Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Special pages
Niidae Wiki
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Super Mario Bros. 3
(section)
Page
Discussion
English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Development and release == Beginning development shortly after the 1986 release of the [[Famicom Disk System]]'s ''[[Super Mario Bros.: The Lost Levels|Super Mario Bros. 2]]'',<ref name="NES Classic">{{cite web |url=https://www.nintendo.com/nes-classic/super-mario-bros-and-super-mario-bros-3-developer-interview |title=Super Mario Bros. and Super Mario Bros. 3 developer interviews- NES Classic Edition |publisher=[[Nintendo of America]] |access-date=November 18, 2017 |archive-url=https://web.archive.org/web/20171201032653/https://www.nintendo.com/nes-classic/super-mario-bros-and-super-mario-bros-3-developer-interview |archive-date=December 1, 2017 |url-status=live }}</ref> ''Super Mario Bros. 3'' was developed by [[Nintendo Entertainment Analysis & Development|Nintendo Entertainment Analysis and Development]], a team that consisted of more than ten people. The game took more than two years to complete.<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 development budget, when converted to [[US dollars]], amounts to about $800,000<ref>{{cite news |last1=Casey Corr |first1=O. |title=Move To Level Two – Ho A Hurdle, Dodge A Fireball On The Way To Finding The Spirit Of America's Favorite Toy |url=https://archive.seattletimes.com/archive/?date=19901216&slug=1109845 |access-date=May 3, 2022 |work=Seattle Times |date=December 16, 1990 |archive-url=https://web.archive.org/web/20180628015538/http://community.seattletimes.nwsource.com/archive/?date=19901216&slug=1109845 |archive-date=June 28, 2018 |url-status=live}}</ref> to {{US$|1.3 million|long=no}}<ref name="Leisure" /> ({{US$|{{Inflation|US|0.8|1988|r=1}}–{{Inflation|US|1.3|1988|r=1}} million|long=no}} adjusted for inflation). Developer [[Shigeru Miyamoto]] served as director. He worked closely with the designers and programmers during the conceptual and final stages, encouraging a free interchange of ideas. Miyamoto considered intriguing and original ideas to be key to creating a successful game.<ref name="NP-10-Develop" /> Originally, the team intended for the game to be played from an isometric point of view, but the developers found that this made it too difficult to position jumps, so the game was changed to the 2D side view used in previous games. Some isometric elements remain, such as the checkered floor present in the title screen.<ref name="NES Classic" /> All pixel art for the game was drawn using Fujitsu FM R-50 HD business computers while [[HP 64000]] mainframe computers with a 6502 processor card were used to write and test code.<ref name="SMB3 Dev">{{cite book |last=Murata |first=Eiichi |title=The Stars of Famicom Games |year=1989 |script-title=ja:社会科 はこばれてくるしくみシリーズ―11 ファミコンゲームの主役たち ゲームソフトの制作と流通|trans-title=The Stars of Famicom Games |url=https://archive.org/details/The-Stars-of-Famicom-Games/mode/2up |language=ja |location=Japan |publisher= Nintendo, PHP Institute }}</ref> The game was designed to appeal to players of varying skill levels. To assist less-to no skill players, bonus coins and [[Life (video games)#Extra lives|1-up]]s are more abundant in earlier worlds, while later worlds present more complex challenges for experienced players. In the two-player mode, the players alternate turns to balance play time.<ref name="NP-10-Develop" /> The development team introduced new power-ups and concepts that would give Mario the appearance of different creatures as a means of providing him with new abilities. An early idea changed Mario into a [[centaur]], but was dropped in favor of a raccoon tail with limited flying ability.<ref name="IGN-100" /><ref name="NP-10-Develop" /> Other costumes with different abilities were added to his repertoire, and levels were designed to take advantage of these abilities.<ref name="IGN-MarioHistory">{{cite web| url = https://www.ign.com/articles/2010/09/14/ign-presents-the-history-of-super-mario-bros| title = IGN Presents: The History of the Super Mario Bros.| website = IGN| first = Rus| last = McLaughlin| date = November 8, 2007| access-date = May 3, 2022| archive-url = https://web.archive.org/web/20120217164813/http://retro.ign.com/articles/833/833615p2.html| archive-date = February 17, 2012| url-status = live| df = mdy-all}}</ref> New enemies were included to add diversity to the game, along with variants of previous enemies, such as [[Goomba]]s, Hammer Bros., and [[Koopa Troopa]]s.<ref name="IGN-100" /><ref name="IGN-MarioHistory" /> Some of the enemies designed for ''Super Mario Bros. 3'' were inspired by the team's personal experiences. For example, the [[Chain Chomp]] enemy, a barking tethered [[ball and chain]] creature with eyes and teeth that lunges at the player when in close proximity, was drawn from Miyamoto's early life, in which a dog lunged at him, but was pulled away from him.<ref name="NP-10-Develop" /> Bowser's children, the [[Koopalings]], were designed to be unique in appearance and personality; Miyamoto based the characters on seven of his programmers as a tribute to their work and efforts.<ref name="IGN-100" /><ref name="NP-10-Develop" /> Nintendo of America named the Koopalings after well-known musicians: for example, the characters "Ludwig von Koopa" and "Roy Koopa" are named after [[Ludwig van Beethoven]] and [[Roy Orbison]] respectively.<ref>{{cite magazine |url=http://www.officialnintendomagazine.co.uk/16520/features/10-amazing-mario-facts/ |title=Nintendo Feature: 10 Amazing Mario Facts |magazine=Official Nintendo Magazine |date=April 30, 2010 |access-date=August 5, 2010 |archive-url=https://web.archive.org/web/20120603174405/http://www.officialnintendomagazine.co.uk/16520/features/10-amazing-mario-facts/ |archive-date=June 3, 2012 |url-status=dead }}</ref> The character graphics were created with a special graphics machine ("Character Generator Computer Aided Design") that generated a collection of the graphical shapes used in the game. Shapes in the collection were assigned numbers that the game's [[Source code|code]] used to access and combine to form complete images on the screen in real time.<ref name="NP-10-Develop" /> The ''Super Mario Bros. 3'' [[ROM cartridge|cartridge]] uses Nintendo's custom [[memory management controller#MMC3|MMC3]] ASIC to enhance the NES capabilities. The MMC3 chip allows for animated tiles, extra RAM for diagonal scrolling, and a scan line timer to [[Split screen (computer graphics)|split the screen]]. The game uses these functions to split the game screen into two portions, a playfield on the top and a status bar on the bottom. On the overworld map, the status bar doubles as an inventory for items and power-ups. This allows the top portion to scroll as the character navigates the stage while the bottom portion remains static to display text and other information.<ref name="NP-20">{{Cite magazine|date=January 1991| author = Nintendo Power Staff| title = Why Your Game Paks Never Forget| magazine = [[Nintendo Power]]| publisher=[[Nintendo]]| issue = 20| pages = 28–31}}</ref> Like its predecessors, the music in ''Super Mario Bros. 3'' was composed by [[Koji Kondo]], who composed several new songs as well as returning melodies from ''Super Mario Bros.'' According to Kondo, who had composed the music in ''Super Mario Bros.'' based on what he believed fit the levels rather than focusing on composing a specific genre of music, the game was the most difficult game for him to compose.<ref name="Mario's Maestro">{{cite web |url=https://www.usgamer.net/articles/koji-kondo-interview-nintendo |title=Super Mario's Maestro: A Q&A with Nintendo's Koji Kondo |first=Bob |last=Mackey |date=December 10, 2014 |publisher=US Games |access-date=February 8, 2018 |archive-url=https://web.archive.org/web/20180209063018/https://www.usgamer.net/articles/koji-kondo-interview-nintendo |archive-date=February 9, 2018 |url-status=live }}</ref> Kondo experimented with several different genres of music, unsure of how to follow up the music from the first game after hearing from several people that it sounded a lot like [[Latin music|Latin]] or [[fusion music]],<ref name="NES Classic" /> and came up with several different melodies throughout its development before settling on what ultimately made it into the game.<ref name="Mario's Maestro" /> The development team decided that music on the title screen was unnecessary.<ref name="Mario's Maestro" /> During 1988, a shortage of ROM chips,<ref name="Shortage of Memory">{{cite news | newspaper=[[The New York Times]] | title=Shortage of Memory Chips Has Industry Scrambling | first=Andrew | last=Pollack | date=March 12, 1988 | url=https://www.nytimes.com/1988/03/12/us/shortage-of-memory-chips-has-industry-scrambling.html | access-date=July 19, 2019 | archive-date=March 23, 2022 | archive-url=https://web.archive.org/web/20220323122612/https://www.nytimes.com/1988/03/12/us/shortage-of-memory-chips-has-industry-scrambling.html | url-status=live }}</ref> along with Nintendo's preparation of ''[[Super Mario Bros. 2]]'', prevented Nintendo from performing various North American game releases according to their original schedules. The delayed products included ''Super Mario Bros. 3'' and, according to ''Nintendo Power'', ''[[Zelda II: The Adventure of Link]]''.<ref>{{cite book| year=1993| last=Sheff| first=David| author-link=David Sheff| chapter=Game Masters| page=[https://archive.org/details/gameoverhowninte00shef/page/222 222]| title=[[Game Over (Sheff book)|Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children]]| publisher=[[Random House]]| isbn=0-679-40469-4}}</ref> The delay, however, presented Nintendo with an opportunity to promote the game in a feature film. In 1989, Tom Pollack of [[Universal Pictures|Universal Studios]] approached Nintendo of America's marketing department about a video game movie; inspired by Nintendo [[Electronic sports|video game competitions]], Pollack envisioned a video game version of ''[[Tommy (1975 film)|Tommy]]'' for younger audiences. Nintendo licensed its products for inclusion in what would become the film ''[[The Wizard (1989 film)|The Wizard]]''. During the movie's production, the filmmakers requested and were granted approval from Nintendo regarding the script and the portrayal of the company's games.<ref name="GO-Wizard">{{cite book| year=1993| last=Sheff| first=David| author-link=David Sheff| chapter=The Grinch Who Stole Christmas| pages=[https://archive.org/details/gameoverhowninte00shef/page/190 190–191]| title=[[Game Over (Sheff book)|Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children]]| publisher=[[Random House]]| isbn=0-679-40469-4}}</ref> ''Super Mario Bros. 3'' was one of the products shown in the film and was used in a final scene involving a video game competition.<ref name="GO-Wizard" /><ref>{{cite magazine| magazine = [[Retro Gamer]]| title = The Making of The Wizard| first = Damien| last = McFerran|date=April 2008| publisher = [[Imagine Publishing]]| issue = 49| pages = 84–87}}</ref> The film was released in December 1989, between the home console releases of the game in Japan and North America.<ref name="NP-9-b">{{Cite magazine| magazine = [[Nintendo Power]]| title = NES Journal: The Wizard| first = Michele| last = Matti| issue = 9|date=November–December 1989| page = 90| publisher = [[Nintendo]]}}</ref> The marketing budget for ''Super Mario Bros. 3'' was {{US$|25 million|long=no}},<ref name="Mario">{{cite news|url=https://www.newspapers.com/article/the-indianapolis-star/122671051/|archiveurl=https://web.archive.org/web/20230411133633/https://www.newspapers.com/article/the-indianapolis-star/122671051/|title=Nintendo fuels "Mario Mania" with "Super Mario Bros. 3|newspaper=[[The Indianapolis Star]]|page=22|archivedate=April 11, 2023|date=April 9, 1990|accessdate=April 11, 2023|via=[[Newspapers.com]]}}</ref> bringing the game's total development and marketing budget to {{US$|{{#expr:25+0.8}} million|long=no}} ({{US$|{{Inflation|US|25.8|1988}} million|long=no}} adjusted for inflation).
Summary:
Please note that all contributions to Niidae Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Encyclopedia:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Search
Search
Editing
Super Mario Bros. 3
(section)
Add topic