexturing of the four main playable characters of ''Doki Doki Panic'', and since they varied in height, this was the first instance where Mario was noticeably shorter than Luigi.<ref name="History">{{cite web |last=McLaughlin |first=Rus |date=September 14, 2010 |title=IGN Presents The History of Super Mario Bros. |url=http://www.ign.com/articles/2010/09/14/ign-presents-the-history-of-super-mario-bros |url-status=live |archive-url=https://web.archive.org/web/20191109000531/https://www.ign.com/articles/2010/09/14/ign-presents-the-history-of-super-mario-bros |archive-date=November 9, 2019 |access-date=April 9, 2014 |website=[[IGN]] |publisher=[[Ziff Davis]]}}</ref> ''[[Super Mario Bros. 3]]'' experimented with Mario's looks with different power-ups that represented different creatures. An example included the raccoon tail, which was chosen over a power-up that represented a [[centaur]].<ref name="IGN-100">{{cite web| url = http://top100.ign.com/2007/ign_top_game_39.html| title = IGN Top 100 Games 2007: 39 ''Super Mario Bros. 3''| website = IGN| year = 2007| access-date = January 25, 2009| archive-url = https://web.archive.org/web/20170409163615/http://top100.ign.com/2007/ign_top_game_39.html| archive-date = April 9, 2017| url-status = dead| df = mdy-all}}</ref><ref name="NP-10-Develop">{{Cite magazine| magazine = [[Nintendo Power]]| title = The Making of ''Super Mario Bros. 3''| author= Nintendo Power Staff| issue = 10|date=January–February 1990| pages = 20–23| publisher = [[Nintendo]]}}</ref> The game's success led to an animated television series, ''[[The Adventures of Super Mario Bros. 3]]'', with Mario being portrayed by Walker Boone.<ref name="NP-16-TV">{{Cite magazine| magazine = [[Nintendo Power]]| title = On the Air: SMB3| author= Nintendo Power Staff| issue = 16|date=September–October 1990| page = 89| publisher = [[Nintendo]]}}</ref> [[Hiroshi Yamauchi]] wanted a launch game for the [[Game Boy]] that featured Mario, as he believed in the statement "fun games sold consoles".<ref name="History"/> ''[[Super Mario Land]]'' was designed without the help of Miyamoto, a first for the series.<ref name="History"/> The game uses completely different elements to pair with the small screen due to the Game Boy's portability. For example, instead of rescuing Princess Peach from Bowser in the Mushroom Kingdom, Mario is instead rescuing [[Princess Daisy]] from [[List of Mario franchise characters|Tatanga]] in Sarasaland. Mario was designed with [[line art]].<ref>{{cite web |url=http://www.ign.com/articles/2012/06/01/building-to-new-super-mario-bros |access-date=April 11, 2015 |title=Building to ''New Super Mario Bros.'' |last=Thomas |first=Lucas M. |date=June 1, 2012 |work=[[IGN]] |archive-url=https://web.archive.org/web/20150411213327/http://www.ign.com/articles/2012/06/01/building-to-new-super-mario-bros |archive-date=April 11, 2015 |url-status=live}}</ref><ref>{{cite web |url=http://www.ign.com/articles/2011/06/16/super-mario-land-review |access-date=April 10, 2015 |title=''Super Mario Land'' Review |last=Thomas |first=Lucas M. |date=June 15, 2011 |work=[[IGN]] |archive-url=https://web.archive.org/web/20150424112839/http://www.ign.com/articles/2011/06/16/super-mario-land-review |archive-date=April 24, 2015 |url-status=live}}</ref> ''[[Super Mario World]]'' was the first video game to feature [[Yoshi]] as a companion to Mario. Miyamoto had always wanted a dinosaur-like companion, ever since the original ''Super Mario Bros.'', but the concept was never achievable due to limited hardware. Since ''Super Mario World'' took place in a land of dinosaurs, Takashi Tezuka requested [[Shigefumi Hino]] to draw a character based on Miyamoto's concepts and sketches, which he drew during the development of ''Super Mario Bros. 3''.<ref>{{cite book|title=Mario Mania|date=August 1991|last=''Nintendo Power'' staff| publisher=Nintendo of America inc. |location=Redmond, Washington|page=32}}</ref><ref name="yoshi">{{cite web |last=Corrigan |first=Hope |title=Super Mario World: Mario Was Originally Punching Yoshi in The Head |url=https://www.ign.com/articles/2017/09/28/super-mario-world-mario-was-originally-punching-yoshi-in-the-head |website=[[IGN]]|access-date=May 4, 2022 |archive-url=https://web.archive.org/web/20170930194553/http://www.ign.com/articles/2017/09/28/super-mario-world-mario-was-originally-punching-yoshi-in-the-head |archive-date=September 30, 2017 |date=September 28, 2017}}</ref> ''Super Mario World'' was released during a [[console war]] between Nintendo and [[Sega]]; Sega's mascot, [[Sonic the Hedgehog (character)|Sonic the Hedgehog]], was considered a "cooler" alternative to Mario, to which Miyamoto apologized for.<ref>{{cite book|last=Kent|first=Steven|author-link=Steven L. Kent|title=[[The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World]]|year=2001|publisher=[[Prima Publishing]]|location=[[Roseville, California|Roseville]]|isbn=0-7615-3643-4}}</ref> The plot for ''[[Super Mario Land 2: 6 Golden Coins]]'' has Mario pursue something for his own benefit rather than for someone else, his goal trying to reclaim ownership of his island, Mario Land, from [[Wario]].<ref>{{cite web |url=https://www.ign.com/articles/2011/09/30/super-mario-land-2-6-golden-coins-review |title=Super Mario Land 2: 6 Golden Coins Review |author=Lucas M. Thomas |website=IGN |date=September 30, 2011 |access-date=March 22, 2024 |archive-date=March 22, 2024 |archive-url=https://web.archive.org/web/20240322065256/https://www.ign.com/articles/2011/09/30/super-mario-land-2-6-golden-coins-review |url-status=live }}</ref> The game was developed by [[Nintendo Research & Development 1]] (R&D1). The company was unmotivated by the ''Super Mario'' series, and when they were tasked with creating a ''Super Mario'' game without Miyamoto, they created Wario to emphasize the frustration of working with a character they did not make. The name "Wario" is [[word play]] of "Mario" and "Warui", the latter meaning "bad" in Japanese to mean "bad Mario".<ref>{{cite web|url=https://www.gamesradar.com/wario-land-4-mario-fatter-arch-nemesis/|title=There's far more to Wario than being Mario's fatter arch nemesis|date=September 3, 2015|access-date=March 29, 2021|website=[[GamesRadar+]]|last=Schilling|first=Chris|archive-date=October 22, 2020|archive-url=https://web.archive.org/web/20201022031839/https://www.gamesradar.com/wario-land-4-mario-fatter-arch-nemesis/|url-status=live}}</ref> The character's models and backgrounds in ''[[New Super Mario Bros.]]'' are 3D, but still only allow for left and right movement and are considered [[2.5D]].<ref>{{cite web|last=Hollingshead|first=Anise|access-date=December 28, 2008|url=http://www.gamezone.com/news/two_new_titles_announced_for_nintendo_ds|title=Two New Titles Announced For Nintendo DS|publisher=GameZone|date=February 21, 2006|archive-date=November 4, 2014|archive-url=https://web.archive.org/web/20141104135405/http://www.gamezone.com/news/two_new_titles_announced_for_nintendo_ds|url-status=live}}</ref><ref>{{cite web|access-date=January 3, 2009|url=http://www.nintendoworldreport.com/preview/3693/new-super-mario-bros-nintendo-ds|title=''New Super Mario Bros.'' preview|publisher=Nintendo World Report|date=May 19, 2005|author=Martino, Chris|archive-date=July 14, 2014|archive-url=https://web.archive.org/web/20140714134733/http://www.nintendoworldreport.com/preview/3693/new-super-mario-bros-nintendo-ds|url-status=live}}</ref> With the 2D series of ''Super Mario'' games being absent for 14 years, the previous installment being released in 1992, game mechanics improved drastically. Because the characters were no longer [[sprite (computer graphics)|sprite]]s and the backdrops are not [[tile set|tile-based]], the developers were nearly restrictionless; new game mechanics, such as Mario teetering off of trees and swinging on ropes, were implemented.<ref name=e32005>{{cite web|access-date=December 28, 2008|url=http://www.ign.com/articles/2005/05/19/e3-2005-new-super-mario-bros-impressions|title=E3 2005: ''New Super Mario Bros.'' Impressions|publisher=IGN|date=May 18, 2005|archive-date=November 7, 2012|archive-url=https://web.archive.org/web/20121107032933/http://www.ign.com/articles/2005/05/19/e3-2005-new-super-mario-bros-impressions|url-status=live}}</ref> ''New Super Mario Bros.'' is the first 2D ''Super Mario'' game to have used voice acting, with Charles Martinet voicing Mario and Luigi.<ref name=np-sizing>{{cite magazine|author=Thomason, Steve|magazine=Nintendo Power|issue=202|title=Sizing Up Mario|pages=41–42}}</ref> It was followed by three games similar to ''New Super Mario Bros.'', namely ''[[New Super Mario Bros. Wii]]'', ''[[New Super Mario Bros. 2]]'', and ''[[New Super Mario Bros. U]]'', the latter of which being the first game to feature Mario in [[high-definition video|high-definition]] graphics (HD).<ref>{{cite web|url=https://www.destructoid.com/reviews/review-new-super-mario-bros-u/|title=Review: New Super Mario Bros. U|website=Destructoid|date=November 18, 2012|access-date=May 4, 2022|archive-date=September 20, 2020|archive-url=https://web.archive.org/web/20200920120422/https://www.destructoid.com/review-new-super-mario-bros-u-238434.phtml|url-status=live}}</ref> Takashi Tezuka returned as a producer for the development of ''[[Super Mario Bros. Wonder]]'', with Shiro Mouri as director.<ref name="developmentofwonder">{{cite magazine |url=https://www.rollingstone.com/culture/culture-features/super-mario-bros-wonder-nintendo-interview-1234814207/ |title='Super Mario Bros. Wonder' is Nintendo on Acid |first=Christopher |last=Cruz |magazine=Rolling Stone |date=August 31, 2023 |access-date=April 8, 2024 |archive-date=August 31, 2023 |archive-url=https://web.archive.org/web/20230831181633/https://www.rollingstone.com/culture/culture-features/super-mario-bros-wonder-nintendo-interview-1234814207/ |url-status=live }}</ref> The game director, Shiro Mouri, said that the game developers aimed to provide a "stress free" experience to the players by allowing them to move freely through the course.<ref name="developmentofwonder" /> In comparison to the previous 2D Super Mario games, Mario's facial expressions are now more detailed and expressive.<ref name="developmentofwonder" />
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