35 years of Super Mario Bros.: A legendary gaming revolution
Time jump back to 1983: The still young video game industry – worth around 3.2 billion dollars at the time – is experiencing turbulence that nobody would have thought possible until then. There are many reasons for this: while many customers are frustrated by a flood of low-quality software innovations, incompatible hardware systems and negative media coverage, throwing in the towel and increasingly turning to other hobbies, others are showing growing interest in technically advanced home computers. Systems like the Commodore 64 cost more when initially purchased, but in contrast to the Atari 2600, Intellivision and Co., they deliver smarter graphics and better sound, can be used in a variety of ways and, on top of that, make it possible to copy software with comparatively little effort.
Another problem in the video game industry: In 1982 alone, so many new titles came onto the market that numerous retailers in the USA had serious difficulties actually offering all these novelties in their windows. The result is bulging warehouses and the desire to return unsold goods promptly.
Source: Moby Games
However, since many publishers refuse such returns, the grab belt tables of the specialist dealers fill up at record speed. Not infrequently also with playfully questionable innovations, which until recently were still offered at full price.
The result: In 1983 the so-called video game crash occurred in North America, tearing many well-known gaming companies into the abyss, including US Games, which was founded in 1978, and the Texan publisher Games by Apollo. But Atari, the former top dog in the industry, also had to lose a lot of feathers and sell its consumer department to businessman Jack Tramiel in July 1984.
Source: Moby Games
Consoles are – especially in the US – on the decline. The situation in Japan is very different: Nintendo is riding a wave of success thanks to its Family Computer (Famicom for short) released on July 15, 1983. In order to gain a foothold in the US market, the Japanese first decide to sell their bestselling hardware in the form of an arcade machine called Nintendo VS, which is technically almost identical to the Famicom. to establish the system.
A clever move, because that way you can skilfully avoid the negative console discussion and concentrate fully on presenting the advantages of your own software line-up (which are usually Famicom ports) to a larger public in America .
Shigeru Miyamoto is sailing on the road to success
Source: Moby Games
While the Nintendo VS. System gradually picks up speed for the US release in January 1984, the Nintendo Research & Development no. 4 (Nintendo R&D4 for short) in Kyoto, Japan, feverishly supplying games for the Famicom. A positive side effect: Famicom projects can be ported to the Nintendo Vs. system and vice versa with little effort.
Did you know, that …
… Mario went by the name Mr. Video for a while during the development of Donkey Kong?
The output of Nintendo R&D4, which was then created by none other than Donkey Kong inventors Shigeru Miyamoto is managed, is something to be proud of. After a splendid debut with the motorcycle racing game Excitebike on November 28, 1984, the next hit follows with the Famicom implementation of the arcade machine Kung-Fu Master originally developed by Irem on June 21, 1985.
Important similarities between these two flagship titles: Unlike many other Famicom games of the time, the action is not experienced screen by screen, but scrolling sideways, which noticeably increases the feeling of immersion.
Shigeru Miyamoto is also quite enthusiastic about the scrolling engine of his programmers. So much so, that while he was still developing Excitebike and Kung-Fu Master, he kept thinking about a platformer that takes place in a side-scrolling world with long distances.
Reference-www.pcgames.de