#super mario bros 35th
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rehncohro · 7 months ago
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What if you wanted to go on YouTube and Conor said it's time for a new video with my annoying voice and then he posted a video with his annoying voice and now here's a link to a video with his annoying voice: https://youtu.be/WvbHr_ogo1s
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papimoore · 5 months ago
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It's been 35 years since The Super Mario Bros. Super Show was released. This is The Nostalgia
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shiningstar5022 · 2 years ago
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Some Context on My Mario Anniversary Direct Reaction
Now that I deleted my Twitter account for....reasons. y'all probably need the context for why I reacted the way I did in that video, here ya go!
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suppermariobroth · 1 year ago
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Player pieces from the officially licensed 2020 "Monopoly: Super Mario Celebration" edition, released for the Super Mario Bros. 35th Anniversary event.
Main Blog | Twitter | Patreon | Small Findings | Source
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stupjam · 2 years ago
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pearl and marina dress up their splatfest tees to watch the super mario bros movie! this tees are from the super mushroom v super star splatfest for mario's 35th anniversary. I wanted to try making a cool outfit suiting both their styles. Pearl wears an oversize tee, while Marina tuck crops.
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jaqueline-00 · 1 year ago
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Happy 35th anniversary Koopalings
ENG: 🎉Happy 35th anniversary to 7 brothers most loved by fans of the Mario universe, from their first appearance in Super Mario Bros 3 (Oct 23, 2023) to the present.
ESP: 🎉Feliz 35 aniversario para 7 hermanos más queridos por los fans del universo de Mario, desde su 1ra aparición en Super Mario Bros 3 (23 Oct 2023) hasta la actualidad.
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thedakku · 1 year ago
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It’s the 35th anniversary of Super Mario Bros 3! It was released for the Famicom on October 23 1988!
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crimsonflash1996 · 2 years ago
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So, this is my first post in this platform! Since I wish to get to know more people, I will repost some of the content from my YouTube channel and my blog on here. This video essay about Super Mario Bros. is my favorite YouTube production, which was made for the 35th anniversary of the franchise. I hope you enjoy it! The following text is a transcription of the video:
The importance of the original Super Mario Bros. can't be understated: It doesn't have to do with being a genre pioneer, since games like Jump Bug, Pitfall or Pac-Land already included the jump mechanic, and the Mario franchise already had two games behind its back: Donkey Kong and Mario Bros. It isn't about being the sidescrolling game either, since Pac-Land's and Jump Bug's also scrolled their screens alongside the player, and a few days after the original Super Mario we had Makaimura on the arcades, which also included the jump mechanic alongside a screen that followed the player. What differentiates Super Mario Bros. from its predecessors is the creation of a world surrounding a mechanic, especifically the jump.
Shigeru Miyamoto's focus as an author is the direct perception of the interactive premise for the player's immersion, and for that purpose there is particular care to the tangible effect of the environments. In simpler terms, that you can perceive the worlds physically. The key element is the depth in the aerial maneuverability. Super Mario Bros. allows a detailed control of the avatar while moving in the air. The weight of gravity in the impulse, the inertia in the jump direction in opposition to the player's command, and the feeling to confront the game's physical laws. To redirect the path of the avatar the stronger one presses the button. Such capability gives the aerial space to take relevance in the gameplay, since it's how the player decides their position, and thus the player becomes conscious of its position at any moment.
To give purpose to these controls, the game turns jumping in the main form of interacting with the environment. Obstacles can be avoided through jumping, similarly to Pac-Land, which was Super Mario Bros.'s main inspiration, but enemies can be defeated if we step on them, and that becomes a step forward by adding variables that react to our presence. The other form of including the jump in the gameplay is to hit blocks. Some of them contain coins that allow an additional chance to continue if you collect hundred of them, others contain upgrades to take a hit, being able to attack at distance, or time-limited invincibility. Some of them contain extra lives, others can be broken to make a path, or even allow access to other areas. The content of the blocks isn't immediately obvious since its appearance doesn't follow a pattern. They can be signaled, they can appear as another type of block and they can even be invisible. Basically, they're a secret, and this gives the game the sense of hiding more than what it appears to have, since it's optional content.
The intention of a world with a hidden face is manifested through pipes that lead to underground (or even underwater) passages, or vines that climb up to a world hidden in the sky. Even passages outside of the conventional interface of the game. That's why the decision of verticality as an abstraction of depth takes paramount importance to build places far from the surface, from what we know at first sight, and the focus on the vertical jump becomes thus a coherent decision since those are places that aren't reachable by just jumping, and they're hidden to our virtual body.
Because of how important it is to the progress of the player alongside its integration with the main mechanic of the game, the presence of a hidden world becomes an omnipresent feeling that differentiates Super Mario Bros. from other platformers that came after due to its influence, even among its own successors, because it means that the player perceives, decides its progress and leaves its presence in the world through jumping. Miyamoto turned thus this mechanic as a vehicle to expand the possibilities of exploration and personal body expression in a way that thirty-five years later still remains radical.
There's a last design decision that is very special and I haven't covered yet, and it is not being able to turn back. It isn't due to technical limitations since many of the previously mentioned games allowed it. Not being able to turn back is a deliberate decision because it makes the player potentially miss content that they won't be able to get if they didn't know about it, and that resonates to a surprisingly more profound level: The possibility to have missed something, to not have visited a place in a journey, to have taken something for granted at a certain point in time, because there's no coming back. By appealing to this sensation, the game's world takes presence in the player's mind even after having left an area behind, or even the whole game, because there's the lingering feeling of everything we didn't know and everything that could have helped us. That feeling is absent in the Mario games that came to the west after this one, which gives the original an unique quality. It's this sentiment that immortalizes Shigeru Miyamoto's masterpiece beyond what it meant back in the 80s in front of its predecessors, and it still represents the promise of videogames of worlds that can still capture our imaginations and warp our minds to them.
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sciencetylia · 2 years ago
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Happy 35th birthday to me
If I'm going to be honest, I'm not feeling too great right now. Its hard when its your birthday and you have no friends and am dealing with constant chronic pain.
My mom is making me a cake today, will go for a walk with my parents then watch the Super Mario Bros movie tonight. Will try to have a good time.
#me
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game-boy-pocket · 10 months ago
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Why do you think Startropics didn't get a single spirit in Smash Bros Ultimate, do you think it was intentionally snubbed due to not being released in Japan or it was just accidentally overlooked?
I think you hit the nail on the head.
Nintendo rarely acknowledges their history unless it was also released in Japan, and even then they can be picky sometimes.
This mostly goes for other media like cartoons and comics, because there aren't many western exclusive Nintendo games. But did you know they love the Donkey Kong country Cartoon over there in Japan, and Bluster Kong even made his way into an official Nintendo trading card set promoting Donkey Kong 64? That's because the show got a Japanese dub. You won't see the same thing for the Mario or Zelda cartoons, at most you'll get a joke in a manga somewhere making fun of those things. The 1993 Mario movie however got a Japanese release, so it made it into the very tail end of a Super Mario 35th anniversary montage, and got it's own manga adaptation.
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mahos-posts · 11 months ago
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Happy 35th Anniversary Super Mario Bros!
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realbiznuts · 1 year ago
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You know what? I'm actually still pissed Nintendo made Super Mario Bros. 35 only playable for a limited time. I loved that game and now I cant play it anymore because nintendo wanted the marios 35th anniversary to "feel special". Fuck this gay earth
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renegade-revolution · 4 years ago
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Check out this Bowser super spicy fried chicken and chilli sandwich that's part of Nintendo's Super Mario Bros. 35th Anniversary celebrations in Japan!
Nom! 🤤
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ganenetheinkling · 5 years ago
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Something for Super Mario’s 35th Anniversary. Should’ve post this last night. I started this a few months ago, but it’s worth it. Bowser needs a bit more work though. dA Link Instagram Link
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smb3 · 4 years ago
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Streaming the Super Mario Direct now!!
About to go live with live reactions to the [hours old] Super Mario Direct! Come hang out and watch along with me if you want! https://www.twitch.tv/lupermattroid 🌟🍄
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nintendroid · 4 years ago
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Super Mario Advance for Game Boy Advance.
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