Family Computer (Famicom) / NES · Platform

Super Mario Bros.

スーパーマリオブラザーズ

Japan: September 13, 1985 · Dev: Nintendo EAD · Music: Koji Kondo

Updated:

The greatest teachers don't explain — they build a room where you teach yourself.

World 1-1 of Super Mario Bros. contains no tutorial text, no tooltips, no instructions. Yet within fifteen screens it teaches movement, jumping, enemy patterns, power-ups, and hidden blocks through environmental design alone. Shigeru Miyamoto and Takashi Tezuka designed it by constantly asking: What will the player do? The first enemy was supposed to be a Koopa Troopa — but stomping one required timing and understanding that beginners wouldn't have yet. So they invented the Goomba, a slow, simple enemy that walks straight into the player's first jump. Miyamoto called it 'learning through play.' That philosophy runs through every game he made afterward: the best way to teach someone is not to tell them what to do, but to build a space where figuring it out feels natural.

— inspired by Shigeru Miyamoto

About this game

The Japanese Famicom release of Super Mario Bros. (September 13, 1985) — the game that defined side-scrolling platform design and became one of the best-selling titles in history. This is the original 60-pin Famicom cartridge release, using the FC edge connector format. Functionally identical to the North American NES version in gameplay, but with minor title screen differences and the distinct 60-pin physical form factor.

The Story Behind

Super Mario Bros. launched on September 13, 1985 in Japan as a standalone Famicom cartridge. It became the pack-in title that demonstrated home gaming had a future, selling over 40 million copies worldwide by the mid-1990s. The overworld theme by Koji Kondo is one of the most recognised melodies on Earth. World 1-1 is considered one of the most brilliantly designed tutorial levels in game history — it teaches jumping, enemies, mushrooms, and coins through environmental design alone, with no text instructions.

Tricks & Tales

The original Japanese Famicom cartridge used Nintendo's MMC0 memory mapper chip. The warp zone in World 4-2 requires finding a hidden beanstalk — one of the game's most discussed secrets. The minus world (World -1) is an infinite underwater level accessible through a glitch in 1-2, discovered by players within months of release. Koji Kondo composed the entire soundtrack in three days after Miyamoto hummed the main theme.

Collector's Guide

Rarity common
Japan Release September 13, 1985

Region & Compatibility

This is the original Japanese Famicom release (NTSC-J). The Famicom cartridge uses a 60-pin edge connector, while the North American NES uses a 72-pin slot — the two are physically incompatible without an adapter. The game itself is functionally identical to the NES version in gameplay, with only minor title screen graphic differences. The Famicom has no regional lockout at the software level, but the different cartridge form factor means you need a Famicom console (or a region-free modified unit) to play it.

Maintenance Tips

Famicom cartridges use edge connectors that oxidise over time. The classic fix is isopropyl alcohol (90%+) applied with a cotton swab to the gold contacts, allowed to dry fully before insertion. Avoid blowing into cartridges — breath moisture accelerates corrosion. Store the cartridge and console out of direct sunlight to prevent yellowing of the plastic shell.

What to Watch Out For

Before buying, these are the points worth knowing — from someone who handles original Japanese Super Mario Bros. copies regularly.

Does this Japanese Famicom cartridge have a save battery?

No. Super Mario Bros. stores nothing at all — the cartridge is pure ROM with no battery and no memory chip. Your progress is held only while the power is on. If you press A while holding Start on the game-over screen, the game lets you continue from the beginning of the world you reached, but switch off and that is gone. The cartridge you buy today will read exactly as it did in 1985, with no battery to worry about.

Will this Japanese Famicom cartridge work on a North American NES?

Not without an adapter. The Famicom uses a 60-pin edge connector; the NES uses a 72-pin slot — different physical shapes that cannot seat into each other. A 60-to-72-pin adapter lets the Famicom cart fit a NES, but the NES also contains a lockout chip (the 10NES) that blocks unlicensed signals; results vary by adapter and unit. The simplest path is to play it on a Famicom, or a region-free console that accepts both.

My Japanese Famicom cartridge is not being read — what should I try first?

Almost always it is the edge contacts, not the cartridge itself. Forty years of oxidation is the usual cause. Dampen a cotton swab with 90%-or-higher isopropyl alcohol and wipe the gold contacts along their length, let them dry fully, then try again. Please do not blow into the cartridge — breath moisture corrodes the very contacts you are trying to clean, and that damage accumulates silently over time.

Before You Buy

Things worth knowing before you buy Super Mario Bros.

A short checklist for buying a used Famicom cartridge wisely — useful with any seller, anywhere.

  1. Choose a seller who tests it before shipping

    A copy that has actually been powered on and checked is a known quantity. An untested one is a gamble you only settle after it arrives.

    Look for a seller who states it was function-tested and says what they confirmed. A serious seller can tell you exactly what was checked.

  2. Make sure it fits your console

    This is a Japanese Famicom cartridge with a 60-pin connector; a North American NES uses a 72-pin slot, so it will not fit directly.

    Play it on a matching Japanese console or a region-free system, and confirm the listing states the region.

  3. If this title saves your progress, check the battery

    Cartridges that save use a small coin-cell battery that fades over decades — a dead one wipes your save without warning.

    Ask the seller whether the save function was tested. Replacing the battery is possible, but doing so erases any existing save.

  4. Check that the contacts are clean

    Dirty edge contacts are the most common cause of startup and sound trouble in cartridges of this age.

    Choose a seller who cleans the contacts before shipping. A note that it was tested and cleaned means the basics were handled.

  5. Confirm it is genuine, not a reproduction

    Sought-after titles are targets for reproduction boards with replacement labels.

    Ask for a photo of the circuit board and look for factory markings. Favour a shop with a licensed second-hand dealer permit (古物商) — by law its stock has a traceable origin, your simplest guard against fakes.

  6. Read the seller's reviews and return policy

    A 100% positive record across thousands of sales is close to a guarantee — packing, communication and problem-solving all work for everyone. A return policy protects you if something is off.

    Read the feedback and confirm a clear return window before you buy.

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