Super Mario Bros. cover art for Famicom

Famicom · 1985

Super Mario Bros.

Super Mario Bros. combines running jumps, power-ups and secret routes through eight worlds of platform stages.

Gameplay guide, controls & version notes ↓

Platform
Famicom
Genre
Platform
Release year
1985
Developer
Nintendo Co., Ltd.
Players
1–2 Players

Play Super Mario Bros.

Famicom

🕹️

Super Mario Bros.

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Control panel

Console controls

Arrow keys move · Z = controller A · X = controller B · Enter starts · V selects.

A compatible gamepad can be used after launch.

Keyboard layoutOpen / close
MOVE
Up arrowLeft arrowRight arrowDown arrow
Buttons
ZPad AXPad B

Actions for this game

Z
Jump / swim
X
Run / fire as Fire Mario

Instruction reference

Default Player 1 keys are shown. If you changed them or use a gamepad, check the player’s control settings.

System: Move the pointer over the game screen to reveal the player toolbar, or tap its menu button on touch devices. Use the toolbar for save and load states, fullscreen, and control settings.

Save or load game progress

Launch the game to check save-state support.

Save progress keeps one emulator snapshot for this game on this browser. Saving again replaces that snapshot. Download a backup before clearing site data or changing devices. No account or cloud sync is provided.

Import an OLDGAMES backup on this same game page, then launch and choose Resume saved game. Older .state files use the player’s Load State menu.

Favorites bookmark this page; they do not save progress.

  1. After launching, reveal the player toolbar by moving the pointer over the game screen or tapping its menu button.
  2. Choose the save-state download option when available and keep the file.
  3. To restore it, launch the same game and choose the load-state option. Check the restored progress before replacing an older backup.

In-game saves and emulator states are different. Availability varies by game and player. Browser storage can be cleared; a downloaded backup is not cloud sync.

More about controls and backups

About Super Mario Bros.

Super Mario Bros. — Famicom edition
Super Mario Bros. · Famicom · 1985

Super Mario Bros. combines running jumps, power-ups and secret routes through eight worlds of platform stages.

Before you play this edition

Original NES platform game. The catalogue year does not establish the running file’s region or revision.

Players: Two-player mode uses alternating turns, rather than simultaneous co-op. For a second player, configure Player 2 in the player’s control settings or connect a second gamepad.

Language: The exact language and revision of this browser copy have not been independently confirmed. Check the title screen before following a regional guide.

On a phone: A controller is recommended for two-player games. Physical Android and iPhone compatibility has not been verified.

Original instruction reference

Momentum carries Mario through the stage

Mario’s movement changes with momentum, so a running jump covers a different distance from a standing one. Mushrooms provide a larger form, flowers add fireballs, and hidden routes can shorten the journey. Castles test timing with tighter spaces and hazards.

Leave room after the landing

Compare a standing jump with one made after holding run. The extra momentum changes where Mario lands, so leave space to slow down when there is another gap just beyond the first. World 1-1 gives you room to practise before the later stages tighten up.

Before world maps and stored items

Super Mario Bros. 3 adds a world map and an inventory of items. This original game takes you directly from one stage to the next.

Background and mechanics: Wikipedia game reference.

Super Mario Bros.: running jumps, power-ups and safer landings

For the NES platform game. Controller labels and power-up rules follow Nintendo’s instructions; the practice routine below is editorial advice.

Learn Super Mario Bros. NES controls, running jumps, shells and power-ups, with practical first-level exercises and Nintendo manual references.

Content updated · Editorial policy

Learn movement before chasing the timer

InputAction
AJump on land; swim underwater.
BRun; throw fireballs as Fire Mario.
StartPause or resume.

Choose a short, familiar stretch of the opening level as your practice area. Cross it once while walking, then try the same route while running. Keep the take-off point consistent so that you can compare the two attempts.

Watch where Mario lands rather than only where he leaves the ground. If you overshoot an enemy or a narrow platform, return to a slower approach before adding speed. Learn one safe landing before trying to combine a jump, a coin pickup and an enemy attack.

References: Super Mario Bros.: Nintendo instruction guide

Identify the power-up you actually collected

PickupEffect
Super MushroomTurns small Mario into Super Mario.
Fire FlowerGives Super Mario the fireball attack.
StarmanTemporary invulnerability.
100 coinsAn additional life.

Make collecting an item a separate decision from continuing the route. Look at the next obstacle before following a moving pickup: an item is less useful if the chase leaves you with an awkward landing.

After gaining fireballs, try firing from a clear position before relying on them during a jump. Keep your movement practice useful for small Mario as well, so that losing a power-up does not leave you without a plan.

References: Super Mario Bros.: Nintendo instruction guide

Treat a shell as an obstacle as well as a tool

A stomp can turn a Koopa into a shell, and a kick sends it moving. A moving shell can hit Mario. Before using one, look for a wall that could send it back towards you.

For practice, choose a place where you can move away after kicking. Follow the shell with your eyes and wait for a clear path before advancing. Avoid making your first shell experiment inside a crowded corridor.

If a section repeatedly costs a life, write down the cause: missed landing, enemy contact or a returning shell. Change only the part that caused the loss on the next attempt. That gives you a usable route instead of a string of unrelated retries.

References: Super Mario Bros.: Nintendo instruction guide

Keep NES advice separate from later Mario games

These controls are for the original NES game, not Super Mario Bros. 3 or a later remake. This catalogue’s year does not identify the exact region or revision of the running file.

Use the button labels in this guide with the keyboard mapping shown beside the player. Before a longer attempt, decide whether you want to practise the route from the beginning or keep an emulator backup; the player help explains the available controls and save options.

References: Super Mario Bros.: Nintendo instruction guide

Common questions

Why does B sometimes run and sometimes shoot?

B is the run button and also fires when Mario has the Fire Mario power-up.

Does a star protect Mario from falling into a pit?

No. Temporary invulnerability does not remove the danger of pits or the level timer.

Why did the Koopa shell come back?

A kicked shell can reverse direction at a wall. Check the space behind it before following.

Sources and scope

Practice routines and route-planning suggestions are editorial advice. Mechanics and edition facts are tied to the references below. No exact ROM-region identification or browser save-and-restore playtest is claimed.

Continue reading: Super Mario Bros. 3: flight and map items

Playing this edition

Where are the controls?

The control panel below the game screen shows this edition’s keys. Click inside the game before using your keyboard.

How do I save or change controls?

Open the player menu for the options available in this emulator. Save support varies by game and player; see the playing help for more guidance.

Where can I find more games like this?

Browse Platform games across systems, or stay with the Famicom catalogue. Related picks below explain how each game connects.

Guides for Super Mario Bros.