Nintendo poured more than two years and an unusually large team into Super Mario Bros. 3, and the ambition shows even in the framing: the game is presented as a stage play, with scenery bolted to the background, platforms hung like set pieces, and a curtain. The world maps, the suits — Tanooki, Frog, Hammer — and flight turned the platformer into a toybox of possibilities. In the United States it arrived preceded by the movie The Wizard, which unveiled it on the big screen as an event.
It's the ceiling of the 8-bit era: it sold more than 17 million cartridges, and its difficulty curve, which teaches without saying a word, is still studied today. Every world is a new idea; none of them go to waste. Few sequels outdo their predecessors this thoroughly.
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Desde el archivo de la redacción: Super Mario Bros. 3 (1988 en Japón, 1990 en América) llegó a Occidente precedido por una película entera, *The Wizard*, que en el fondo era un anuncio con Fred Savage. La crítica de la época lo coronó cumbre del NES: mapa por mundos, traje de mapache para volar y traje tanuki que te convertía en estatua. Un antes y un después, y está documentado.
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