Good old Mario. He's been with us since 1981 and if Nintendo has anything to say about it, he will be around for a long time too. With anything that's been around for 30 years, there's a ton of information swirling around about Mario, especially due to his prominence as one of gaming's key figureheads. But as time goes on and things begin to change in the hands of various developers, a lot of facts about Mario have gone missing, just like he did back in the 90s in Luigi's first starring role. While a lot of older gamers will remember various facts about the red plumber, this list tries to bring to light 10 facts that may or may not be known by the various gamers out there. Perhaps this list may make you look at everyone's favorite hero a different way by the time you're done reading it.

This fact may be pretty common to us old gamers who grew up in the arcades, but it may not be for some of the younger gamers. While many of us look fondly back to Donkey Kong as the origin of Nintendo's mascot, some of you may not realize that we were one license away from Mario not being created. Had Nintendo gotten what they wanted, Mario's creation would have never happened or been delayed for an uncertain amount of time.

You see, when work began on Donkey Kong, they originally envisioned not Donkey Kong, Lady (aka Pauline) and Jumpman (aka Mario) as the starring characters but rather Popeye, Bluto and Olive Oyl. Their three way relationship worked well for the gameplay aspect and it would have been Bluto throwing barrels at Popeye as he attempted to climb up and save Olive Oyl. Everything looked as if it was going to be great! Until they took the game to get the license. Nintendo, being relatively unknown at the time (aside from a few failed arcade games such as Radar Scope), was rejected the use of the license and was forced to come up with new characters. Looking to Popeye's relationship triangle once more, Miyamoto created DK, Jumpman and Lady, which he hoped he could use for later games. He eventually finished the game with his new characters and released it to huge success in Japan.

Though the game was initially rejected by Nintendo of America, due to shooters being popular at the time, they were finally talked into importing it and the rest is history. DK catapulted Nintendo's name to new heights and though Popeye was eventually licensed to Nintendo the following year, it came nowhere near the success of DK. But one has to wonder what would have happened if they had gotten the Popeye license. Would we all look fondly back at Popeye as one of the greatest arcade games of all time? Would Mario even exist? Though it's uncertain, we have the owners of Popeye to thank for Mario's creation because without their stubbornness, who knows where gaming would be without Nintendo's favorite game character.

Mario wasn't always known as Mario back in the day. In fact, Shigeru Miyamoto had a very different name intended for Mario (and that's not counting "Jumpman"). While creating him, Shigeru Miyamoto intended his name to be Mr. Video (different from Commander Video, who is the main hero of the Bit.Trip games). In fact, during his creation, Miyamoto intended him to be the Alfred Hitchcock of games. Whatever game Miyamoto created, he wanted to include Mr. Video in, whether he was in a starring role or simply a hidden extra found within. This certainly explains his numerous cameos during the NES years (as Punchout's referee, as the main character of Golf, etc).

But if he intended him to be called Mr. Video, how did he end up with the moniker Mario? Well, leave it up to Nintendo of America, who supposedly named him Mario as a joke. The story alleges that Nintendo of America's landlord, Mario Segale, came into the warehouse and demanded back rent. The two sides had a much heated argument about whether or not it was truly owed before they finally promised to get him the money later, finally getting him to leave. When it came time to name Mario, they decided to name him after Mario Segale as a joke (which is rumored to be because of the character's striking resemblance to him).

Of course, when Mario's brother came along, they needed a name for him as well. However, it wasn't long before they found inspiration, which was found at a pizza parlor near their headquarters named "Mario & Luigi's". Since they liked the way it flowed, they used the name for Mario's younger green clad brother and the rest is history. Shigeru liked the name and even noted that Ruiji (his Japanese name) meant "similar", which was perfect for a palette swap of Mario, which further cemented it in his mind.

But would he have been as popular of a character if his name was Mr. Video? What would have happened had Shigeru not let his American colleagues decide upon the names of the arguably best known video game characters of all time? That's a question that's better left alone.

When New Super Mario Bros Wii was introduced, one of it's main draws was the inclusion of simultaneous multiplayer. Rather than sit back and wait your turn to play like in SMB 1/3/World, players could finally work together (or hinder each other) as they attempt to complete eight worlds worth of levels. Though it was Mario's first true co-op appearance, that title would have been reserved much earlier if it were up to Nintendo.

In fact, Miyamoto admitted that he always envisioned multiplayer as simultaneous, but he couldn't figure out how to make it work with the constraints of the systems. The simultaneous multiplayer Mario 2 prototype was deemed too boring by Nintendo and though Super Mario Bros 3 had a simultaneous multiplayer game (based on the old arcade game Mario Bros), the idea wasn't entertained seriously until the Nintendo 64 era.

As many people know, Super Mario 64 redefined the platformer genre. It set the standard for many years and spawned numerous clone games. But it radically changed the gameplay of Mario and instead of exploring a 2D level to get to the flagpole/goalpost, you could freely explore many 3D worlds as you attempt to get 120 stars. Naturally, this model of gameplay left the old alternating gameplay in a tough spot, since it wouldn't quite work with it. But do the astronomical success, Nintendo immediately started work on a sequel.

This sequel was Super Mario 64 2. Planned for the 64DD, it was to be a full fledged sequel that included Luigi. In fact, the one completed world of Super Mario 64 2 featured both Mario and Luigi, running around in a multiplayer area in the first instance of simultaneous multiplayer in the Mario universe. Though Miyamoto liked the concept, the failure of the 64DD and the upcoming release of the Gamecube spelled the end for Super Mario 64 2 and Miyamoto used his experience with the game for future projects.

Though Multiplayer remained an afterthought during the creation of Sunshine and Galaxy, the 3D gameplay didn't leave much room open for a second player. When talks began for a successor to the DS exclusive New Super Mario Bros, somehow the idea got mentioned again and the rest is history.

While Galaxy allows a second player to collect and shoot star bits, it's not quite the multiplayer we experienced in NSMBWii. Though the concept was finally realized, it would be interesting to imagine how it would have worked in the Super Mario 64 environment. Had the 64DD done well, I can only imagine the game would have seen completion and we'd have been jumping on our friend's heads long before the Wii.

Super Mario World was the debut Mario game for the SNES console and introduced one of Mario's most faithful companions: Yoshi. Ever since the first time gamers smacked a yellow ? block and a Yoshi egg hatched out of it, Yoshi has been a mainstay of the Mario franchise (and my quickly became my fiancée's favorite game character ever). But very few people know that 1991 was not intended to be Yoshi's first appearance in the Mario world.

In fact, in interviews with Shigeru Miyamoto, he had always wanted Mario to have a rideable companion, ever since the days of searching other castles for Princess Toadstool (aka Peach, since Mario 64 introduced her 'official' name). However, due to the limitations of the NES hardware, he could never make it a reality. In fact, Shigeru Miyamoto still has concept drawings of SMB1 Mario riding Yoshi, which he intended to make a reality in that game. Apparently, due to Shigeru's love of horseback riding and his hand in the development of Excitebike, it was his dream to introduce it to Mario. However, instead of riding a horse, Shigeru wanted him to ride something more exotic: a dinosaur.

When SMB3 came around, Yoshi's name again got brought up and he intended to include Yoshi, due to the better understanding of the NES hardware. Even though they managed to push the limits of the hardware to it's max, it wasn't enough to include Yoshi, so again, he was scrapped. However, due to his removal, Shigeru included two new power-ups, which proved to be pretty popular. The first was Frog Mario, which truly helped with SMB3's water levels. The last was the ever popular Tanooki suit, which has seen a surge of popularity recently with it's inclusion in Super Mario 3D Land and New Super Mario Bros 2.

Finally, when work began on Super Mario World, the increased hardware of the SNES helped Miyamoto finally realize his dream and Yoshi has been an incredibly popular part of Mario ever since. He became so successful, Nintendo decided to give him his very own spinoff: Yoshi's Island, which was translated in America as Super Mario World 2 (though in Japan, it has nothing to do with the SMW series). Yoshi eventually made it onto the NES in his own puzzle game (Yoshi) and again later in another spin off puzzle game (Yoshi's Cookie).

But if the NES had the power to include Yoshi, how would it have affected SMB and SMB3? Would they even be the same games? Or would they simply include different sections that intended you to use Yoshi? Luckily, we ended up with him in the SNES era, but it's fun to imagine how he would have changed the NES series.

So most people realize that Nintendo is very much a stickler about first party games only being released on Nintendo systems. In fact, recent news articles confirmed their position after they vehemently denied they ever plan to release their iconic games for iOS & Android, as well as other systems. But Nintendo wasn't always so stuck up and there are quite a few Mario appearances outside of Nintendo's own systems.

Most people know that Mario Bros and DK were released for nearly every system available at the time (from the Atari 2600 to the Colecovision). Thanks to Youtube Poop, we also know about Hotel Mario and Mario is Missing for the PC. However, Mario also made quite a few more appearances, even after the NES debuted and Nintendo decided to only release their IPs onto it.

The first pair are two educational games that were licensed out to a third party and debuted on the SNES, but also received PC ports. Mario is Missing, Luigi's first starring role, made it's way to PC and is notorious for it's bad voice acting and weird character design. You search several cities and answer historical questions that allow you to find Yoshi, who helps you return to Bowser's castle and eventually defeat him to find Mario. The second is Mario's Time Machine, a similar game where Mario goes through time to learn about history. There were also two typing games made exclusively for PC which had you type your way through several typical Mario stages.

However, not many people realize that Nintendo's favorite go-to game got ported several times as well: Super Mario Bros. The first port was an arcade port which featured many changes as well as reversed controls (something that frustrated me when I was lucky enough to find the arcade cabinet when I was young). The game was made to be much harder, removing several one ups and even including several of SMB2j's levels (which really threw me off when I reached them). However, that's probably not the most uncommon port of SMB.

In fact, SMB also got ported by Hudson Soft to two computers in Japan only: the NEC PC-8801 and the Sharp X1. While the game fundamentally looked the same, the levels were changed and the level scrolling was much different. Not only that, but 2 player was not an option as Luigi had been removed from the game. However, other than that, it was a fully functional PC port entitled "Super Mario Bros Special".

Though SMB went on to get a All Night Nippon special edition on the NES, Nintendo has since kept it on their own systems. However, that hasn't stopped them from releasing Mario arcade games. Most people will likely know that Mario Party was released as a Japan-only arcade game, Dr. Mario was also released as an Arcade port and even Mario Kart has been released to arcades recently with several cool new features such as real time photos that represent your driver and Pac Man characters that are exclusive to the game.

So even if you don't happen to have any of Nintendo's systems, there are several, obscure Mario titles that are available out there for you to try. They may have faded into the shadows, due to the lack of Nintendo's support, but Mario wasn't always a Nintendo system exclusive.

While we're on the topic of Super Mario World, let's talk about Super Mario World 2. Did you know that there was going to be an ACTUAL Super Mario World 2 titled "Wacky Worlds"? Even more strange, it was going to be on the Phillips CD-I and not the SNES? It's true.

It all started back in mid 90s, when Nintendo began to entertain the idea of a SNES CD ROM drive. Of course, it's pretty common knowledge nowadays that it was a partnership with Sony that was to be called the Play Station. The two entered an agreement that Sony would create a CD add on for the SNES, while Sony would be able to create their own system that played both SNES games and the SNES-CD games. Unfortunately, Sony wanted exclusive rights to the SNES-CD format, which gave them a lot of power over licensing (something Nintendo was particular about in the 80s and 90s). This caused Nintendo to go to Phillips, who offered them a much better deal and it was announced a day after Sony showed off their prototype Play Stations. Sony and Nintendo went back to the table to discuss things, but the Phillips announcement hindered things and eventually Sony broke off and used their prototypes to create the Playstation that was later released to the public. Nintendo sued of course but ended up losing and soon gamers everywhere were marveling at Sony's new 32 bit machine.

What does this have to do with Mario you might ask? Well, after Nintendo witnesses the failure of the Sega CD, they got cold feet and backed out of their deal with Phillips. However, for breaking the deal, Nintendo licensed five of their characters to Phillips, who used them to make a few games for their own Phillips CD-I system without Nintendo's involvement. Among these are the notoriously bad Zelda: Wand of Gamelon (frequently used in Youtube Poop) and Hotel Mario. But Phillips had one more game planned for it: Super Mario's Wacky Worlds. Intended to be a sequel to Super Mario World that took place in the real world, Phillips even impressed Nintendo after an early demo was shown to them. And unlike Hotel Mario or the three Zelda games, Super Mario's Wacky Worlds would have closely resembled it's predecessor. However, due to the higher storage capacity of a CD, it would have featured higher quality graphics and sound. A working prototype was eventually made and released, which contained quite a few levels (though not as many as World) and surprised many with it's striking similarities to SMW.

So what happened? The CD-I's horrible reviews and small fan base did it in. Nintendo saw that the Phillips CD-I was on it's last legs and crumbling fast and pulled the plug on the project. After receiving many complaints about the games and hardware (with most of it's games being rated 2/10 or lower), Phillips decided to discontinue the CD-I shortly thereafter. To this day, several of Phillip's games are considered to be among the worst of all time. Phillips has yet to return to the gaming industry since.

But had Nintendo allowed Phillips to pursue the game in the interest of turning around the system, would it have another Hotel Mario or a shockingly rare Mario game that many would have wanted to play? While the prototype looks like Mario World set in real locations, we'll never know if it would have ended up as a true sequel to SMW or simply one of those games we wish we could forget (like Wand of Gamelon).

SIDE NOTE: An interesting tid bit about the real SMW2. Are you a fan of the glorious 2D graphics found in the game? You can thank Miyamoto's temper and sarcasm for that one. Due to the success of Donkey Kong Country, Nintendo asked Miyamoto to create his next game in the "3D" prerendered style of DKC. Miyamoto, feeling a bit sarcastic, drew everything to look as though it were drawn by a child who got his hands on some crayons and markers and submitted the game to them. Surprisingly, Nintendo loved it and moved the project forward in that direction.

If you love video games, go grab a copy of SMB and give it a big thank you, cause without it's success, gaming would likely have died off in the early 80s. Gamers everywhere loved the coin collecting, the platforming and just sending Bowser to a fiery doom at the end of each world. But what many people don't realize is how radically different SMB could have been.

Most 80s gamers know that shooters and maze games were the norm of the early 80s. You couldn't go to an arcade without seeing Galaga and Pac Man and the numerous rip offs that tried to capitalize on their success. So when Super Mario Bros was in development, it began life as a shooter game. Apparently, players would have switched between the platforming levels we've come to love and shooter stages, where Mario would ride a cloud and have to shoot down enemies. The jump button would have been mapped to the Up button, while A would be reserved for shooting stages. While there would still have been the levels we've come to love where Mario's ultimate goal was to find the flag at the end of the stage or use the axe to send Bowser falling into the lava beneath him, a good chunk of them would have simply been Mario flying around in a cloud trying to shoot down Koopas. However, somewhere along the line, someone decided that to prioritize jumping and the decision to map jumping to the A button was made, removing the shooting mechanic from the game.

The game's focus then shifted to pure platforming and several other decisions were made along the way. The first was the concept of mushroom powerups. Contrary to the belief that the mushrooms were a drug reference (though there were plenty of others in the game), mushrooms were actually a reference to popular folk tales of people who went into the woods and found magical mushrooms that, when eaten, made the consumer grow to gigantic proportions. The developers liked it so much that they decided to name the world based off of it, calling it Mushroom Kingdom. Talk also began to grow about creating enemies that looked like mushrooms, just to keep players on their toes and the goomba was born. They added in a mushroom next to a goomba so that players could tell the difference early on and the rest is history.

But would gaming be where it is if Mario had stuck to what was popular instead of paving the way to new things? Would three quarters of the NES's library still be platformers if Mario was part shooter? And where would that leave games like Sonic, Banjo, Crash, Spyro, Jak, Ratchet and Sly without the game that inspired them? Luckily, Nintendo decided to go against the norm (a la DK) and released a timeless game that everyone knows and loves.

Mario wasn't always a hero who selflessly braves the perils Bowser sets up to rescue the princess. In fact, Mario wasn't always the good guy that Nintendo has tried to brand him as (and Sega would later poke fun at in their Sonic commercials in the 90s). You could even go so far as to call him an anti-hero. But I'm getting ahead of myself.

It all started with Mario's creation: Donkey Kong. Few people who play DK ever realize why DK took Mario's girlfriend (Lady, aka Pauline). It wasn't because Lady was in the wrong place at the wrong time. It was because Mario mistreated and abused DK, who was his pet ape. In fact, poor old DK was only trying to give Mario a taste of his own medicine when he broke free from the cage and stole Pauline, climbing up the beams at Mario's work. Though it was wrong of DK to steal his girlfriend, Mario still collapsed the I Beams his neglected pet and caused him to crack his head on them, showing that he wasn't really sorry for what he did and only wanted to get Pauline back (showing no mercy or care for his old pet). Things didn't improve as Mario would later star in his only villainous role, capturing DK in a cage and holding him hostage, only to be rescued by his son in Donkey Kong Jr.

But that's nothing compared to his acts in SMB. For those of you who read the instruction manual, you'd likely see a very different side of all the characters. It starts off like this: King Koopa (Bowser), the ruler of a villainous neighboring nation, invades the Mushroom Kingdom one day for his own evil purposes. While he's there, he uses his Koopa magic to turn all the citizens of the Mushroom Kingdom to blocks and bricks. Happy with his results, he takes Princess Toadstool (Peach) back to his home castle, as she's the only one who can counter the spell (having healing magic of her own), leaving the Mushroom Kingdom completely in ruins. While many of you will scratch your head in wonder about a Bowser who can use magic or a Peach that isn't totally useless, how many of you already put together what this information means?

That's right. Mario is a sadistic, twisted fiend who recklessly destroys the citizens of the Mushroom Kingdom for a few measly powerups and some points. As each citizen is turned into bricks and blocks, when you're smashing all those bricks, you're effectively KILLING the toad residents of the mushroom kingdom. This certainly changes the focus from whether he's hitting them with his hand or head and makes you look back on all the numerous blocks you've destroyed over the years, mostly for no reason other than to satiate your need to jump every few seconds. Yet these citizens still call upon Mario to save them as if Mario was their ultimate hero.

How many Toads have died at the hands of Mario? And why are they still acting as though Mario is their ultimate savior? If I were a citizen of the Mushroom Kingdom, I'd be looking for a new hero and trying to start a memorial fund for Mario's victims.

Mario's face has become an iconic part of gaming. It's been said that Mario's name alone gets more recognition than even the president's. Even if should go out dressed in a red shirt, white gloves and blue overalls, it's almost guaranteed that someone will see you and think "hey, it's Mario!". But what most people don't realize is that Mario's design was for functionality, rather than recognition.

It all started during the Donkey Kong days. If you had read the above section, you'll likely know that the game was not intended to include original characters but rather was made originally as a Popeye game. However, after being rejected, Miyamoto returned his game to Japan, determined to make it work, and started work creating the characters. Of course, DK was the main character in his eyes and was created relatively early on and Lady was created to be simple. However, that still left the role of the main character to design.

Due to the gameplay, it was decided that the main player character would be a carpenter for two reasons. The first was due to the gameplay, which would explain why he was running around in a construction site. The second was so that players would see him as an average blue collared guy and relate to him better. Work then began on designing the fledgling Mario. However, most of his features were due to hardware limitations and laziness.

First off, Mario was given red overalls so that he'd stand out against the black background, as well as a blue shirt so that he'd contrast and be easily found on the game screen. Miyamoto also didn't want to spend necessary resources or time designing and animating the character's hair and forehead, so he gave him a big red cap to avoid them. It was then said that Mario was too tiny and didn't appear human, due to his small size. Miyamoto then gave him a huge honker and mustache so that players could tell he was human and again find him easier. Not only did this help his blue collar image but it also made it so that Miyamoto would not have to draw facial expressions or a mouth. Soon, Mario was hopping along girders in an attempt to reach DK.

Miyamoto was then happy with his newly created character and several people told him about it. However, one particular conversation stuck out in his mind. He was told that Mario looked more like a plumber than an carpenter and Miyamoto liked the idea so much he decided to make it canon. However, he couldn't exactly retcon it so he decided to make a sequel starring Jumpan and giving him a brand new name (and a brother named Luigi, who was merely a green version of Mario). He wanted to establish Mario and Luigi's roles as plumbers and so he made the gameplay about fixing pipes and stomping monsters. During this time, Miyamoto decided that Mario's large nose and mustache made him look Italian and so the game was set in the New York sewers, starring the two newly Italian brothers.

It's interesting to find out that Mario's appearance was created due to limitations and laziness and it's strange to think how he might have looked if he had been designed during the 16 bit era or beyond. Would he still have looked the same or would he have lost many of the unique features that make him and Luigi unique? It's likely we'll never know.

SIDE NOTE: Those with keen eyes will likely notice that Mario and Luigi once wore overalls of their color and blue shirts instead of their iconic red shirt and blue overalls that they're famous for today. At some point (I believe during the SNES era), someone made the decision to swap the two colors, likely due to the emergence of more powerful hardware that allowed them to draw Mario & Luigi much more detailed and bigger.

The story of Super Mario Bros 2 (US) is one that nearly every gamer today knows, thanks to the advent of the internet. Back in the 80s when this game came out, however, many fans played it and cast it off as the black sheep of the series, due to it's drastically different gameplay and setting. Rather than jump on the heads of Goombas or find a flagpole at the end of the course, gamers had to chuck vegetables at weird enemies and defeat Birdos to enter a giant hawk head. This left many gamers scratching their head, likely until they were told that the game was a conversion of Doki Doki Panic, due to Nintendo of America's frustration with the "real" SMB2, which was SMB1 with a few additions and much harder levels. This effectively split the fans into two groups: the ones who liked the game and consider it a true sequel to SMB1 (and the real SMB2) and the ones who think that SMB2 (US) is nothing more than a Japanese game that they tried to pawn off as a Mario game (who think SMB2j is the real SMB2). But many likely don't know that's only half of the story.

The tale everyone knows goes something like this: In 1986, Nintendo of Japan released SMB2j for the Famicom Disk System. Rather than create a full blown sequel, Miyamoto and his team took the assets from the first game and created new levels for it, adding in just a few new features (such as poison mushrooms, new piranha plants, better clouds/ground graphics, etc). Intended to be a challenging game for those who mastered SMB1, it was well received in Japan, but became notorious for it's high level of difficulty.

When SMB blew up in America, NoA began talks of bringing it's sequel to the states. However, Howard Lincoln (then president) played through the game and found himself extremely frustrated with it, which caused him to cancel localization attempts due to his belief that Americans would not like it due to it's unforgiving difficulty and dated graphics (which he felt would destroy SMB's popularity in America). Instead, he went looking for a different game to localize as SMB2. That game was Doki Doki Panic, an obscure Japanese game released for the FDS in 1987. He contacted NoJ to convert the game into SMB2 and the rest is history. Or so they'd have you believe. But that's not the entire story and the other half is a key piece of evidence for the SMB2 (US) supporters. For that, you'll have to examine Doki Doki's history.

It all started with Kensuke Tanabe, who at the time was just 23 years old. Teaming up with Shigeru Miyamoto, he created a Mario Bros prototype, featuring a two player simultaneous multiplayer game focused on both side and vertical scrolling and throwing objects around (this predated even Super Mario 64 2 as a prototype of multiplayer!). The game was designed by Miyamoto and scored by Koji Kondo (sound familiar?) and featured numerous Mario staples, such as power stars and warp zones, which they intended to release as the sequel to SMB. Nintendo had people play test it a bit, but they found that in it's current state, the gameplay wasn't nearly as fun as they had hoped and soon the project was scrapped in favor of SMB2j.

But it wasn't long before the project was revived. Striking up a licensing deal with Fuji TV, Nintendo revived the project to include characters from the popular Yume Kojo show, reworking the atmosphere to be Arabic (though leaving in many of Mario's signature items) and eventually released the game as Yume Kojo: Doki Doki Panic in 1987. Though it lacked the co-op gameplay it's prototype had, the single player game had the four characters from Yume Kojo going up against Wart and other Nintendo designed enemies. Unfortunately for Nintendo, the licensing wasn't enough to carry the game and it flopped.

Around this time was when Howard Lincoln started looking for a replacement SMB2. Hearing of the unfinished prototype, he contracted NoJ to convert the failed Yume Kojo: Doki Doki Panic back into the Mario prototype they once imagined. Thankfully, the game still contained many of the Mario features they put into the prototype and the conversion went smoothly, with many developers noting that they didn't have many significant changes to undertake. It finished up in 1988 and was released to confused Americans everywhere. However, that didn't stop the game from being immensely popular and soon, Japan translated the game and re-released it to their market as Super Mario USA in 1992 (where it became successful as well, even though the game had been released for the most part several years earlier).

So in the eyes of the developers, Doki Doki was always intended to be Super Mario Bros 2, which many anti-SMB2 (US) gamers cite as one of the reasons they don't feel SMB2 is legitimate. But that doesn't change the fact that there are still 2 great SMB2 games on the market. I'm sure that if Nintendo had stuck with the unfinished prototype, it would have been much more successful (though I'm glad they didn't, as SMB2j is pretty awesome and I doubt it would have been released). But thanks to the Doki Doki conversion, there will always be people who feel it's not a true part of the series. But with this information, which side do you stand on?

I hope that after reading this Top 10, you learned a bit more about Mario, the self proclaimed king of gaming. Though there are likely even more quirky facts about the red plumber floating around out there, I found these 10 to be the most interesting. I hope you enjoyed.

*SUPER MARIO FX: Rumored to be Super Mario 64 for the SNES, it has since been confirmed that this was merely a code name for the chip itself.
*SUPER MARIO 128: A game announced during the late 90s, this ended up being a prototype that helped create games like Pikmin and Super Mario Galaxy.
*COMMANDER KEEN: Know id software? That team that created Doom? Well, their first game was a fully functional PC port of SMB3. However, Nintendo wasn't looking to license it to them (as they wanted it to sell their NES) and it led to id software revamping it into the Commander Keen series.

List by Jerrynsteph4eva (07/29/2013)

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