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Super Mario Bros. is one of video game history's greatest treasures. Its massive world full of colorful characters and hidden secrets informed the design of just about every action-adventure game that came after it. It spawned numerous sequels, television shows, comic books, merchandising, and even a feature film.
And at over 40 million copies sold worldwide (not counting the various ports and reimaginings over the last couple decades), this is arguably the game that brought business back to an American home video game industry that had plummeted to next to nothing in the early '80s, the victim of an oversaturated market that left stores full of excess inventory that was practically given away.
And yet, we don't know exactly when the game came out. In fact, talk to enough people and you'll come to find out that we can't even agree on the year the game came out, at least in the United States (in Japan, we know exactly when it shipped: September 13, 1985).
This isn't Amelia Earhart or the Bermuda Triangle we're talking about here: this is one of the highest grossing consumer entertainment products in history, introduced less than 30 years ago, and we can't seem to get the date right.
I decided recently to try to set this right. I wanted to prove, once and for all, exactly when Super Mario Bros. invaded North America. I wanted to put this whole embarrassing mess behind us so that the history books of the future could be properly informed, and so that places like Wikipedia would have a definitive source to cite.
Did I find the answer? Well, sort of. Read on to see just how difficult this search turned out to be.

First, A History Lesson
Back in 1985, Nintendo of America was a pretty small venture, dealing primarily in arcade game distribution (if anyone in the U.S. knew the name, they associated it with Donkey Kong), the licensing of its properties to other companies, and its handheld Game & Watch LCD games. So when it showed off a prototype of what would become the Nintendo Entertainment System at the Winter Consumer Electronics Show that January, buyers scoffed.
The system was huge in its native Japan, where it was known as the Family Computer -- it pushed 2.5 million units in 1984 alone, along with 15 million game cartridges. But American retail buyers, still burned by the video game industry crash of 1983, didn't care. Video games were dead and buried; they were toy store poison. People were fired over bum video game deals that resulted in shelves being crammed with five dollar clearance titles, and no matter how great these new Nintendo games may have looked, no one was about to take that risk again.
Nintendo of America's strength was in recognizing that there was still a market to be claimed. It wasn't as if the crash caused kids to stop buying games -- in fact, 1983 was a record year for cartridge sales, and quarters were still piling up in arcade machines around the country, too. The problem was that the home games paled in comparison to those in the arcade.
The NES, meanwhile, actually offered something resembling the arcade experience at home, or at least a reasonable facsimile. In the case of many of Nintendo's own games, the hardware was literally the same as what was powering their arcade counterparts, meaning they were truly arcade-perfect. A common theme in talking to Nintendo employees of the time is that if players just got their hands on the system, they'd be sold.
"We had a pretty strong belief that if we could get the consumer to try the product or experience the product, they would believe it was a new form of entertainment that they wanted to participate in," Gail Tilden, who was in charge of the company's PR and marketing at the time, once told me.
So instead of waiting for buyers to warm up to the idea, Nintendo risked everything by offering stores an unbelievably sweet deal: rather than being stuck with unsold inventory, Nintendo would buy back any unsold merchandise. They would even come in and set up the displays and demonstrate the games. All a store would have to sacrifice would be shelf space.
This all culminated in a test market launch limited to the areas surrounding New York City lasting from October of 1985 through Christmas Eve. A sort of "SWAT team" of Nintendo employees worked out of a rundown rented warehouse in Hackensack, New Jersey, delivering inventory and decorations by hand, setting up and tearing down displays, and showing off the games to any shoppers who would listen. Even company president Minoru Arakawa himself could occasionally be seen running a TV set up a flight of stairs.
 "He was just one of the guys," Howard Phillips, who worked for Nintendo at the time, told me. "He'd go out there and do a lot of this stuff with us. He wouldn't necessarily run all the TVs up, but he might run one up, just to see what it was like. He was that kind of guy."
The test market wasn't a complete sellout, but it was encouraging enough to eventually go national. At first the system was bundled with two titles, Duck Hunt and Gyromite, meant to show off its Zapper light gun and R.O.B. the Robot accessories (marketing the system as something more like a toy than a game console like Atari's products was probably an easier sell for shops).
By the end of 1986, with the system available nationwide, Nintendo started offering an optional system bundle that included Super Mario Bros. in the box. As the story goes, the move sparked a surge in sales that revived the home video game industry and put an NES in nearly one in five American homes. But was the game available before this?
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It's tempting to think that we have an accurately recorded or remembered sequence of events that constitute "history" but there is so much that is unobserved or forgotten. In many cases the collective memory of a population distorts past events so that they fit the current mindset (seems to happen a lot in gaming).
So much of this information is lost and we'll never be able to get it back. It's actually quite liberating to accept this fact and move on with life. Almost everything is unknown.
Also, great piece!
My uncle worked as a distributor and got me an NES in Christmas 86 with no pack in game, but he got me The Legend of Zelda. And that was the only game I had until 1990 when we got another NES with SMB and Duckhunt. Never got SMB and 3 for myself, always played them at friends houses.
If you're referring to what I was saying about Steven Kent's quote, what I'm questioning is his assertion that there was a phantom arcade version of Super Mario Bros. that predates both the Famicom game and the arcade machine you owned, Vs. Super Mario Bros. There is no proof for that at all.
I'm not trying to call Steve Kent out specifically here (his book is an invaluable asset to me!), but my point is we as historians should question everything, including our colleagues.
The console version had minor differences from the arcade version as well that I remember quite distinctly. In particular, those familiar with the game will recall one place where you can get infinite 1ups by bouncing on a turtle shell as it walks down one of the staircases before a level-end castle. In the arcade version you could do the same (especially valuable knowledge since those infinite lives saved you actual quarters). It was harder, though, as in the arcade version the turtles in question where the bouncing kind with wings and red shells.
Oh my misspent youth.
http://www.amazon.com/Game-Over-Nintendo-Conquered-World/dp/067973 6220
Use the "click to look inside!" feature. It's right there.
The arcade version I had played had 2 screens, if I remember correctly - one was playing SMB and the other was Duck Hunt.
There was a single-screen, Mario-only cabinet called Vs. Super Mario Bros. It was part of the Vs. Series line of games from Nintendo, which was being promoted pre-NES and in the first year or two that the NES was out. The arcade version is slightly modified from the original game, with some different layouts and warp zones and stuff. If you've played it on its own you played it on a Vs. UniSystem, if you've played it (like Matt did) with another game on screen two, you played it on a Vs. DualSystem. Vs. Super Mario Bros. debuted sometime in 1986, I believe it was first shown at an arcade trade show around February.
Mario was also available on the (later) PlayChoice-10 system. This was essentially an arcade cabinet with slots for ten (slightly modified) NES games, with a second screen that displayed instructions.
You note that Tilden remembers a guy buying "all fifteen" titles. Did Tilden specify 15 exactly, or just "all" of the launch titles?
From my 2010 interview with Gail: "I think he might have bought all 15 cartridges that were sold separately."
I didn't record my call with Bruce Lowry, but he also said there were 15 games, unprompted.
I didn't specifically ask about the count to anyone else, but looking through my notes: Don James didn't happen to mention the number, and the closest Howard Phillips came was in this discussion about the selection process:
"I distinctly remember him dropping the box of cartridges on my desk and saying, 'Which ones of these should we bring to the U.S.?' And I said what do you mean? And he said 'We should bring maybe 15 games, but it should be games for everybody!' And so I said okay, and I played through all of them, out of that came down with a short list of well, here's the ones that are not dreck."
(the "dreck" thing makes more sense in context...he's not saying that the 15 games were merely passable, he's saying that he got rid of the dreck first and they whittled it down from there)
On a side note I never actually got to see Rob work, because my friend never had batteries.
http://themushroomkingdom.net/smb_release.shtml
I've seen this machine, and even played it briefly. [EDIT: See below for clarification.] I remember it well because playing the (original?) Super Mario Bros. arcade game was a big factor in deciding that I wanted the NES instead of the Master System for Christmas. I remember it being distinct from the other games because at the time there weren't many other platformers in arcades, and it was the first platformer I remember seeing with scrolling. But for some reason, I can't find any trace of it's existence. (I also don't remember encountering Donkey Kong or Mario Bros. before SMB in arcades, but I was pretty young at the time. But this was definitely SMB and not DK or MB, because I remember the way the screen scrolled as a previous player explored one of the castle dungeons. The rotating fireball-trap thingy left a big impression.)
I don't recall exactly how the levels differed, which is at least partly due to the fact that I only played the arcade version a couple times over a year before we got the NES (in 1987), but I do remember when I first played the NES version I noticed that the first level was completely different to what I remembered, and the castle dungeon layout that I remembered seemed to correspond to a later level. Otherwise, it was mostly the same jumping, fireball-shooting game I played in the arcade.
EDIT: After all the rigamarole, I might just be remembering the Vs. version. Of course, I didn't know it was called that until just now and the wikipedia article didn't mention that version when I last tried to research the subject. Well, anyway, my point is that whatever I played definitely 100% predated the nationwide NES release. My six year old self, quite keen on keeping track of commercials for potential Christmas presents, is pretty sure of that fact.
EDIT 2: Also, this would NOT be 1984, but early 1986, which works with what is known about the Vs. version. Just want to clear that up. Sorry for the confusion.