Super Mario
Super Mario
Super Mario
The objective of the game is to progress through levels by First release Super Mario Bros.
defeating enemies, collecting items and solving puzzles without September 13, 1985
dying. Power-up use is integral to the series. The series has Latest release Super Mario Bros.
installments featuring both two and three-dimensional Wonder
gameplay. In the 2D games, the player character (usually October 20, 2023
Mario) jumps on platforms and enemies while avoiding their
attacks and moving to the right of the scrolling screen. 2D
Super Mario game levels have single-exit objectives, which Spin-offs Luigi
must be reached within a time limit and lead to the next Yoshi
sequential level. Super Mario Bros. 3 introduced the overworld, Wario
a map of nonlinear levels that branches according to the player's Mario Kart
choice.[4] Super Mario World introduced levels with multiple Mario Party
exits. Paper Mario
Mario & Luigi
3D installments in the series have had two subgenres: open
world exploration based games and more linear 3D games with a predetermined path.[5] Levels in the open
world games, 64, Sunshine and Odyssey, allow the player to freely explore multiple enclosed environments
in 360-degree movement. As the game progresses, more environments become accessible.[6] The linear 3D
games, Galaxy, Galaxy 2, 3D Land and 3D World, feature more fixed camera angles and a predetermined
path to a single goal.
Playable characters
The series often features the option to play as characters other than Mario, usually Luigi. Earlier games have
offered an alternating multiplayer mode in which the second player controls Luigi on their turn. Luigi is
often only playable by player one in a second, more challenging iteration of the base game, such as in The
Lost Levels, Galaxy 2, New Super Luigi U and the special worlds in 3D Land; these feature lower gravity
and reduced friction for Luigi. Later games allow four player simultaneous play. Playable characters other
than Mario and Luigi have included Toads, Peach, Yoshi, Wario, Rosalina, Miis, Toadette, Nabbit, Daisy,
and Bowser Jr. Characters are sometimes differentiated by special abilities. Super Mario Maker includes
costumes that depict many more characters (Super Mario Maker 2 includes only a Link costume).
Projectiles
The flower power-ups let the player character shoot projectiles. The Fire Flower, introduced in Super Mario
Bros., transforms the character into a Fire variant who can throw bouncing fireballs at enemies. Galaxy is
the first 3D Super Mario game to have the Fire Flower. In Land and Maker 2, the Superball is a bouncing
ball obtained from a Super Flower, which the character can use to defeat enemies and collect coins. The Ice
Flower transforms the character into an Ice variant who can shoot balls of ice as projectiles similar to those
of the Fire Flower; they freeze enemies in blocks of ice that can be used as platforms or thrown as
projectiles, as seen in New Super Mario Bros. Wii and New Super Mario Bros. U.[11] In Galaxy, the Ice
Flower turns Mario or Luigi into ice and lets him walk on lava or water for a limited time by freezing the
surface. Lastly, New Super Mario Bros. 2 's Gold Flower lets Mario or Luigi turn bricks into coins and earn
bonus coins for defeating enemies.
Koopa Shells serve as a major projectile in the series, featuring since the original game. The character can
throw them to defeat enemies, collect coins, and activate the functions of blocks. Power-ups are available
for Yoshi to breathe fire in World, Yoshi's Island, and 64 DS, breathe freezing air and spit seeds in Yoshi's
Island, spit out enemies in the World games, and spit juice in Sunshine. Other power-ups let the character
throw bombs, boomerangs, and baseballs and shoot cannonballs. In Odyssey, Mario can possess characters,
some of which can launch various projectiles. Flying shoot 'em up gameplay also appears in the series.
Mario pilots the armed Sky Pop biplane and Marine Pop submarine in Land. The Koopa Clown Car,
aircraft of Bowser and the Koopalings, can sometimes shoot fireballs in Maker.
Various vehicles that the player character can control have also appeared. These include a magic carpet in 2,
flying clouds in several 2D games, submarines in Land and Yoshi's Island, an airplane in Land, a helicopter,
train, and mole tank in Yoshi's Island, cars in Yoshi's Island and Maker 2, and the Koopa Clown Car aircraft
in the Maker games.
Blocks
Most items in the Super Mario series appear from item blocks when hit, which originated in Super Mario
Bros. and have persisted throughout the series, where the character hits a block to receive either coins or
power-ups. Variations include those that are invisible until hit, advice dispensers, produce another block,
move, frozen, contingent on a switch, bouncy, etc. The propeller block lets the character spin up into the air
and slowly descend, and the Gold Block generates coins through running. A single block is the unit of
measurement in the design of Super Mario levels.
Extra lives
Player characters can gain extra lives in most of the games. The 1-Up mushroom was introduced in Super
Mario Bros., with the term 1-up subsequently being used generically in other video game series to refer to
extra lives. In the monochromatic Super Mario Land and Super Mario Land 2, instead of a differently
colored mushroom, the 1-Up is shown as a heart. Super Mario World introduced the 3-Up Moon. 1-Ups
can also be earned through collecting a certain number of coins or playing minigames.
Invincibility
Invincibility is an effect first appearing in the three Super Mario Bros. games, where it is granted by a
"Starman",[15][16][17] an anthropomorphized, flashing star. The star has also been named the "Super Star"
in the two Super Mario World games as well as the New Super Mario Bros. games[18][19] and the
"Rainbow Star" in the two Super Mario Galaxy games. Picking up the star makes the character temporarily
invincible, able to resist any harm. Use of the item is accompanied by a distinctive music track that appears
consistently across most of the games. The player character flickers a variety of colors – and in some games,
moves with increased speed and enhanced jumping ability – while under the Star's influence. While
invincible, the character defeats any enemy upon contact with it. In Super Mario World 2: Yoshi's Island,
the star gives the normally immobile baby Mario the ability to run as well as become invincible. In Super
Mario 64 and 64 DS, invincibility is provided when the character becomes metal or intangible. The Mega
Mushroom provides temporary invincibility with the addition of giant size and environment destruction (see
Power-ups and transformations).
Collectibles
Super Mario level design traditionally incorporates many distributed coins as puzzles, rewards, and
guidance through the level. Coins are often found floating in the air in groups. Most Super Mario games
award the player an extra life once a certain amount of gold coins are collected, commonly 50 or 100.
Several coin variants exist, such as silver coins, dragon coins, star coins, and more. In 64, Sunshine,
Galaxy, and Galaxy 2, coins replenish health (and air, when the character is underwater). In 64 and
Sunshine, collecting 100 coins in a level results in a Power Star or Shine Sprite respectively. There are also
stages in that game reward a Power Star for collecting eight red coins in a level, worth two normal coins
each. In 64, a blue coin is worth five normal coins. In Sunshine, blue coins act as a side quest when brought
to the Delfino Bank and for every ten blue coins deposited, Mario will earn a Shine Sprite. In the Galaxy
series, after finishing each game once, stages unlock where Mario or Luigi can collect 100 purple coins to
earn a Power Star. In Galaxy 2, they can also be used to feed some hungry "Luma" characters that can turn
into either an item or another planet.
The games often feature other tokens found in levels to progress in the overworld, most frequently with the
visual motif of a star. They are typically situated in locations that are not readily found or reached, or
awarded for completing stunts, or objectives given by NPCs. They include the Power Stars in Super Mario
64 and the Super Mario Galaxy games, Shine Sprites in Super Mario Sunshine and Bowser's Fury, Star
Coins in the New Super Mario Bros. series and Super Mario 3D Land, Green Stars in the Galaxy games
and Super Mario 3D World, and Power Moons in Super Mario Odyssey. In Super Mario Land 2, there are
six Golden Coin tokens that must be collected to finish the game.
Minigames
Many games in the series feature minigames supplemental to the platforming gameplay, usually offering the
chance to win extra lives or power-ups. Super Mario Bros. 2 and 3D World feature slot machines. Super
Mario Bros. 3 and the New Super Mario Bros. games contain Toad Houses that host skill- and luck-based
activities such as shell games. The Land games feature end-of-level minigames for acquiring extra lives.
The Battle Mode in the All-Stars version of Super Mario Bros. 3 and the Advance series of remakes all
feature versions of Mario Bros. as a minigame. Yoshi's Island enables a minigame when certain conditions
are met when completing a level. 64 DS contains over 30 minigames that can be accessed independently of
the original mode of play. 3D World contains Luigi Bros., a version of Mario Bros. with two Luigis, and the
Switch version of 3D World includes Bowser's Fury, a 3D platformer of smaller size in one enclosed
environment.
Music
Much of the original Super Mario Bros. music and sound effects have become iconic to the series and
incorporated into modern games. The original Super Mario Bros. theme, composed by Koji Kondo, has
become one of the most well known video game themes around the world.[21]
Super Mario Galaxy, released in 2007, became the first game in the Super Mario series to feature
orchestrated music,[22] which would return in its sequel and other subsequent games such as Super Mario
3D World.[23]
Development
Release timeline
1985–1995: 2D origins
Super Mario Bros., the first side-scrolling 2D platform game to
feature Mario, was released for the Nintendo Entertainment System
(NES) in 1985. It was derived through collaboration by Nintendo's
Shigeru Miyamoto and Takashi Tezuka as a successor to the 1983
arcade game Mario Bros., which starred two characters: Mario, the
titular character that first appeared in Donkey Kong as the original
player character and its sequel where he was a final boss, and Luigi,
who first appeared in Mario Bros.[24] Super Mario Bros.
established many core Mario elements, such as Goombas, Koopa
Troopas, Bowser, Peach, and its three power-ups: the Super
Super Mario Bros., released in 1985
for the Nintendo Entertainment Mushroom, increasing the character's size and providing an extra hit
System, was the first game in the point, Fire Flower, allowing the character to throw fireballs as
series and the first 2D side-scrolling weapons, and Super Star, granting temporary invincibility. The
platform game to feature Mario. "Super" in the title came from the integration of the Super
Mushroom into the game.[25] The brothers Mario and Luigi must
rescue Princess Toadstool/Peach from Bowser/King Koopa in the
Mushroom Kingdom. The game consists of eight worlds of four
levels each, totaling 32 levels altogether. Though the worlds differ
in themes, the fourth level is always a fortress or castle that ends
with a fight against Bowser (or one of his minions disguised as
him).[26] Super Mario Bros. is one of the best-selling video games
of all time.[27]
Super Mario Bros: The Lost Levels (known as Super Mario Bros. 2
in Japan) is the first sequel to the original Super Mario Bros. It uses
Super Mario Bros. designer Takashi
Tezuka, director Shigeru Miyamoto, the Super Mario Bros. engine, with additions such as weather,
and composer Koji Kondo, pictured character movements, and more complex levels, altogether yielding
in 2015 a much higher difficulty. The game follows the same style of level
progression as Super Mario Bros., with eight initial worlds of four
levels each. At that time, this sequel was not released outside Japan
since Nintendo of America did not want the Super Mario series to be known to players outside Japan for
frustrating difficulty. It remained inaccessible to a steadily broadening market of American video game
players, becoming stylistically outdated by the time the Japanese Super Mario Bros. 2 could be eventually
delivered to America.[28] The game later debuted outside Japan in 1993 as Super Mario Bros.: The Lost
Levels in the compilation game Super Mario All-Stars for the Super Nintendo Entertainment System
(SNES).
In Super Mario Bros. 2 (known as Super Mario USA in Japan), Mario and his companions seek to defeat
the evil frog Wart in the Subcon dreamland. Based on a discarded prototype,[29] the game was instead
originally released as Yume Kōjō: Doki Doki Panic in Japan, and was ultimately converted into a Mario
game for the rest of the world as Super Mario Bros. 2, before being released in Japan as Super Mario USA
as part of Super Mario All-Stars. One of the game's most defining aspects is the four player characters: not
only Mario, but Luigi, Princess Peach and Toad are available for single-player gameplay, each with defined
character movements: Luigi jumps higher, the Princess can hover in the air for a short amount of time, and
Toad is the fastest. Characters here also can pluck items from the ground to throw at enemies. This is also
the first Super Mario game to use a life meter, which allows the characters to be hit up to four times before
dying.[28]
Super Mario Bros. 3 is divided into eight themed worlds, each with 6–10 levels and several bonus stages
displayed as locations on a mapped overworld. These locations are not necessarily in a linear order, and the
player is occasionally permitted to skip levels or play the game out of order. Completed levels cannot be
replayed. The penultimate boss stage in each world is a side-scrolling level atop an airship ("Doom Ship")
with a fight against one of Bowser's seven Koopalings. The game introduced a diverse array of new power-
ups, including flight as Raccoon Mario and Raccoon Luigi or the level-long P-Wing allowing flight through
a whole level. Bowser is again the final boss.
Super Mario Land is the first handheld Super Mario game apart from the Game & Watch conversion of
Super Mario Bros., and was released for the Game Boy in 1989. Like the Super Mario Bros. games, it is a
sidescrolling platformer. Mario sets out to save Princess Daisy from the spaceman Tatanga. Items include
the Super Mushroom, Super Flower,[30] which allows Mario to shoot projectiles, Super Star, and hearts,
which give Mario an extra life. The game consists of twelve levels split across four worlds. Reaching the
higher of two exits at each level's end activates a minigame where the player can try to get extra lives.
Cape Feather, which lets Mario and Luigi fly with a cape, and the
P-balloon, which inflates the player character to allow him to float.
Super Mario Land 2: 6 Golden Coins was released for the Game Boy in 1992. It introduces Mario's rival,
Wario, who took over Mario's castle during the events of Super Mario Land and forces Mario to collect the
six golden coins to reenter and reclaim his castle. While its predecessor is similar to the original Super
Mario Bros., Super Mario Land 2 has more in common with Super Mario World, featuring a world map
and the ability to move back to the left within levels. There are 32 levels, divided into several themed
worlds that each have their own boss. Three power-ups return: the Super Mushroom, Fire Flower, and
Super Star. The game also introduces the Carrot power-up, which gives Mario large rabbit ears that let him
glide when falling for a limited time. Its story was continued in Wario Land: Super Mario Land 3, which
retroactively became the first of a spin-off series, Wario Land.
Super Mario World 2: Yoshi's Island was released for the SNES in 1995. To reunite baby Mario with his
brother Luigi, who has been kidnapped by Kamek, the player controls Yoshi as the primary character
through 48 levels while carrying Baby Mario. Yoshi runs and jumps to reach the end of the level while
solving puzzles and collecting items. In a style new to the series, the game has a hand-drawn aesthetic. The
game introduces his signature abilities to flutter jump and produce eggs from swallowed enemies. Yoshi's
Island received "instant" and "universal acclaim", according to IGN and review aggregator Metacritic, and
sold over four million copies. Yoshi's signature characteristics established in Yoshi's Island would carry
throughout a series of cameos, spin-offs, and sequels. Sources have debated on whether Super Mario World
2: Yoshi's Island, where the player primarily controls a Yoshi carrying Baby Mario, should count as a Super
Mario game,[31][32][33] with some sources considering it strictly a Yoshi game. Miyamoto responded
affirmatively when asked if Yoshi's Island is a Super Mario game, with Tezuka later adding:
"When that game debuted, I wanted people to understand that Yoshi was part of the Mario
world, and that be conveyed whether through title or gameplay. To me, it's part of the Mario
series, but today's Yoshi games? They've changed from those origins, so I think it's okay to
think of Yoshi living in his own universe. You can think of it separately from Mario's
world."[34]
Super Mario Sunshine is the second 3D Super Mario game. It was released in 2002 for the GameCube. In
it, Mario and Peach travel to Isle Delfino for a vacation when a Mario doppelgänger, going by the name of
Shadow Mario, appears and vandalizes the entire island. Mario is sentenced to clean the island with a
water-squirting accessory called F.L.U.D.D. Super Mario Sunshine shares many similar gameplay elements
with its predecessor Super Mario 64, yet introduces moves, like spinning while jumping, and several other
actions through the use of F.L.U.D.D. The game contains a number of independent levels, which can be
reached from the hub, Delfino Plaza. Mario collects Shine Sprites by completing tasks in the levels, which
in return unlock levels in Delfino Plaza by way of abilities and plot-related events.[43] Sunshine introduces
the last of Bowser's eight children, Bowser Jr., as an antagonist. Yoshi also appears again for Mario to ride
in certain sections.
Miyamoto explained that when he was developing Super Mario 64 with Yoshiaki Koizumi, they realized
that the title would be more directed towards the "core gamer", rather than the casual, "pick-up-and-go"
gamer.[44] After Sunshine, their focus shifted to more accessible, casual games, leading them to develop
Super Mario Galaxy with more progression-oriented paths. Galaxy was launched in 2007 for the Wii. It is
set in outer space, where Mario or Luigi travel between "galaxies" to collect Power Stars, earned by
completing quests or defeating enemies. It introduced motion controls to the series. Each galaxy contains a
number of planets and other space objects for the player to explore. The game's physics system gives each
celestial object its own gravitational force, which lets the character circumnavigate rounded or irregular
planetoids by walking sideways or upside down. The character is usually able to jump from one
independent object and fall towards another close object. Though the main gameplay and physics are in 3D,
there are several points in the game where the character's movements are restricted into a 2D axis. Several
new power-ups appear following the new game mechanics.
New Super Mario Bros. Wii (2009) features 4-player co-op and new power-ups: the Propeller Mushroom,
the Ice Flower, and the Penguin Suit. All characters can ride Yoshi.
Super Mario Galaxy 2, released on May 23, 2010, was initially developed as an expansion pack to Galaxy,
but was eventually developed into its own game. It retains the basic premise of its predecessor and includes
its items and power-ups besides the Ice Flower and Red Star. New power-ups include the Cloud Flower,
which allows Mario or Luigi to create platforms in mid-air and the Rock Mushroom, which turns the
character into a rolling boulder. The character can also ride Yoshi. The game was released to widespread
critical acclaim, getting better reviews than its predecessor.
Super Mario 3D Land was released for the Nintendo 3DS in November and December 2011. It was the
first attempt to translate the gameplay of the 2D games into a 3D environment, and simplify the control
scheme of the 3D games through including more linear levels. It is the first original 3D Super Mario game
on a handheld console, since all previous handheld games were either 2D or a port of a previous game. It
also brought back several older gameplay features, including the Super Leaf power-up last seen in Super
Mario Bros. 3.
New Super Mario Bros. 2 was released in July and August 2012 for the Nintendo 3DS. The player, as
Mario or Luigi, tries to save Princess Peach from Bowser and the Koopalings, with the game's secondary
goal to collect one million coins. Several gameplay elements were introduced to help achieve this goal, such
as the Gold Flower, a rarer variant of the Fire Flower that turns items into coins.[45][46]
New Super Mario Bros. U, the Wii U follow-up to New Super Mario Bros. Wii, was released in November
2012. It introduces both a Flying Squirrel suit that lets the characters glide through the air, and asymmetric
gameplay that allows the player holding the GamePad to influence the environment. In June 2013, New
Super Luigi U was released as a downloadable content (DLC) package for the game, featuring shorter, but
more difficult levels, starring Luigi as the main protagonist instead of his brother. Subsequently, it was
released as a standalone retail game on August 25 in North America.[47] The Nintendo Switch port New
Super Mario Bros. U Deluxe includes both the main game and New Super Luigi U, and new playable
characters Nabbit and Toadette.[48]
Super Mario 3D World, the sequel to 3D Land, was released for the Wii U on November 22, 2013, in
North America, and used the same gameplay mechanics as its predecessor.[49] Co-operative multiplayer is
available for up to four players. The game introduced the ability to turn the characters into cats able to attack
and scale walls to reach new areas, and to create clones of the characters. Like Super Mario Bros. 2, it
features Princess Peach and Toad as playable characters in addition to Mario and Luigi. Rosalina from
Super Mario Galaxy is also unlocked later in the game. Miyamoto said that "even though that's a 3D game,
it's a little more accessible to everybody."
Super Mario Run is a side-scrolling and auto-scrolling video game released in December 2016 on the iOS
platform, then in March 2017 on Android. It is the first official Super Mario game developed for mobile
devices. As such, it features simplified controls that allow it to be played with only one hand. In this game,
the character runs automatically, with the player controlling the jumping action to avoid hazards. This is
achieved by touching the tactile screens these devices are built with. The longer the player touches the jump
button, the higher the character jumps. This game also includes a "Toad Rally" mode, similar to the "VS
Boo" mode of Super Mario Bros Deluxe, in which players have to complete a level faster than a computer-
controlled Toad. Success in this mode earns the player access to in-game money to spend on customizing
the Mushroom Kingdom map, using mechanics similar to FarmVille. This is the first Super Mario game that
Princess Daisy is playable in and the first to feature a music track with vocals.[51][52][53]
Bowser's Fury is part of the 2021 re-release of Super Mario 3D World on the Nintendo Switch. It
implements 3D open-world "free-roaming" gameplay in a similar fashion to Odyssey, from which it
includes many elements.[61][62]
Original release
Game System Year Original game(s)
year(s)
Super Mario World: Super Game Boy Super Mario World 1990
2001
Mario Advance 2 Advance Mario Bros. 1983
Super Mario World 2:
Yoshi's Island: Super Mario Game Boy 1995
2002 Yoshi's Island
Advance 3 Advance
Mario Bros. 1983
Super Mario Advance 4: Super Game Boy Super Mario Bros. 3 1988
2003/2004
Mario Bros. 3 Advance Mario Bros. 1983
New Super Mario Bros. U Nintendo New Super Mario Bros. U 2012
2019
Deluxe Switch New Super Luigi U 2013
Reception
The Super Mario series has seen tremendous critical acclaim from both critics and audiences. The series
was ranked as the best game franchise by IGN in 2006.[130] In 1996 Next Generation ranked the series as
number 5 on their "Top 100 Games of All Time",[e] additionally ranking Super Mario 64 at number 1
although stating the rule that series of games be confined to a single entry.[131] In 1999, Next Generation
listed the Mario series as number 3 on their "Top 50 Games of All Time", commenting that, "The depth of
Sales and aggregate review scores
As of December 31, 2021.
Wii U: 93[116]
Wii U: 5.88[109] Wii U: 92%[115]
Super Mario 3D World 2013 Switch:
Switch: 8.85[110] Switch: –
89[117]
the game design was never matched in 2D and has yet to be equaled by a 3D action performer. The
gameplay is simply genius – Shigeru Miyamoto wrote the book on platformers." [132] Electronic Gaming
Monthly attributed the series' excellence to the developers' tireless creativity and innovation, pointing out
that "Sega's Sonic the Hedgehog series changed very little in its four installments on the Genesis. The Mario
series has changed significantly with each new game."[133]
The original Super Mario Bros. was awarded the top spot on Electronic Gaming Monthly's greatest 200
games of their time list[134] and IGN's top 100 games of all-time list twice (in 2005 and 2007).[135] Super
Mario Bros. popularized side-scrolling video games and provided the basic concept and mechanics that
persisted throughout the rest of the series. Super Mario Bros. sold 40.24 million copies, making it the
bestselling video game of the whole series.[136] Various other video games of the series were ranked as the
best within the series.[137][138][82] Games included are Super Mario Bros. 3,[139] Super Mario World[140]
and Super Mario 64 to name a few.[141][142] Before Super Mario Odyssey, Super Mario Galaxy has been
for 10 years the best-ranked game on GameRankings.[143][98]
Sales
Super Mario is one of the best-selling video game franchises, having sold more than 380 million units
worldwide as of 2021.[144] The first seven Super Mario games (including the first three Super Mario Bros.
titles, the first two Super Mario Land titles, and Super Mario World) had sold 100 million units by March
1993.[145]
Games in the Super Mario series have had consistently strong sales, ranking among the best-selling video
games of all time. Super Mario Bros. sold more than 50 million units worldwide sold across multiple
platforms by 1996.[146] The original NES version sold 40.23 million units and is the best-selling NES
game, with its two sequels, Super Mario Bros. 3 (18 million copies) and Super Mario Bros. 2 (10 million
copies), ranking in second and third place respectively.[87] Super Mario World is the best-selling game for
the SNES console, selling 20 million copies. Super Mario World is also the seventh bestselling game of all
time. Super Mario 64 sold the most copies for the Nintendo 64 (11 million), whereas Super Mario Sunshine
is the second bestselling game (5.5 million) on the GameCube (second to Super Smash Bros. Melee). Super
Mario Galaxy has sold 12.80 million units as of March 2020, which was the bestselling 3D game in the
series until 2019, and is the ninth bestselling game for the Wii.[97] Its sequel Super Mario Galaxy 2 has
7.41 million units sold, placing in twelfth. Super Mario 3D World was the second bestselling game on the
Wii U and along with its more popular Switch port has sold over 14 million copies combined making it the
2nd bestselling 3D Mario game.[147][68] Super Mario Odyssey has 26.95 million units sold as of September
2023, making it the bestselling 3D game in the series to date, and among the best-selling games for the
Nintendo Switch.[124] New Super Mario Bros. Wii has sold 30.32 million copies worldwide, the fourth
bestselling game on the Wii, as well as one of the bestselling video games of all time.[97]
The Super Mario series also sold well on handheld consoles. Super Mario Land has sold 18.14 million
copies, and is the fourth bestselling game for the Game Boy. Its sequel, Super Mario Land 2: 6 Golden
Coins, sold 11.18 million copies, placing sixth.[148] New Super Mario Bros. for the Nintendo DS sold
30.80 million units, making it the bestselling game for the console, and the bestselling portable entry.
For all console and handheld games that have not been bundled with a console, Super Mario Bros. 3 is the
fourth bestselling game, whereas New Super Mario Bros. is fifth, Super Mario Land is eleventh, and Super
Mario 64 is eighteenth.
In the United Kingdom, Super Mario Bros. is the most famous video game brand, recognized by 91% of
the UK adult population as of 2021.[149]
Legacy
See also
Luigi's Mansion series: A spin-off of the series.
Captain Toad: Treasure Tracker: A spin-off of the series.
Donkey Kong Country series: Similar platform series.
Super Princess Peach: A spin-off Nintendo platform game that role reverses the characters
that are commonly used in the concept of the series.
Wario Land series: A spin-off platform sub-series.
Yoshi series: A spin-off of the series
Notes
a. Japanese: スーパーマリオ , Hepburn: Sūpā Mario
b. Japanese: スーパーマリオブラザーズ , Hepburn: Sūpā Mario Burazāzu
c. Japanese: マリオ
d. Not included in original version of All-Stars
e. The entry name is "Mario (series)", but the description as a "side-scrolling platformer" makes
it clear that Next Generation meant the Super Mario series specifically.
References
This article incorporates text (https://www.mariowiki.com/Super_Mario_Odyssey) available
under the CC BY-SA 3.0 license.
External links
Official website (http://mario.nintendo.com)