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According to Super Mario Bros. Wonder's art director Masanobu Sato, Shigeru Miyamoto reportedly explained during the development of the first Super Mario Bros. that the reason why Goombas damage Mario when walking into them is because they bite Mario on impact. Due to graphical and hardware limitations, this could not be shown at the time. However, while Super Mario Bros. Wonder is thought to be the first game in the mainline series that shows this detail in gameplay, it's not the first game in the overall franchise to show it, as Goombas had been seen biting in earlier spin-off games like Super Mario RPG: Legend of the Seven Stars.
Super Mario Bros. Wonder developer interview:
https://www.nintendo.co.uk/News/2023/October/Ask-the-Developer-Vol-11-Super-Mario-Bros-Wonder-Chapter-2-2460633.html
Super Mario RPG Goombas biting:
https://youtu.be/uoggsLQDf5I?t=148
https://www.nintendo.co.uk/News/2023/October/Ask-the-Developer-Vol-11-Super-Mario-Bros-Wonder-Chapter-2-2460633.html
Super Mario RPG Goombas biting:
https://youtu.be/uoggsLQDf5I?t=148
subdirectory_arrow_right Pac-Land (Game)
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According to Pac-Man creator Toru Iwatani, Pac-Land had a strong influence on the development of Super Mario Bros. In an interview with Geek Culture, Iwatani stated:
"I worked on the sequel “Pac-Land” and “Pac-Mania” and my favorite is “Pac-Land,” which is the pioneer of action games with horizontally running background. Mr. Shigeru Miyamoto, who developed “Super Mario Bros.” told me that the game was influenced by Namco’s “PAC-LAND”."
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According to source code leaked in 2020, during development of Super Mario Bros., Bowser was called "Big tortoice" [sic]
subdirectory_arrow_right Super Mario Bros.: The Lost Levels (Game), Super Mario Bros. / Duck Hunt / World Class Track Meet (Game)
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Super Mario Bros. / Duck Hunt / World Class Track Meet has unused graphics from Super Mario Bros: The Lost Levels, which can be activated by a Game Genie code, allowing one to play SMB1 levels with The Lost Levels graphics, albeit with some glitched tiles in different parts of the game.
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During the development of Super Mario Bros., a 16x32 pixel square represented the player character. After asking to see sales figures from the head of Nintendo's Sales and Marketing Division, Takashi Tezuka and Shigeru Miyamoto decided to make Mario the game's protagonist due to the success of the Famicom port of Mario Bros.
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The South African release of Super Mario Bros. (included as a pack-in title for the Nintendo Entertainment System in the country) reuses its packaging from the European edition, with the only difference being its unique serial code, NES-SM-GPS. Notably, this is the only South African NES game which does this, as other releases there are explicitly marked for the region on the box art and cartridge label.
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2009 Iwata Asks interview:
https://iwataasks.nintendo.com/interviews/wii/nsmb/1/5/
Super Mario Bros. Encyclopedia: The Official Guide to the First 30 Years (1985–2015) (page 4 in the book):
https://archive.org/details/super-mario-bros.-encyclopedia-the-official-guide-to-the-first-30-years_202302/page/n5/mode/2up
https://iwataasks.nintendo.com/interviews/wii/nsmb/1/5/
Super Mario Bros. Encyclopedia: The Official Guide to the First 30 Years (1985–2015) (page 4 in the book):
https://archive.org/details/super-mario-bros.-encyclopedia-the-official-guide-to-the-first-30-years_202302/page/n5/mode/2up
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