The Story of Super Mario Bros. 3 | Gaming Historian

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I can't wait to watch this. This is one of my favorite games of all time.

👍︎︎ 11 👤︎︎ u/[deleted] 📅︎︎ Dec 18 2019 🗫︎ replies

How could they reject Centaurio??

👍︎︎ 6 👤︎︎ u/steeelo 📅︎︎ Dec 18 2019 🗫︎ replies

Norm, the Gaming Historian, consistently produces quality content with a high standard of excellency. His work on Punch Out and Tetris were comprehensive yet extremely entertaining. I can't wait to watch this lol.

👍︎︎ 6 👤︎︎ u/UnparalleledDev 📅︎︎ Dec 19 2019 🗫︎ replies

Wow, how can I hever have heard about this youtube channel before? Excellent video!

👍︎︎ 2 👤︎︎ u/trollerii 📅︎︎ Dec 19 2019 🗫︎ replies
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[Music] it was February 1990 Nintendo of America was about to release one of their biggest games of all time Super Mario Brothers 3 and the hype was real Super Mario Brothers 3 came out a year and a half earlier in Japan and even in a time before internet North American gamers knew all about it throughout 1989 magazines printed previews and teasers a major Hollywood movie showed off the game some stores even sold import or bootleg versions of the game but Super Mario Brothers 3 was more than just another game in the series it proved that Nintendo and Super Mario Brothers were not a fad and even with competition from other companies Nintendo was still the king of video games this is the story of how one game captured the hearts and minds of an entire generation of players this is the story of Super Mario Brothers 3 [Music] [Music] by the summer of 1986 Mario fever had officially hit Japan [Music] Nintendo's Super Mario Brothers for the Famicom was a smash hit selling more than three million copies the country's best-selling book was Super Mario Brothers the complete strategy guide which contained tips and tricks on how to beat the game the Mario Brothers theme song was given lyrics and released as a single go go Mario Super Mario Brothers even shifted Japan's public perception on video games before Super Mario Brothers came out even the Parliament had taken up the issue of the influence of video games on children and newspaper articles were mostly negative but Mario is bright atmosphere cleared away that prejudice against the Famicom hidoshi Imanishi Nintendo the game caused the sales explosion for the Famicom system by June of 1986 Nintendo had sold more than six and a half million units one out of every five households in Japan had a Famicom and with Super Mario Brothers enormous success a sequel was never in doubt Super Mario Brothers 2 was released on June 3rd 1986 less than a year after the original games debut Nintendo released the game on the Famicom disk system a new add-on for the Famicom that would play games using proprietary discs they were cheaper to make than standard cartridges and could hold more data Nintendo hoped that all their future big releases would be dedicated to the disk system a sequel to the most popular Famicom game would help drive sales Super Mario Brothers 2 would become the best-selling game on the disk system selling more than 2 million units the players were hungry for more the game felt more like an expansion pack than a true sequel visually Super Mario Brothers and Super Mario Brothers 2 were almost identical it was also an extremely difficult game which was a turn-off for new players Nintendo even advertised it as such slapping a four super players label on the game's packaging and players weren't the only ones who wanted a true sequel research and development for the team behind the first two Super Mario Brothers games were ready to provide the Famicom with the ultimate Mario game so Nintendo got to work a team of over 10 people at R&D for would be responsible for making Super Mario Brothers 3 their leader was Shigeru Miyamoto if Mario was Nintendo's Mickey Mouse Shigeru Miyamoto was Nintendo's Walt Disney he created Mario back in 1981 and since then had seen his character become the face of the company Miyamoto took a step back during the development of Super Mario Brothers 2 he had recently become a father and was involved in too many projects but now he was ready to throw himself completely into a sequel he would oversee almost every aspect of the creation of Super Mario Brothers 3 Miyamoto's right-hand man Takashi Tezuka was named the game's director Tezuka joined Nintendo two years earlier at the age of 24 and was instrumental in the design and development of Super Mario Brothers in the Legend of Zelda following that Tezuka was given his first director job on Super Mario Brothers 2 his work on that game while facing a tight deadline proved he was more than capable of doing the job but Super Mario Brothers 3 would prove to be a challenge toshihiko nook ago was the main programmer he began his career at Nintendo in 1983 by porting arcade games to the Famicom Nach ago proved invaluable when he helped Miyamoto and Tezuka bring their IDE to life by programming The Legend of Zelda and Super Mario Brothers working alone as the composer was koji kondo before Kondo arrived at Nintendo in 1984 music and sound effects were handled by the programmers Kondo was one of the first members of Nintendo's dedicated music staff along with veterans research and development for had a group of young designers and programmers eager to prove their value among them was Ken's katana BAE a new hire who not only had to design levels for Super Mario Brothers 3 but was also directing his own game Yumiko jo doki doki panick Kazuaki mudita a programming whiz who helped program super mario brothers at the age of 19 Katsuya Eguchi a graphic artist whose talent caught the eye of Miyamoto he was brought on as a level designer in Hideki Konno a designer who had dreamed of working at Nintendo ever since he started playing Famicom games with his team assembled Miyamoto could begin production on his ultimate Mario game but making this new game would require a lot of power luckily it was available although Super Mario Brothers 2 was released on the Famicom disk system new advancements in cartridge technology quickly made the disk system obsolete chip prices were coming down in storage capabilities were increasing internally Nintendo developed MMC chips multi memory controllers which greatly expanded the Famicom's capabilities developers made games never before thought possible Miyamoto credited MMC chips as the reason the Famicom lasted so long on the market Super Mario Brothers 3 utilized the MMC 3 chip which allowed better graphics screen splitting diagonal scrolling and more memory with this new power Tezuka was ready to try something new we made Super Mario Brothers 2 by changing the original games difficulty and stage design but we couldn't do that again so I wanted to change everything Takashi Tezuka R&D force first new idea was to change the perspective they experimented with making a Mario game using an isometric view but Miyamoto wasn't a fan with a diagonal view from slightly overhead you lost your sense of distance to the ground so I told him that development would be difficult he said R&D for scrapped the idea and went back to the standard sideview Nintendo referred to Super Mario games as athletic games games where players could move freely run fast and jump high it's a type of game that is easily approachable for younger inexperienced players but can also be played by experienced hard cores without getting tired of it said Miyamoto this game philosophy re-emerged R&D for began brainstorming new ways to make Super Mario feel even more athletic they could let Mario slide down hills pick up and kick objects and even fly through the air graphically Mario could not stay the same the first two super mario games looked too similar so R&D 4 gave the Mario universe a complete makeover nothing from the first two games carried over every single character enemy item and environment was brand new there was a cutesy aesthetic to the graphics thanks to director Takashi Tezuka in the previous Mario game he added eyeballs to many objects he did the same thing in Super Mario Brothers 3 he wanted to add eyes to just about everything set designer Katsuya Eguchi colors were bright and varied trees and bushes danced on screen the visuals had a theatrical element a curtain rose to introduce the game hanging platforms and blocks bolted to the background resembled set cases Mario finished each level by exiting the stage R&D for put these new visuals in an all-new world as well now Mario had eight new areas to explore each with their own visual theme grassland desert hills Oceanside Big Island the sky Iceland pipe maze the castle of Koopa the designers cranked out levels Hideki Konno didn't remember the experience fondly we lay tracing paper over graph paper and painstakingly drew levels every day he recalled once finished the designers brought their levels to the map room a long narrow room where programmers took the sheets of graph paper and programmed map data that was a long process designers had to wait a whole day before seeing their creation on screen and even then there were plenty of bugs to work out to connect all the levels the development team added an overworld map levels were no longer played in a linear order now players could choose their own path to the end of each area how did research and development for come up with these new worlds they may have gotten inspiration from the most magical place on earth in 1987 Shigeru Miyamoto and other members of the research and development 4 team needed inspiration so they took a trip to the United States they visited several places including New York City San Francisco and Disney World in Orlando Florida Disney World had several unique areas and it felt like a fairy tale land Super Mario Brothers 3 was similar with its 8 different colorful worlds Cinderella's castle sat in the center of the park connecting everything together it was similar in Super Mario Brothers 3 the White Castle in each world helped guide the player along and was the key to getting to the next area no.1 at Nintendo has ever confirmed that Super Mario Brothers 3 was inspired by Disney World but the similarities are interesting new graphics and levels weren't the only addition to Super Mario Brothers 3 R&D for added new power-ups as well one of Miyamoto's ideas was to have Mario ride a dinosaur he had wanted to do it since the original Super Mario Brothers but technical limitations prevented it from happening to compromise director Takashi Tezuka pitched the idea of Mario transforming into animals rather than writing them it was a good idea Mario could get different power-ups and suits that would transform him into animals with their own powers and abilities the super leaf turned Mario into a raccoon and gave him the power to hit enemies with his tail and fly completely over a level but the ability to fly was in chillie too powerful head programmer Toshihiko naka go voiced his concerns if we had gone with that all of the obstacles and the objects on the ground that we managed to create would have been wasted he said but Tezuka insisted they come up with a way to make it work to compromise the programmers made some restrictions Mario could only fly if he took off from a runway and even then the flight was temporary the frog suit let Mario jump higher and swim faster but he slowed down when using the suit on land the hammer suit gave Mario the ability to throw hammer projectiles and protect himself with a fireproof shell there was also the Tanooki suit based on a mythical Japanese creature it was identical to the raccoon suit except it also let Mario transform into a statue granting temporary invincibility Miyamoto loved the Tanooki suit even though I knew it wouldn't make sense to non Japanese players I was so excited about it that I left it in he said at one point someone pitched the idea of Mario turning into a centaur it got rejected with new power-ups came a cast of enemies for Mario to defeat the usual suspects were still around goombahs koopa troopas hammer brothers but there were a ton of new faces as well boom booms spikes big bertha a few enemies were based on staff members personal experiences the chain chomps came from Miyamoto who had a bad experience with a neighbor's dog as a child boos were supposedly based on director Takashi Tezuka 's wife who was normally a shy woman but got angry when he worked late the seven Koopaling bosses were modeled after the young designers at research and development for it was Miyamoto's way of rewarding their hard work along with new power-ups and enemies new items were added that Mario could use throughout his adventure the idea was to give less experienced play more opportunities to get past tough levels the music box put hammer brothers enemies on the map screen to sleep allowing Mario to sneak past a warp whistle taken from The Legend of Zelda series let Mario skip ahead to New Worlds it also served as a way to get around not having a battery save on the cartridge a hammer broke obstacles and revealed shortcuts and secrets on the map jus Games cloud also known as lakitu cloud allowed players to skip a level the p-wing allowed Mario to fly completely through a level a holdover from the original raccoon suit idea through the flurry of changes Miyamoto had to ensure two major concepts were present in Super Mario Brothers 3 the first was that players of all skill levels could enjoy the game new players could find plenty of 1ups coins and power-ups scattered throughout the early levels minigames and toad houses were placed on the overworld map giving players even more chances to earn items as the levels got harder players would be well stocked the second major concept was making a game that was fun for two people to play in the original super mario brothers players would take turns when the other died in Super Mario Brothers three players got a turn after each level was completed and could either work together or compete for the high score a battle mode was added as well based on the 1983 mario brothers arcade game [Music] implementing all of the new moves graphics levels power-ups and items took a toll on the entire staff at R&D for they were exhausted [Music] miyamoto would sometimes work through the night he kept a close eye on his designers and wasn't afraid to make them fix the smallest detail even if it meant delaying the game if it'll make the game even a little bit better Miyamoto saans always been unhesitating about making changes said designer Katsuya Eguchi director Takashi Tezuka recalled the struggle it wouldn't come together well and dragged on he said perhaps no one struggled more than the lone composer koji kondo two years earlier he composed one of the most iconic jingles in videogame history the Super Mario Brothers theme now he had to make the theme for Super Mario Brothers 3 it was a tough act to follow I couldn't figure out how to change it from the original Super Mario Brothers he said when he made the first Super Mario Brothers theme Kondo simply made music that went along with the gameplay this time around he focused on genre Kondo worked in lots of percussion resulting in a reggae sound by the end of development he had composed multiple songs and had Miyamoto and Tezuka helped him pick the best ones by the spring of 1988 the game was finally starting to come together [Music] Miyamoto was not bluffing when he said he wanted to make the ultimate Mario game Super Mario Brothers 3 took what was great about the previous installments and added more moves more power-ups more characters and more challenges it was also chock full of secrets many of the new features such as Auto scrolling and the overworld map became staples in the franchise it took research and development for more than two years to make Super Mario Brothers 3 it was also expensive reportedly costing $800,000 to develop at the time the game was the biggest and most labor-intensive famicom title nintendo ever made for comparison the original super mario brothers took up around 320 kilobits of memory Super Mario Brothers 3 was 10 times larger at 3 megabits when the game was finally ready to be released in the fall of 1988 the video game landscape in Japan had changed a new contender in the console market the pc engine was introduced a year prior by NEC and boasted more colors and better graphics it was outselling Nintendo's Famicom another company Sega was getting ready to introduce its own new console the 16-bit Mega Drive all of a sudden Nintendo had to play catch-up and begin developing a new console of their own Miyamoto's ultimate Mario game had to be more than just a sequel it had to buy Nintendo time to develop their new 16-bit machine and proved to the world that they were still the king of video games video previews of the game debuted in September of 1988 players wouldn't have to wait long to try it out themselves on October 23rd 1988 Super Mario Brothers 3 was released in Japan it was clear that the game was a labor of love included inside the manual was a note from research and development for two Super Mario players thank you for purchasing Super Mario Brothers 3 in response to the requests of so many Mario fans Super Mario Brothers 3 is the newest game in the series that we've created to be so much more fun than anything before it there are many puzzles and traps along your way through this journey what sorts of Wonders are waiting for Mario and Luigi enjoy finding out the answer yours faithfully the Mario staff Super Mario Brothers 3 was an enormous success feh meet sue magazine a popular publication in Japan gave the game a score of 35 out of 40 and called it amazing my calm basic magazine praised the game as well calling it the culmination of the genre by the end of 1988 there was a supply shortage of the game for 5 months straight Super Mario Brothers 3 was the number one selling Famicom game in the country Super Mario mania once again swept over Japan merchandise flooded stores the game's soundtrack was released on CD and cassette which featured remixes and arranged versions of koji kondo x' compositions there is even a cartoon the Amada anime series Super Mario Brothers was a retelling of three fairy tales featuring characters from Super Mario Brothers 3 while Japanese gamers enjoyed everything Super Mario Brothers 3 the rest of the world waited it would take more than a year for the game to reach North America Europe had to wait almost three years all that waiting led to the most anticipation for a video game ever [Music] [Music] [Music] Nintendo wasn't only succeeding in Japan they were in control of the North American video game market as well in 1988 alone Nintendo raked in 1.7 billion dollars in revenue and had a whopping 80 percent share of the video game market dominating rivals Atari and Sega in just over two years since launching the Nintendo Entertainment System nationwide they had sold more than 10 million consoles it's a mania the kids of America are saying this is great we've got to have one for boys in this country between the ages of 8 and 15 not having a Nintendo was like not having a baseball bat Ric Anguilla toy and business world Nintendo's success was in large part thanks to the popularity of Super Mario Brothers Nintendo of America packed the game in their controlled accent it quickly became their most popular title fans were eager for more in October of 1988 the same month Super Mario Brothers 3 launched in Japan Nintendo of America released Super Mario Brothers 2 only it wasn't the same game as the Japanese version Nintendo of America's product analysis manager Howard Phillips who reviewed new games from Japan had famously rejected the Japanese version of Super Mario Brothers 2 the game looked exactly like the first and more importantly it was too difficult I put down my controller astonished that mr. Miyamoto had chosen to design such a painful game he said releasing the Japanese Super Mario Brothers 2 in North America would not be a wise marketing decision so instead Nintendo took another title and made it a Mario game Yumiko jo doki doki panick released in 1987 for the Famicom disk system was also developed by research and development for Shigeru Miyamoto had worked on the game in Mario three-level designer Ken skate on eBay was the director graphically it looked better than Super Mario Brothers and it fit the mold of an athletic game so Nintendo's swapped out the characters of Yumiko Joe Doki Doki Panic with Mario & Friends and released it as Super Mario Brothers 2 in North America in Europe players were none the wiser in Super Mario Brothers 2 became one of the hottest Christmas items of the 1988 holiday season it sold out quickly a popularity wasn't the only reason the game was hard to find in stores that year the entire electronics industry suffered a chip shortage a new generation of semiconductor and chip technology caused manufacturers to split their production capacity and demand was higher than ever with camcorders and portable telephones selling like hotcakes prices skyrocketed chips that were $2.00 in 1987 now cost 10 to 12 dollars each Nintendo was hit hard to free up supply they discontinued a dozen games and because Nintendo controlled all manufacturing including third party games it caused tension with their licensees companies were notified that they would be getting fewer cartridges than initially ordered some stores took advantage increasing game prices to $70 each analysts estimated that video games supply would be up to 15% less than market demand when a reporter asked Peter main Nintendo of America's vice-president of marketing what they were doing about the shortage he replied you mean besides hoping and praying in the meantime Nintendo of America had received a copy of Super Mario Brothers 3 from Japan for analysis internally the company knew the game would be huge when product analysis manager Howard Phillips played the game for review he was blown away for me when I saw it I thought this is not just another game and it's not just a fun and challenging game it was truly a quintessential video game Howard Phillips however a few changes needed to be made the game wasn't as hard as the Japanese Super Mario Brothers - but it still proved to be a challenge in the Japanese version when Mario got hit while holding a powerup he shrunk in the North American version Mario would stay big when hit the names of enemies had to be changed as well most notably the Koopalings Dave Brooks a localizer at Nintendo of America and an avid music fan gave the Koopalings their names based on famous rock stars when he set eyes on a Koopaling with wild hair he immediately thought of Ludwig von Beethoven thus Ludwig von Koopa when do Koopa was inspired by punk rocker when do Williams biggie Koopa punk star Iggy Pop the speckled Roy Koopa got his name from Roy Orbison lemmy koopa was inspired by the legendary Lemmy from Motorhead but not all the Koopalings were based on musicians Morton Koopa jr. struck Brooks as a wise guy a big talker so he named the character after the talk-show host Morton Downey jr. a so-called trash TV pioneer as for Larry Koopa that name just seemed like a good fit meanwhile industry insiders wondered when would Super Mario Brothers 3 the best selling game in Japan come to North America Nintendo of America was in a bind with a chip shortage they couldn't even make enough games to meet demand but experts predicted the shortage would end in 1989 Super Mario Brothers 2 had just been released and was selling well it would be premature to bring over Super Mario Brothers 3 there was also the gameboy Nintendo's new handheld system the plan was to release the system in the summer of 1989 a game like Super Mario Brothers 3 might overshadow the release of the Gameboy rather than simply wait around Nintendo took advantage they plan to release the game in the first quarter of 1990 historically the first quarter of the year had strong software sales they would spend 1989 teasing the game in building a 25 million dollar advertising campaign in January of 1989 700,000 Nintendo Power subscribers saw the first tees of Super Mario Brothers 3 and it was merely a sentence in issue number 4 an advertisement for the play choice 10 an arcade cabinet that featured select Nintendo titles mentioned that Super Mario Brothers 3 was on the way Nintendo teased it again in issue number 5 when they talked about a contest to win a trip to the summer Consumer Electronics Show in Chicago players wrote in to Nintendo asking about the game in issue number six of Nintendo Power a reader asked if Nintendo would ever release Super Mario Brothers 3 the reply confirmed it was coming to play choice 10 but that there are no immediate plans to release it for use with the NES but in the pack watch section in the back where Nintendo teased future releases Super Mario Brothers 3 was listed by the summer of 1989 magazines like electronic gaming monthly and game Pro imported the game from Japan and wrote up extensive previews with screenshot for many North American players this was their first look at the game but by July a few people were playing Super Mario Brothers 3 on July 15th 1989 Nintendo released the game for playchoice-10 arcade machines a Nintendo of America executive called it the best we've ever produced for the system although there were far fewer play choice tens than nintendo entertainment systems word seemed to spread quickly operators reported earnings of playchoice-10 cabinets with Super Mario Brothers 3 had tripled meanwhile in Nevada and California Universal Pictures was shooting a film that would make Super Mario Brothers 3 the most anticipated video game of all time in 1989 president of Universal Studios Tom Pollock was in a pickle there Jetsons movie wouldn't be ready in time for the holiday season had to come up with an alternative family-friendly movie throughout the year he had witnessed the popularity explosion of Nintendo and thought a movie about video games would be a hit so Pollock met with Nintendo marketing executives Bill white and Peter Mayne about a collaboration his idea was a kids version of the movie Tommy a rock drama film about a disabled boy becoming a pinball champion Nintendo couldn't have bought a better ad in exchange for using their products in the movie Nintendo received a licensing fee and approval over the script and game footage Bill White frequented the film set to oversee production all we were worried about was just making sure that the game footage was spectacular he said the movie was called the wizard it told the story of Jimmy a quiet boy who was obsessed with getting to California his half-brother Cory him out of a mental institution to get him there along the way they meet a girl named hailey Corrie and hailey soon discover that Jimmy is incredibly good at video games they decide to enter Jimmy into the video Armageddon tournament at Universal Studios and split the cash prize of $50,000 they set out for Los Angeles with their family and a bounty hunter at their heels the movie was filled with nintendo products including games the Nintendo Power line and even the power glove the wizard was released on December 15 1989 in North America it was panned by critics Roger Ebert called it a thinly disguised commercial for Nintendo video games in the Universal Studio Tour but that didn't matter to any kid who watched the movie the biggest draw was near the end of the film when the contestants in the video Armageddon tournament played Super Mario Brothers 3 [Applause] [Music] for the majority of viewers this was the first time they saw actual gameplay footage of the latest Mario sequel Nintendo's dominance in the video game market and its establishment in pop culture continued to grow and there were no signs of slowing down in 1989 alone Nintendo grossed 2.7 billion dollars in retail sales the NES was once again the number-one toy for the third year in a row the console was in 22% of US households with 20 million units sold the Gameboy Nintendo's new handheld system released earlier that year was selling out in stores merchandising exploded with more than 200 licensed Super Mario products world of Nintendo departments popped up in stores around the country dedicated to selling Nintendo products Nintendo Power magazine grew to 1.8 million subscribers the Nintendo Power line where players could call in for game tips received 140,000 calls a week the excitement around Nintendo and Super Mario Brothers 3 reached a boiling point children asked for the game for Christmas despite not knowing when it would be released they didn't have to wait long [Music] in January of 1990 Nintendo power subscribers received a brand new issue inside was something they'd been waiting for an official preview of Super Mario Brothers 3 along with a behind-the-scenes look at the making of the game history had shown that a preview of a game in Nintendo Power meant the actual release was not far behind the very next month in February Super Mario Brothers 3 popped up in stores across North America at a retail price of $49 sold out within a day every other call we get is about Nintendo in Super Mario Brothers 3 said 1 Toys R Us employee in Chicago we never know when we'll get it but we'll sell out as soon as it gets here but for anyone that managed to find a copy it was easily one of the greatest games Nintendo had ever released if Super Mario Brothers 3 was a movie instead of a computer game it would be up for an Oscar Paul Franklin The Courier news [Music] by March 700,000 copies had been sold Nintendo of America unleashed their 25 million dollar advertising campaign commercials aired on TV there were cross promotions with other companies including popsicle and Nabisco NBC aired a Saturday morning cartoon The Adventures of Super Mario Brothers 3 McDonald's released a set of Happy Meal toys meanwhile competitors released new consoles to the market Sega had just launched their 16-bit Sega Genesis and after the success of the PC engine in Japan NEC brought it over to North America as the turbo graphics 16 but it didn't matter Super Mario Brothers 3 was the talk of the schoolyard kids bragged about how far they could get in the game or shared secrets about where to find warp whistles and new power-ups the game was so big and so full of secrets Nintendo worried it would overwhelm some players so in July of 1990 Nintendo Power put out their first full strategy guide featuring Super Mario Brothers 3 it had maps of every level information on every enemy and powerup and revealed every secret in the game fans of all ages were obsessed with the game one group of adult fans loved the game so much they ported it to the PC and sent it to Nintendo hoping to secure a license Nintendo was impressed but declined the offer that didn't faze the team of John Carmack John Romero Tom hall and Adrian Carmack they were excited about their work in the following year they formed a company EADS software the makers of Wolfenstein 3d and doom by 1991 Nintendo sold more than eight million copies of the game in North America grossing more than four hundred million dollars if Super Mario Brothers 3 were a business it would have ranked in the top 10 u.s. toy companies of 1990 at the time it was the best-selling standalone video game ever before Super Mario Brothers 3 critics questioned whether Nintendo was just a passing craze Electronic Arts president trip Hawkins compared the NES to Cabbage Patch dolls this is a toy and that means it's a fad he claimed after Super Mario Brothers 3 there would be no more doubts Nintendo reaped the rewards their estimated revenue for 1990 was 3.4 billion dollars which gave them a dominating 88% market share in 1991 they surpassed Toyota as Japan's most successful company Nintendo earned 1.5 million dollars per employee but it wasn't all roses the Federal Trade Commission investigated Nintendo on allegations of antitrust violations such as price-fixing in order to beat the competition Nintendo denied any wrongdoing but was ordered to send out up to 25 million dollars worth of rebates to customers the rebate took the form of a $5 coupon that consumers could only use to buy more Nintendo games in total Super Mario Brothers 3 sold more than 17 million copies worldwide when combined with re-releases it's estimated to have sold more than 30 million copies but it was bigger than just money in sales figures Super Mario Brothers 3 was further proof that home video games could be huge sprawling adventures and even better than arcade games [Music] she ghetto miyamoto became a superstar celebrities like Paul McCartney and Steven Spielberg flew to Japan to meet him his success ensured he would either produce or direct all future big Nintendo releases his next Mario game Super Mario World was a launch title for Nintendo's new 16-bit machine the Super Famicom also known as the Super Nintendo with the updated Hardware Miyamoto was finally able to let his hero write a dinosaur other companies took notice of Mario's success Sega saw the power of a flagship franchise and began working on their own mascot Sonic the Hedgehog his debut in 1991 on the Mega Drive in Genesis created legit competition in the market leading to the great console wars of the 90s even after Nintendo came out with the Super Nintendo people continued to play in love Super Mario Brothers 3 it was listed in the top 20 NES games of Nintendo Power until the system was discontinued in 1995 when people look back on their childhood memories with the NES they almost always without fail think of Super Mario Brothers 3 a game that felt nostalgic yet revolutionary at the same time a game that lived up to its unparalleled hype [Music] [Music] funding for gaming historian is provided in part by supporters on patreon thank you [Music] you
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Channel: Gaming Historian
Views: 3,751,081
Rating: 4.9334478 out of 5
Keywords: the story of super mario bros 3, super mario bros 3, smb3, nintendo, nintendo entertainment system, nes, video game history, video game development, gaming historian, super mario bros, super mario bros 2, the story of super mario bros 2, shigeru miyamoto, takashi tezuka, toshihiko nakago, koji kondo, famicom, the wizard 1989, the wizard, video game documentary, documentary, nintendo history, history of nintendo, history of video games, super mario history, howard phillips
Id: MxT6IwUtLSU
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Length: 49min 56sec (2996 seconds)
Published: Wed Dec 18 2019
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