This is GTV! Simply great Throughout the years , games have come and
games have gone. Our favorites stay with us and live on as special, important moments
in our lives. The greatest ones go on to be a cornerstone of gaming history and in certain
cases, become a cultural phenomenon. This is the story of one such game. The Apex of
the 8-bit era. Stick around. This is the story of the greatest video game ever made. (This
is the story of Super Mario Bros. 3!! )(Because Super Mario Bros 3.... is 30!) Open ACT ONE On October 23, 1988, Nintendo of Japan released
Super Mario Bros 3 to an eager and receptive public. The game was not only meant to be
Mario’s, newest, biggest and most exciting adventure, but was meant to represent the
culmination of the previous 5 years that Nintendo had spent building its reputation and would
cement their legacy for all time. Time moves fast in the world of gaming, and
since the debut of the the Family Computer in Japan on July 15, 1983, a deluge of games
from Nintendo and others entered the market. Leading to a boom in Japan, that would spill
over into America, with Nintendo and the American Family Computer, known as the NES, leading
the way. In Japan, and in The West as well, one game
took the position as the gold standard of gaming, Super Mario Bros. This game checked
all the right boxes of being an exciting game, with marketable characters that also was a
perfect fit for a home video game experience you couldn’t get anywhere else. (Yes I know
there was Vs. Super Mario Bros, I’m not stupid!) Super Mario Bros was released in Japan on
September 13, 1985. At the time, Nintendo and the game’s producer, Shigeru Miyamoto,
intended Super Mario Bros to be a final farewell for cartridge games on the Family Computer,
as the company was preparing for the release of the Family Computer Disk System, which
would come less than 6 months later. At the time, game cartridges had reached a
ceiling. The memory size of a game ROM couldn’t be increased, at least not without great expense.
As well, a shortage of components used in Family Computer and NES cartridges was predicted
to hit the hard for the foreseeable future. It made sense then, to move development to
disks which were cheaper to produce and held multiple times the memory space of cartridges
at the time. With Super Mario Bros., Nintendo had felt , at the time, nothing more was possible
on cartridge, and many of the games it released in 1986: the Legend of Zelda, Metroid and
Kid Icarus were only available on disk. Super Mario Bros. Would also be re-issued as a disk
and its sequel Super Mario Bros 2, would also become a Disk System exclusive. But a funny thing happened over the course
of 1986, and 87. The price of cartridge ROMs fell, and available memory size grew larger
than those possible on a disk. Also, The Disk System, didn’t catch on as well as Nintendo
had hoped, with only about 25% of Family Computer owners having one. Piracy was also a concern
as disks were much easier, that cartridges to illegally copy, than cartridges. With these factors in mind, Nintendo de-emphasized
the Disk System, though, they did not discontinue it, and started to release marquee games on
cartridges once more. One of which would be Super Mario Bros. 3. The initial development of Super Mario Bros.
3 began not long after Super Mario Bros. 2 was completed. The main creative hands involved
in the game would be Shigeru Miyamoto as producer, Takashi Tezuka as director and main artist.
and Koji Kondo as composer. The complete team would involve 10 people, and though led by
Miyamoto, the members of the team were given equal status in contribution to the game and
input on the game’s direction. During the time that Super Mario Bros. 3 was
in development, Nintendo’s position as the market leader in Japan, became threatened.
In 1987, NEC and Hudson Soft, released the PC Engine, (which IS 16 bit, but I won’t
say it because people will complain, but screw them! It’s true!) which began to outsell
the Family Computer within its first year of release. In 1988, Sega announced the 16-bit
Mega Drive, which would see release a few days after Super Mario Bros 3. Nintendo was
working on its own 16 bit machine, the Super Famicom, but had not yet gone public with
it. With Super Mario Bros. 3, the goal became very clear: create the greatest, high quality
8 bit game possible, before the Family Computer gets replaced and abandoned by the next generation
of games and hardware. Completing Super Mario Bros. 3 took over two
years. As new ideas were introduced and implemented, others that weren't working were thrown out.
Oftentimes, weeks of work would be undone as Miyamoto would add new elements and mold
the game into its final form that we all know. It was decided early on that a game, with
new visuals and challenges needed to be made, to differentiate the third Mario game from
the previous two. The visual style of the game would change completely. Mario’s would
get a redesign. Distinct worlds with separate geographies and climates would become part
of the game, unlike Super Mario Bros. Which had all of its stages look mostly the same.
In addition to the stages, existing enemies designs were overhauled and new ones were
added. Some of these were influenced by Shigeru Miyamoto’s personal experiences, as well
as certain members of the game’s team. Original ideas such as an isometric perspective
and Mario turning into a centaur never made the cut, but many original and memorable ideas
did… There would be unique power ups, bonuses and
secrets that would make exploring the game’s stages more exciting and rewarding. The Magic Mushroom and Fire Flower would remain,
and be complemented with a new power up, the Super Leaf. This item gave Mario a raccoon’s
tail and ears and allowed him to fly for short distances, if he could charge up his running
power meter. On top of that, Mario had a few suits he could try on for even more abilities.
The Frog Suit let Mario swim in water faster and easier. The Hammer Bros. suit let Mario
throw hammers in the air to attack enemies above. And, the Tanooki Suit, which turned
Mario into an animal called Tanuki. This power-up was mostly similar to the Leaf but also gave
Mario the power to turn into a statue for momentary invincibility. On top of that, Warp
Whistles, Jugem Clouds, and Hammers could aid your advancement on the World Map, while
the P-Wing gave you unlimited flight. At several points on the game’s world map,
there were different prize areas. Some gave Mario a power-up straight away, while others
required Mario to earn items or 1-ups through games of chance. Some of these would be secretly
hidden and on accessible only in certain ways as well. The end of each stage also gave Mario a card
with one of three icons: A Fire Flower, a Magic Mushroom or a Super Star. Collecting
any combination of the three gave Mario a 1-up. 3 Mushrooms games a 2-up. 3 fire Flowers
gave a 3-up and 3 stars gave a 5-up! In 2-player games, Mario and Luigi would interact
on the world map together, so the design team added a bonus mini game if the two would meet
on the same space on the map. Mario and Luigi would engage in a battle version of Mario
Bros. One player could steal the other’s 1-up cards and the winner of the battle would
gain control of the next turn. The music would also get an overhaul, as composer
Koji Kondo tried his best to create original tracks that set the right mood but still felt
like part of the Super Mario experience. Over the years Kondo has admitted that his most
challenging work was composing the soundtrack to Super Mario Bros. 3. The music from the
first Super Mario Bros. was so iconic and memorable, that to create something too similar
or too different was a huge challenge. In the end, the game had mostly original music,
with a few call backs to the original game. Each World Map had its own music as well as
multiple overworld, underworld, underwater, airship and bonus stage themes made it to
the final game. On the technical side, returning to cartridge
gave the team more memory space to make a much bigger game. Nintendo made use of memory
management controllers. Special chips that enhanced the power of the original hardware.The
specific one used would be the MMC 3 which allows the game to have a split screen with
the game play field on the larger top part and the score, timer and other information
on the bottom. The final size of the game was 3 Megabits. For comparison’s sake. Super
Mario Bros was 256 kilobits, meaning Super Mario Bros. 3 was TWELVE TIMES LARGER! In
memory size!! The team had worked diligently for over two
years and in Summer 1988, the first public previews of Super Mario Bros 3 started to
appear, with a planned release for October, 1988. Just before the debut of the game, Nintendo
released the soundtrack to Super Mario Bros 3 on CD and LP as a slight preview of what
fans should expect. On October 23, 1988, Super Mario Bros 3, was
released in Japan. The game sold out immediately. Famitsu Magazine gave the game a platinum
award with a score of 35 out of 40. Family Computer Magazine gave the game a score of
26 2/3 points out of 30. As a result of the Mario Bros, Minigame in
Super Mario Bros 3. There was a resurgence in the original 1983 game’s popularity,
which was greeted with a special remake of that game, called KaetteKita Mario Bros. Meaning
in English, The return of Mario Bros. This game was available only at Family Computer
Disk Writer machines starting on November 30th, 1988. The game was a cross promotion with food manufacturer
Nagatanien. After some stages, advertisements for OchaZuke, Furikake and Fried Rice would
appear. Prior to Super Mario Bros. 3, Nagatanien worked with Nintendo on Mario branded food
for kids. That same month, Super Mario Bros 3 would be shown running along side Super
Mario Bros. 4 on a special prototype Family Computer that was never released. Showing
that Nintendo was serious about the move to 16 bit and that Super Mario Bros. 3 would
be a grand finale for the 8-bit Family Computer line. In 1991, Family Computer Magazine ranked all
previous Family Computer cartridges and listed Super Mario Bros 3 as having the second best
characters, 4th highest difficulty and 3rd best game control and was ranked the 3rd best
Family computer game overall. In the end Super Mario Bros. 3 would go on
to sell 3,840,000 units in Japan, becoming the second best selling Family Computer game
of all time. With a successful release, impressive sales
and a growing legacy, the development team behind Super Mario Bros. 3 was was ready to
take the game abroad. When we come back Super Mario Bros. 3 goes
to America! BREAK 1 ACT TWO In the United States, the road to Super Mario
Bros 3 took a slightly different path than Japan.
Nintendo entered the American home gaming market space in 1985, at that time, Donkey
Kong and Game & Watch were the company’s most well known products. Nintendo took a
year to complete its national rollout of the Nintendo Entertainment System, or NES for
short, which was a redesigned version of the Family Computer. Several of the best game
titles from Japan were brought over and one stood out from the rest, Super Mario Bros.
The game was so popular that Nintendo began to include the game for free with each NES
Control Deck. After which, Nintendo’s fortunes exploded and led to the NES gaining a 90%
market share by the end of the 1980s. The 2 to 3 year gap between Nintendo’s hardware
debut in Japan and America gave Nintendo a lot of extra time to prepare releases. Many
American games were improved over their Japanese counterparts. And in almost every case the
release window was much later abroad, than at home. A perfect example of this would be the American
Super Mario Bros. 2 which was a wholly different game than the Japanese version. The American
Super Mario Bros. 2 was also released in October 1988. Literally at the same time that the
Japanese Super Mario Bros. 3 was being rolled out. (OK not the exact same day! But come
on..) Nintendo of America spent most of 1988 promoting
Super Mario Bros. 2 as well as other games through its in-house publication, Nintendo
Fun Club News, later becoming Nintendo Power. At the time, it was the only mainstream, national
publication about video games around. It helped Nintendo craft a certain image,
part of which would be to downplay that all of its corporate decisions and all of its
games coming from Japan. And instead simply highlight new releases as being exciting and
fun. Behind closed doors, Nintendo knew the end
would be near for the 8-bit Family Computer and NES, but that the 16-bit machine was not
yet ready. So Nintendo of America, with a completed game in hand, spent 1989 rolling
out a plan to promote Super Mario Bros 3, in several stages, for an entire year and
release the game in 1990, by which time awareness of the game would be very high and demand
for a video game, would be the highest ever. The first announcement of Super Mario Bros.
3 in English came in Nintendo Power issue 4 in January 1989. Nintendo announced
the release of an arcade machine called Play-Choice 10, which was basically the NES hardware in
an arcade cabinet. Players would be able to play selected games for a set amount of time,
adding more money to the machine, increased the timer for a longer play session. In other
words, Play-Choice 10 was like a video game Jukebox. At the end of the article, Nintendo
Power told readers to be on the lookout for Super Mario Bros 3. on the Play-Choice machine
in 1989. No screen shots were shown, and no description
was given. However, the back cover of that same issue of Nintendo Power showed an image
of a Super Mario Bros. 3 box which looks very close to what the final product would be.
The second mention would come in May 1989, simply saying that Mario could fly and that
more information would come later, despite the game having been finished and on the streets
of Japan for nearly a year. Don’t forget that in these days long gone by, Nintendo
Power was the only word that existed. However, the massive expansion of Nintendo’s
consumer base led to a wave of third party news publications popping up. To make an impact,
these new publications shattered the image Nintendo was trying to project. And scooped
Nintendo on their own game at the same time. The debut issue of GamePro magazine appeared
in the spring of 1989, and told the truth that Super Mario Bros 3 was already for sale
in Japan! These screenshots were the first that Americans had available to them of the
Mario adventure that, no one even knew about yet. Electronic Gaming Monthly soon followed
with screenshots and a write up of the game in 1989 as well. Super Mario Bros. 3 then did appear as promised
on the Play-Choice 10 arcade system in Summer 1989. In the off-line dark ages of the 1980s
this was an incredible thing. The ability to play a new NES game, never before released
and unavailable at home had never been done before. In a way, it was the first playable
demo Nintendo had ever done. The first images officially from Nintendo
came in November 1989, as well as a preview of a movie that would have the new Super Mario
Bros. 3 in the starring role, The Wizard. The idea of a film had been pitched as an
idea by Universal Studios to Nintendo about a kid who was exceptional at video games.
Nintendo signed on and made sure not only current Nintendo games were prominent in the
film, but let the world know that the newest, biggest, greatest game was on the horizon. In January 1990, Nintendo Power announced
that Super Mario Bros. 3 is almost here! The next issue in March 1990 made it official!
With Tanooki Mario on the cover, and a full in-depth review inside, the wait to bring
the game home, was over. Super Mario Bros. 3 would hit American stores
in February 1990. The game quickly become sold-out and on back order at stores nationwide.
As soon as new stock came in, which was very limited to start, it would be gone. 3rd party
publications reviewed the game and each one received a near perfect rating in every instance. Nintendo continued the marketing machine behind
Super Mario Bros. 3 after release, to keep the game relevant and let consumers know that
it was out, even if you couldn’t easily find it. In the Spring of 1990, as Super Mario Bros.
3 was hitting the store shelves, Nintendo embarked on a nationwide tour. The Nintendo
World Championships visited 30 American cities ending with a grand tournament to crown the
Ultimate Nintendo Champion at Universal Studios in California, almost exactly like how it
happened in the Wizard. Among the 100 plus games available for play, Super Mario Bros
3 was a highlight. Drawing the longest lines of almost any game there. McDonald’s would release a line of toys
with a special themed happy meal made just for Super Mario Bros. 3 and yeah, if you were
14 and still got one, I understand, We all had it just for the toys. There were also tons of other memorabilia.
Clothes, figures, stickers, notebooks, candy and pretty much anything Nintendo fan could
use, got the Super Mario Bros 3 treatment. Then there was Saturday Morning Cartoon Show,
The Adventures of Super Mario Bros. 3. Mario cartoons were already in syndication, but
these new episodes would focus solely, and in detail, about the characters, and events
surrounding Super Mario Bros 3. The show would be put front and center Saturday Mornings
on NBC starting in September 1990 Super Mario Bros. 3 became the best selling
game of 1990 in America. In 1991 things didn’t end, or slow down. To combat the surprise
move from SEGA of bundling their brand new game Sonic the Hedgehog with each Sega Genesis,
Nintendo moved Super Mario Bros.3 to pack-in status in a new bundle called the “Challenge
Set.” Super Mario Bros 3 was also released in Europe
and Australia in August 1991. While the NES was as dominant in these regions, the Mario
series was well regarded. In countries like France and Sweden, where Nintendo was more
popular, the game received the same promotional treatment as America. Super Mario Bros. 3
was also sold alongside the Challenge Set in European Markets as well. By the end of the lifespan of the NES, in
the mid 90s, Super Mario Bros. 3 had sold over 7 million copies, stop of the nearly
4 million in sold in Japan. Adding in the figures for copies of the game included in
the NES Challenge Set, there are at over 17 million copies of Super Mario Bros. 3 in existence. The game so much of an impact that In 2007,
Super Mario Bros. 3 was one of 10 video games selected for preservation by the United States
Library of Congress. While Super Mario Bros. laid the foundation
and Super Mario Bros. 2 kept things going, with Super Mario Bros. 3 the Western World
had truly reached full on Mario Mania. In 1990, across just one single day, you could
play the newest Mario game, read about it, wear it, eat it, watch it on TV and rent a
movie where the game is the starring role. Apologies to Fred Savage. Over the next few
years the game would would be re-made and re-issued on newer hardware one and over again.
Reviews of the game over 25 years later still praise Super Mario Bros. 3 as a fantastic
game that has aged well and still feels as fresh today as it was the first time you played
it. No other game has ever had such an impact,
before during and after release. The story of Super Mario Bros. 3 doesn’t
end here. When we come back, the legacy that Super Mario Bros. 3 has left in the last 30
years. BREAK 2! ACT THREE!! Super Mario Bros. 3 is often cited as one
of the greatest games of all time. The game hasn’t faded away like so many other titles,
in part because of its high level of replay-ability, but also that Nintendo has not let the legacy
of Super Mario Bros. 3 disappear. The game has been remade and re-released several times
over. As well, many of the elements that made Super Mario Bros. 3 so great have been passed
on to newer Mario games. In 1993, Nintendo took the 4 Super Mario games
that were released in Japan between 1985 and 1992, gave them a 16 bit makeover and sold
them together on one cartridge called “Super Mario All-Stars” While for westerners the
game’s main highlight was the inclusion of the Japanese Super Mario Bros. 2, which
were called “The Lost Levels,” Super Mario Bros. 3 was part of the package. With improved
graphics, music and a save function, it gave gamers a new spin on an old classic. The 16-bit version was later ported to the
Game Boy Advance in 2003, as Super Mario Advance 4: Super Mario Bros. 3. This version also
made use of the Nintendo e-Reader. This device could scan data cards for items and stages
used in-game, or sometimes as standalone games themselves. For Super Mario Advance 4: Super
Mario Bros 3, e-Reader cards would grant you power-ups from other Mario games, like the
feather and cape from Super Mario World, and grant access to special stages you couldn’t
play anywhere else. The 16-bit, All Stars version of Super Mario
Bros. 3 would appear again in 2010 for the Nintendo Wii. The games were still the same
as those released in 1993, but the game was packaged with a CD soundtrack of select Mario
music as a bonus. The original 8-bit Family Computer and NES
versions of Super Mario Bros. 3 were first re-released in 2007 on the Wii Virtual Console.
It was then made available on the 3DS and Wii U Virtual Consoles in 2013 and 2014 Super Mario Bros. 3 was also one of the standout
titles on the compilation game Famicom Remix 2 and NES Remix, 2 , released in 2014, where
certain challenges of the game put players to the test; seeing how fast each one could
be cleared. In Super Mario Maker, Released for the Wii
U in 2015 and 3DS in 2016, players had the chance to design their own Mario stages for
the first time, and a design scheme for Super Mario Bros. 3 was included, so you could finally
make the game they way you always felt it should be. Super Mario Bros. 3 was then included on the
NES Classic Edition and the Family Computer Classic Mini which were released in November,
2016. And to top it all off, Super Mario Bros. 3
is also playable on the Nintendo Switch Online service alongside other classic 8-bit games. In Super Mario Bros. 3 several designs, and
concepts from the game have re-appeared in later Super Mario games. The maps used for each of the 8 worlds in
Super Mario Bros. 3 have been used in the Mainline and most Spinoff Mario games ever
since. Super Mario World, The New Super Mario Bros. series, the 3D series, and many other
games feature an overhead, walkable map that shows you where you are before each stage. As part of carrying on the world map tradition
from Super Mario Bros. 3, Treasure rooms, short challenge stages where you get a bonus
upon completion, and being able to use items before entering a stage have become a staple
of the Mario Universe. In the actual game stages, one key mechanic
introduced in Super Mario Bros. 3 lives on to this day: The ability to fly. While the
Super Leaf has not be used at the power up to fly in each game after, Mario has had to
ability of flight, through various means ever since. The Super Leaf does return in Super Mario
3d Land, 3D World and New Super Mario Bros. 2, as well as Mario Kart 7, and in several
other cameo appearances. Tanooki Mario reappears as well in Super Mario 3D Land. Super Mario
3D World and Mario Kart 8, while New Super Mario Bros U adopted the Squirrel Suit variant. The bosses of Seven worlds of Super Mario
Bros. 3 are known as the Koopalings, and were originally called the Koopa Kids. The Koopalings
made appearances in Super Mario World, Mario is Missing!, Yoshi’s Safari, Mario and Luigi,
Superstar Saga, The New Super Mario Bros. Series and the animated cartoon show, as well
as being playable in Mario Kart 8 The Frog Suit and Hammer Bros. Suit do not
make any significant return in a Mario game, but the idea of wearing suits for different
abilities has evolved into the Penguin Suit, The Cat Suit and The Boomerang Suit and others
in more recent Mario adventures. Lastly there’s one thing that began withe
Super Mario Bros. 3 that has become a mainstay ever since. The Mario logo and font. The Japanese
Box and the title screen for all versions show the title of Super Mario Bros. 3 written
in a thick, blocky original font. In following games, colors were added but the style has
been the same ever since. From Super Mario World to Odyssey, they all trace their roots
back to October 23rd, 1988. Tanookis, Treasure Ships and Thwomps are actually
real! When we come back, the secrets of Super Mario Bros. 3 that are hiding in plain sight. BREAK 3!!!! ACT FOUR!!!!!!! Super Mario Bros. 3 is FILLED with tricks
and secrets. Some are part of the game play, some are in the game design, and some are
cultural. Of course there are tons of places to score some extra 1-ups, coins items and
you can even make a Chain Chomp break free if you stand there long enough. But let’s
take a look at the more in-depth and infamous secrets in Super Mario Bros. 3. There are several Mushroom houses on each
world map where Toad will give you a power up, But there are also secret WHITE mushroom
houses in each world, and they are pretty tricky to get. Only in certain levels, getting exactly a
specific number of coins in the stage will trigger the white mushroom house. In worlds
1, 3, 5 and 7 the reward is a P-wing, while in 2, 4 and 6 the item is an anchor, which
will stop the airship from moving around the world map. Here is a list of each stage and
the number of coins required to trigger the White Mushroom house. Every time your score increases by 80,000
points, the N Spade panel game will appear on the world map. The game is played with
18 cards where you must find a matching pair by remembering what icon is hidden under the
cards. The N-mark on the spade is a call back to playing cards made by Nintendo in the early
20th century. The Ace of Spades had an N in the center! Under a certain set of circumstances you can
also make a ship appear! The ship is filled with nothing but coins and replaces a hammer
brother battle on the world map as well. This can only happen in World 1, 3, 5 or 6
and meet the following criteria, Have a Hammer Brother walking on the world
map. Finish the stage with a coin total ending
in a multiple of 11. It can be 22, 33 etc. Double 0 doesn’t count. The tens digit of the player's score must
match the number coins. So if you have 55 coins, the digit in the tens column must be
a 5. The timer at the end of each stage affects the score if you’re trying to time things
out, an even number won't affect the score needed to match the number of coins. Do this
correctly and the Hammer Brother will change to a ship! On the ship you will get 168 coins and a 1-up
mushroom! When you leave the ship You battle Boomerang Brothers for power up item. The mark on the sail of the ship is read in
Japanese as TAKARA and the name of the ship is called TAKARABUNE, which exists in Japanese
mythology. Each new year the Seven Gods of Good Fortune descend to earth from the heavens
in the TAKARABUNE treasure ship. The Seven Gods bring with them amazing treasures among
them a coin purse that never runs out of money called KANEBUKURO Japanese myths don’t end there, as the cornerstone
of Super Mario Bros 3, the Tanooki Suit is based on both Japanese myths and real life
animals living in Japan. The Tanooki is a small animal that lives in
the rural areas in Japan and is known in English, sometimes, as a “raccoon dog” though they
are not actually raccoons and are a closer genetically to foxes. In ancient Japanese
mythology, Tanukis are depicted as evil, shapeshifting apparitions, but in the last few centuries,
Tanukis have taken the image of a playful, mischievous animal, still with the ability
to change form. Tanukis are believed to get their shapeshifting power by placing a leaf
on their foreheads, which has become the Super Leaf in the game. The statue that Mario can
change into with the Tanooki Suit is known In Japanese as O-Ji-zou-sama. This statue
is one of a group of Guardian spirits known as as DouSoJin. These statues are believed
to be town guardians and are often placed at the edges of villages to protect travelers.
With this in mind, it’s quite fitting that when Mario is in statue mode, he is invincible
to all enemies, however brief. During the design stages of the game, Shigeru Miyamoto
had felt that the Tanooki Suit and this feature was one of his favorite parts of the game.
And that while audiences outside of Japan wouldn’t fully understand it, he liked it
so much he kept it in. Another mythical being that found its way
into Super Mario Bros. 3, and future games, is Thwomp. Known in Japanese folklore as the
Nurikabe. These mythical demons often appear as impassable walls, often too high to climb,
or too large to walk around, blocking a person in. While people in 1990 who bought the game probably
proved Miyamoto right, that fans elsewhere wouldn’t really get some of these finer
points, in the years since, games with a certain touch of Japanese culture have become some
of the most favorite games of hardcore fans. Another point of Japanese culture that slipped
into the game is that the nation of Japan itself exists in Super Mario Bros. 3! In World
3, the Kings castle is situated far off to the right side of the map on a group of islands.
These islands are the 4 main islands of Japan, The castle is in the same place as Kyoto,
which was the Capital of Japan until 1869 and is also where Nintendo’s home offices
are located. Mario is the king there too. Or at least it looks like him! The secrets, the memories, the impact, the
legacy and the fun of Super Mario Bros. 3 have lived on now for three decades. It’s
a sure bet to say they will certainly live on for as long as Nintendo will, and probably
even longer than that. To bring things full circle I’d like to
include this image. This is a letter written by the Nintendo staff to new owners of Super
Mario Bros. 3. Included in the Japanese game manual. The letter explains how Super Mario
Bros. 3 was developed with fans in mind. How it was designed to be a wholly new game and
more fun than any game before it. That the game is full of mysteries and secrets that
you should try to uncover. And for everyone to enjoy the game at your own pace, as fully
as you can. That letter was dated October 23, 1988. Here
we are 30 years later and the message still applies for all fans, old and new. Thank you for watching! Please leave a comment
on your favorite Super Mario Bros. 3 memory. Give this video a like, Subscribe to this
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