Super Mario Bros. 2
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Super Mario Bros. 2 (known as Super Mario USA in Japan) is, outside Japan, the second game in the Super Mario series. It originally was for the Nintendo Entertainment System, but was subsequently ported to many other systems. The game was originally released in North America on October 9, 1988, and in Europe on April 28, 1989. As a result of Japan already having a Super Mario Bros. 2 (known outside of Japan as Super Mario Bros: The Lost Levels), the game did not make its debut in the country until after the release of Super Mario World, on July 14, 1992 (making it Japan's fifth installment of the series), under the title Super Mario USA. Super Mario Bros. 2 was re-released the first time on the Wii's Virtual Console in Europe and Australia on May 25, 2007, North America on July 2, 2007, and in Japan on August 10, 2007. The game was later re-released on the Nintendo 3DS's Virtual Console in Japan on November 28, 2012, North America on July 11, 2013, Europe on August 7, 2013, and in Australia on August 8, 2013, and even later was re-released a third time on the Wii U's Virtual Console in North America, Europe, and Australia on May 16, 2013, and in Japan on March 19, 2014. Everyone can play as Mario, Luigi, Toad or Princess Toadstool.
Super Mario Bros. 2 came about after Nintendo of America deemed Super Mario Bros.: The Lost Levels too difficult for Western audiences and too similar to the first game, which led Nintendo to redevelop the Famicom Disk System game Yume Kōjō: Doki Doki Panic into a Super Mario Bros. game for the international release. After its release, the game became a commercial success, and eventually the game became well received enough that it was also released in Japan. After performing well both critically and commercially, Super Mario Bros. 2 has been considered a classic Super Mario Bros. game around the world (including in Japan), and has since been re-released as one of the Mario games featured in Super Mario All-Stars, and as well as having its own enhanced port in Super Mario Advance.
Story from Instruction Booklet
Mario discovers that Subcon has been taken over by Wart and that the events of his dream are true. Mario and co. are now on a quest to defeat Wart and restore peace to the dream world. At the end of the game, Mario, Luigi, Toadstool and Toad are seen being chanted on by the inhabitants of Subcon, who are carrying Wart across the room. Mario then wakes up and wonders about whether the events were true or just a dream. He then continues sleeping and the game ends.
Since the game is based on Yume Kōjō: Doki Doki Panic, it has little in common with the original Super Mario Bros. For example, in order to defeat enemies, the player needs to pluck blades of grass to receive items (such as vegetables), and then throw the vegetables at them. It's also possible to defeat enemies by jumping on them, picking them up and then throwing them to other enemies. There are a few elements in common with its predecessor, however. Many power-ups are similar to that in Super Mario Bros., such as the Mushroom, although it has a different function; the Small Heart replaces the Mushroom.
At the beginning of each level, the player can choose between the playable characters: Mario, Luigi, Toad and Princess Toadstool. All four characters have different powers and statistics. When entering the next level or losing a life, players can select a different character.
At the end of most levels of the game, the player fights Birdo. The player has to jump on the eggs that Birdo spits, grab them and throw them back, hitting Birdo three times to gain a crystal which opens the Mask Gate at the end of the level. There are several colors of Birdos: pink, which only spits eggs; red, which spits eggs and fireballs and green, which only spits fireballs. For the green Birdos, there are Mushroom Blocks nearby for the player to use instead.
There are seven worlds in this game. The first six has three levels apiece, and the seventh has two. At the end of each world, the player encounters one boss. Mouser is encountered at the end of World 1, Tryclyde in World 2, Mouser again in World 3, Fryguy in World 4, Clawgrip in World 5, Tryclyde again in World 6, and Wart himself at the end of World 7.
List of levels
Enemies that first appeared in this game are marked with an asterisk.
Super Mario Bros. 2 started out as a prototype Mario-style platform game developed by Kensuke Tanabe, a developer for Nintendo. The prototype game emphasized vertically scrolling levels and throwing blocks. It was originally intended to be a two player co-op game, allowing players to toss each other around. However, the technical limitations of the NES system made it difficult to produce a polished game with these elements. It was decided to add more Mario-like elements, such as horizontal levels (although many vertically oriented levels were retained in the final project). Some time later, the Fuji Television Company requested that Nintendo create a video game using Yume Kojo mascots, and Tanabe developed the prototype into Yume Kōjō: Doki Doki Panic, which became one of the best-selling games for the Famicom Disk System.
In 1987, Nintendo of America got its first look at the Japanese version of Super Mario Bros. 2. Nintendo of America believed that Super Mario Bros. 2, which was a slightly altered version of the first Super Mario Bros. game with an increased difficulty level, would not be a commercial success in the United States and elsewhere in the world. To deal with this, Nintendo took the finished Yume Kōjō: Doki Doki Panic and reverted the licensing changes to once again feature Mario and his friends as playable characters. The game would later be released in Japan during the wait for Super Mario Bros. 3 under the name "Super Mario USA".
Many characters and abilities from Super Mario Bros. 2 later reappeared in the Super Mario series. Princess Peach's occasional ability to hover in midair and pull vegetables from the ground (Super Smash Bros. Melee), for example, originates from this game. Toad's nimbleness (as seen in the Mario Kart series, where he is a light driver with good acceleration, and from his running speed in Mario Sports Mix) could also have been influenced from his uprooting speed first introduced in Super Mario Bros. 2. Shy Guys, Snifits, Bob-ombs, Pokeys, and Birdo were also introduced and would later be incorporated into later Mario games. Some of the enemies (most notably Bob-ombs and Pokeys) have made countless reappearances as enemies within many of the later Super Mario titles. Wart, the main villain, never reappeared in a Mario game after Super Mario Bros. 2, but he appeared in the Nintendo Comics System, and was mentioned in later games. He also appeared as an ally in The Legend of Zelda: Link's Awakening under his Japanese name, "Mamu".
Remakes and ports
Super Mario Advance
The most notable port of Super Mario Bros. 2 is Super Mario Advance for the Game Boy Advance. This port featured the enhanced graphics and sound effects of the Super Mario All-Stars edition, as well as voice acting and various other slight changes. It was bundled with a remake of the original Mario Bros. game.
References to other games
References in later games
Notable mistakes and errors
Some errors can be found in the credits of the game:
These errors remain in Super Mario All-Stars, but are fixed in Super Mario Advance. However, all Japanese releases (dubbed Super Mario USA) do not change the names in the credits, instead keeping the Western localizations.
Another mistake which was never fixed for the remakes is the color of the vegetable tufts – in Yume Kōjō: Doki Doki Panic, the grass is consistently black, while in Super Mario Bros. 2 they are red but keep the black coloring after being picked up. Remakes maintain the red coloring for the tufts, though they turn green when dug out.
Additionally, at least three versions of the North American manual exist. One version provides the full description of Birdo ("Ostro") as "He thinks he is a girl and he spits eggs from his mouth. He'd rather be called "birdetta."", while another version omits the second sentence. The full "Birdetta" version is more true to the original Japanese version, which explains that Birdo, known as "Catherine" in Japan, would rather be called "Cathy." A third version of the manual is known to exist which properly labels Birdo and Ostro, keeps the full Birdo bio, and shows artwork of the unusual pink Beezo as gray and misnamed. This matches its depiction in the game and the Doki Doki Panic manual.
The NES Super Mario Bros. 2 manual reuses enemy sprites and artwork from the Doki Doki Panic manual (with the notable exception of the Pokey artwork, as well as the omission of a grey Shy Guy and addition of Tweeter, Flurry, Spark and Clawgrip). Thus, it uses the designs of Albatoss and Phanto from Doki Doki Panic.
During the ending celebration sequence in the NES version, there are common mistakes in the number of levels each hero completes.
A number of people involved in the game include the composer Koji Kondo, known for composing the main Super Mario Bros. theme. Kensuke Tanabe is the director of the game with Shigeru Miyamoto and Hiroshi Yamauchi as producers.
Pre-release and unused content
A prototype build was purchased in 2005. There is a different color palette, which includes tans and oranges, which contrasts with the final version's reds and blues. Princess Peach is shown to have more hair. Characters needed to use a Magic Lamp to access Subspace, similar to Doki Doki Panic.
This is a major glitch. It requires precise timing; the character must be small and must enter a vase at the same time he or she is hit by a Phanto. If this is done correctly, the defeat fanfare will play as usual. However, the character will still go through the vase. When he or she exits, the character will have no health sections left, yet will still be alive. This glitch remains in the All-Stars remake.
Disappearing Mushroom Blocks
If the player throws a Mushroom Block offscreen and does not see it land, even to a place where it should safely land, it disappears until the player leaves through a door and comes back.
Super Mario Bros. 2 has been received positively, with IGN editor Lucas Thomas praising the graphics, sound and replay value , although he insisted that Western gamers could have gotten into the Japanese version of the game. GameSpot critic Alex Navarro agreed, and commented that the game "...shows that veering from the beaten path of a franchise's standard game design isn't always a bad idea".
The game placed 47th in the 100th issue of Nintendo Power's "100 best Nintendo games of all time" in 1997.. It also placed 81st in the 200th Issue of GameInformer's "Top 200 Games of All Times" and placed 18th on IGN's Top 100 NES Games list . As for sales, it's the fourth best-selling NES game, with 10 million copies sold worldwide.
Super Mario Bros. 2 was represented heavily in The Super Mario Bros. Super Show! along with the original Super Mario Bros. Nearly all of the characters (notably excepting Wart) and game play props appeared in the stories, and were in fact often more prominent than the original game's features.