
Mario Clash
Mario Clash — frequently asked questions
- Is Mario Clash on Steam?
- No. Mario Clash is not distributed on Steam, so there is no Steam Charts or SteamDB player count for it. Its live popularity is tracked here via Twitch viewership instead.
- What platforms is Mario Clash on?
- Mario Clash is available on Virtual Boy.
- When did Mario Clash release?
- Mario Clash was first released on September 28, 1995.
About Mario Clash
Mario Clash is the first 3D stereoscopic Mario game released for the Virtual Boy. The game is a return to the style of the original Mario Bros. To progress through the game, Mario must knock enemies off platforms using Turtle Shells. There are always two Koopas; if one gets knocked off, another one takes its place. Many enemies need to be hit from the side, thus Mario must throw shells from the background to the foreground and vice-versa in order to knock them off.
Summary via IGDB.
Mario Clash on Wikipedia
Mario Clash is a 1995 action video game developed and published by Nintendo for the Virtual Boy. It is the first stereoscopic 3D Mario game, and a 3D reimagining of Mario Bros. Reception for the game was mixed.
Source: Wikipedia (text under CC BY-SA 4.0).
Game details
- Platforms
- Virtual Boy
- Developer
- Nintendo R&D1
- Publisher
- Nintendo
- Game modes
- Single player
- Themes
- Action
- Series
- Mario
- Official site
- Visit
Details via IGDB.
Collector value & authenticity
Virtual Boy · PriceCharting sold data · Verified 2026-08-22
Release record
| Territory | Date | Serial | Barcode | MSRP |
|---|---|---|---|---|
| Japan | 28 Sep 1995 | VUE-VMCJ-JPN | 4902370502275 | ¥4,900 |
| North America | 30 Sep 1995 | VUE-VMCJ-USA | 045496770020 | $39.95 |
| Mexico Gamela México | — | VUE-VMCJ-USA | 045496770020 | — |
| Brazil Playtronic Industrial Ltda. | — | VUE-VMCJ-USA | 7896273602804 | — |
| Japandemo | — | — | — | — |
- Mexico: Substitutes a Spanish instruction booklet rather than adding one — Mexican packaging varies by title.
- Community score
- 68/100
- Region
- JP+NA
- Released
- 1995
- Authenticity
- Low
Mario Bros. rebuilt so the two planes of the arcade original become literal depth. Smarter than it gets credit for.
Take the 1983 Mario Bros. — single screen, knock enemies over from below — and split it across a foreground and background wall so you throw shells into the screen at enemies on the other plane. It is one of the few Virtual Boy games where the 3D is the aiming axis rather than decoration. Its harsh rating is really about structure: a single-screen arcade game in 1995 had aged out. It is better in short doses than the score suggests.
How it was made
Nintendo developed and published it under the working title Mario Smash, and it was originally planned as the pack-in game for the North American console — a decision later reversed in favour of Mario's Tennis.
Nintendo's own product numbering still carries the fingerprint of that plan. Its North American Virtual Boy barcodes run in one unbroken block, 045496-77001 to 77011, and Mario Clash holds 77002 — the second slot allocated on the entire platform — despite shipping after two titles numbered above it. The sequence records what Nintendo intended, not what it released.
What the press said at the time
| Electronic Gaming Monthly #78 | January 1996 | 7.1/10 |
| GameFan Vol. 3 #11 | 1995 | 73.5/100 |
| Weekly Famicom Tsūshin #356 | 1995 | 24/40 |
| GamePro | March 1996 | 3.3/5 |
| Game Zero | 1995 | 14.5/25 |
It charted in six of Nintendo Power's seven reader-voted Virtual Boy polls, peaking at third.
Cartridge & preservation record
Cartridge ROM capacity 8 megabit (1 MB), measured from the preserved cartridge image.
Cartridge data from the No-Intro preservation database (metadata only — names, sizes and checksums, no game data).
Worth knowing
- The Japanese copy is the same ROM, and it costs more. Mario Clash is one of five Virtual Boy titles Nintendo shipped to North America without rebuilding the software — ROM preservation catalogues it as a single English dump covering Japan and the USA, so the two cartridges are byte-identical. It is also one of only two titles where the Japanese copy trades ABOVE the American one, alongside Virtual Boy Wario Land. Whatever explains that premium, it is not a difference in the game: the explanations that usually apply — more content, a better version, a translation — are all ruled out by the dump. The one pattern left standing is that these two are the platform’s only Mario titles.
Before you buy
A rare inversion — the Japanese copy costs more than the American one, so buy domestic. No source explains why; the only pattern in the data is that the platform's two Mario-franchise titles are also its only two Japanese-premium titles, which points at collector demand rather than scarcity. A Japanese demonstration version also exists.
Mario Clash screenshots
Watch on YouTube
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