Mario
The player character, who runs and jumps through the courses while collecting power-ups and reaching each goal.
Documented for this version
Arrow LeftArrow Right | Move |
|---|---|
Arrow Down | Crouch or enter a pipe The exact effect depends on the location. |
A | Jump |
B | Run or throw fireballs Fireballs require Fire Mario. |
Start | Start or pause |
Select | Select |
Controls use the Famicom controller layout.
In two-player play, the players alternate turns.
How it plays
The game uses a side-view perspective and follows the familiar objective of reaching the flagpole at the end of each stage. Mario runs, jumps over hazards, defeats enemies, collects coins, and uses power-ups such as Super Mushrooms and Fire Flowers.
Stages follow the broad structure of Super Mario Bros., with scrolling platform courses and castle areas. Players progress through a sequence of worlds, lose a life after a fatal mistake, and can continue from the current world after exhausting lives. The principal changes are graphical and thematic rather than a wholly new ruleset.
Plan your run
Learn the timing of each obstacle instead of rushing. Keep Super or Fire Mario whenever possible, and use short jumps near pits and enemies.
Meet the cast
The player character, who runs and jumps through the courses while collecting power-ups and reaching each goal.
The second Mario brother, available as the alternate player character in two-player play.
Before you begin
The game is a themed variation of Super Mario Bros., so standard movement and enemy patterns remain useful.
The All Night Nippon character artwork is the main reason to examine the game separately from the original.
All Night Nippon Super Mario Bros. is a Japanese Famicom Disk System platform game developed by Nintendo R&D4 and distributed through a collaboration with the radio program All Night Nippon. It is a modified version of Super Mario Bros., retaining the original side-scrolling action while replacing or redesigning several visual elements around the broadcast show’s personalities. Players guide Mario through familiar obstacle courses filled with platforms, enemies, pits, and power-ups. The game was produced as a limited promotional release rather than a standard retail sequel, making it historically notable among the rarest official Mario variations. Its reception is mainly associated with its unusual presentation, collectible status, and close relationship to Japanese radio culture.
Catalog entry maintained by EmuGamers Editorial Team
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