Super Mario Bros. 2

 
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Super Mario Bros. 2

Super Mario Bros. 2

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  • Platform: Nintendo Entertainment System
  • Release Date: 1988 10

Game Description

For the U.S. sequel to Super Mario Bros., Nintendo retrofitted an Arabian-themed Japanese game called Yumekojo Doki Doki Panic with the familiar Mario clan. Other than a few minor graphical changes, the two games are nearly identical.

With the Mushroom Kingdom safe for the time being, Mario and his crew seek out new adventures in Sub-Con, a dream world taken over by the demented Wart. This sequel is missing the two-player feature of the original but adds the ability to choose from four playable characters at the beginning of each level: Mario, Luigi, the Princess, and Toadstool. The game is made up of seven words divided into 20 levels, and the end of each world contains a boss that must be defeated before proceeding.

An entirely new cast of enemies is introduced, including Shy-Guys, Snifits, and Bomb-ombs, and most of the power-ups from the first game are missing or have different uses. Mushrooms function as extra lives, and coins are used to play the bonus slot-machine game at the end of each level. Each character now has a life meter that can be refilled by hearts (which also make the characters "big").

Rather than jumping on enemies to defeat them, Super Mario Bros. 2's primary attack method involves picking up items and throwing them. Vegetables can be plucked from the grass and thrown, but other enemies will also work. In certain areas, a magic potion will emerge from the grass instead of a vegetable, and this potion can be used to temporarily enter Sub-space, an area that often contains a mushroom or heart, and where the grass reveals coins.

Each playable character has a complex interaction between their speed, strength, and jumping ability. To put it simply, Mario is average in each category, Luigi can jump the highest, the Princess can float but is otherwise weak, and Toad can't jump well but is the strongest.

Although it was originally based on a non-Mario game, many of the items, enemies, and gameplay concepts introduced in Super Mario Bros. 2 went on to play an integral role in future Mario adventures. The game was re-released as part of Super Mario All-Stars for the Super NES in 1993, and in Japan as Super Mario USA in 1992. ~ Skyler Miller, All Game Guide

Roots & Influences

Nintendo first delivered a Super Mario Bros. sequel to Japanese gamers in 1986. It was essentially an update to the first game, with slightly different graphics, a higher difficulty level and an "anti-mushroom." It was deemed too hard for American gamers, so it was shelved and eventually released in the U.S. as "The Lost Levels" in Super Mario All-Stars. ~ Skyler Miller, All Game Guide

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Wikipedia: Super Mario Bros. 2
Super Mario Bros. 2
Super Mario Bros. 2
Developer(s) Nintendo
Publisher(s) Nintendo
Designer(s) Shigeru Miyamoto
Series Mario
Release date(s) NES
NA October, 1988
EU April 28, 1989
AUS May 1989
JPN July 14, 1992
Virtual Console
AUS May 25, 2007
EU May 25, 2007
NA July 2, 2007
JPN August 2007
Genre(s) Platform
Mode(s) Single player
Rating(s) ESRB: Everyone (Super Mario Advance re-release)
Platform(s) NES Re-releases: Satellaview, SNES, Game Boy Advance, Virtual Console
Media 2-megabit cartridge

Super Mario Bros. 2 (often shortened as Super Mario 2 and abbreviated SMB2) is a platforming video game developed and published by Nintendo for the Nintendo Entertainment System video game console. It was released in North America in October 1988, in Europe on April 28, 1989 and in Japan on July 14, 1992. It was re-released on the Wii Virtual Console in Europe, Australia and New Zealand on May 25, 2007, and in North America on July 2, 2007.

Super Mario Bros. 2 did not begin life as a Super Mario Bros. title; it is a remake of the Japanese Famicom Disk System title Yume Kōjō: Doki Doki Panic. Nintendo's own sequel to Super Mario Bros. was released in Japan as Super Mario Bros. 2 in 1986. However, because of that game's extreme difficulty and its close similarity to the original game, Nintendo decided not to release it in the United States, instead releasing Yume Kōjō: Doki Doki Panic with Mario characters under the title of Super Mario Bros. 2. Japan later saw the modified release under the title of Super Mario USA (スーパーマリオUSA Sūpā Mario Yūesuei?).

Because it was not originally a Mario title, this game differs greatly from the original Super Mario Bros. However, despite its status as the black sheep of the series[1], many elements from Super Mario Bros. 2 have become part of the Mario series canon and the repertoire of recurring elements. The game also sold well in its own right and was critically acclaimed at the time.

Gameplay

Players choose from four characters each time they start or restart a level: Mario, Luigi, Toad and Princess Peach. Each has a special ability: Luigi can jump very high, the Princess can remain temporarily suspended in the air as if she were levitating, Toad can pick up things quickly and is very agile, and Mario is well-balanced in all areas. This is the only original Super Mario game where Princess Peach is not the damsel-in-distress along with being the first playable female character in a Mario game. In future Mario games in which multiple characters were playable, with the exception of Mario Golf, Mario would always be the most balanced character. A unique ability in this game is the "power squat"; by holding Down on the control pad for a few seconds, players could build power for higher jumps. One of the game's most defining aspect is the ability to pluck vegetables from the ground to throw at enemies; these vegetables reappear in Super Smash Bros. Melee as one of Peach's special attacks.

Most enemies are defeated by throwing vegetables and other items which the character plucks from the ground. Unlike other Mario games, simply jumping on enemies does not accomplish anything. In fact jumping on an enemy may do more harm than good, as with certain enemies in other games. Most enemies may also be picked up and thrown. Enemies would reappear even after being killed; however, this gameplay aspect was changed for the Super Mario Advance version. Many enemies which first appeared in this game, such as Shy Guy, would appear in later sequels and related games.

This is the first Mario game to make use of a life meter, which initially has two units but can be extended to four through the collection of Mushrooms. This allows Mario and his friends to be hit more than two times before dying.

Many power-ups and items from the original game make appearances here, often serving similar functions in slightly different ways. For example, mushrooms collected add units to the life meter, and coins are used to play the Bonus Chance minigame after each level which grants the player up to five extra lives at a time based on different combinations of symbols.

New power-ups and items also appear in this game. Potions, which are pulled up from the ground like vegetables, can be dropped to make a door appear. This door leads to a non-scrolling, enemy-free, un-lit "mirror-image" version of the current screen (called Sub-Space) in which plants contain coins when uprooted. Coins can only be collected on two visits to Sub-Space per stage, after which plants will simply yield vegetables. For each coin collected while in Sub-Space, the player will get a chance to earn extra lives in the Bonus Chance upon completing each level. In addition, if the door is created in specific areas within a level, the player will discover mushrooms which will add one unit to the player's life meter. Some jars, which are this game's equivalent to the warp pipes in Super Mario Bros., also become "warp zones" in Sub-Space, allowing the player to advance to another world. Players can only enter Sub-Space for a limited amount of time; while in Sub-Space, the game's music changes to a reprise of the original Super Mario Bros. theme.

Another aspect that differentiates this game from other contemporary Mario games is the fact that there is no time limit within the stages. In addition to this, players are allowed to back track. The frame will move left and right to follow the player, unlike this game's predecessor, Super Mario Bros., in which once the player had passed an area of the map, it could not be returned to.

Story

The plot for Super Mario Bros. 2, according to the game's manual:

One evening, Mario had a strange dream. He dreamt of a long, long stairway leading up to a door. As soon as the door opened, he was confronted with a world he had never seen before, spreading out as far as his eyes could see. When he strained his ears to listen, he heard a faint voice saying "Welcome to 'Subcon', the land of dreams. We have been cursed by Wart and we are completely under his evil spell. We have been awaiting your arrival. Please defeat Wart and return Subcon to its natural state. The curse Wart has put on you in the real world will not have any effect upon you here. Remember, Wart hates vegetables. Please help us!"

At the same time this was heard, a bolt of lightning flashed before Mario's eyes. Stunned, Mario lost his footing and tumbled upside down. He awoke with a start to find himself sitting up in his bed. To clear his head, Mario talked to Luigi, Toad and the Princess about the strange dream he had. They decide to go to a nearby mountain for a picnic. After arriving at the picnic area and looking at the scenery, they see a small cave nearby. When they enter this cave, to their great surprise, there's a stairway leading up, up and up. It is exactly like the one Mario saw in his dream. They all walk together up the stairs and at the top, find a door just like the one in Mario's dream. When Mario and his friends, in fear, open the door, to their surprise, the world that he saw in his dream spreads out before them!

In the end, Mario and his friends trounce Wart and open a secret room containing one of Subcon's characteristic vases. After pulling a stubborn cork from the mouth of the vase, eight red fairies spring out. The four heroes are lauded for defeating Wart, whose beaten body is passed over the crowd and tossed aside. Immediately after, the screen shows Mario snoring, indicating that the entire adventure had been a dream.

Setting

The game takes place in a new setting, "Subcon" (derived from Freud's 'subconscious'). This land is inhabited by many denizens that have since become regulars in the Mario series, such as Shy Guys and Snifits. Pidgit appears on Worlds 1-2, 3-1, and 5-3. Ostro appears on Worlds 3 and 5 (except for 3-1 and 5-3). Cobrat and Pokey both appear on Worlds 2 and 6, and Flurry appears on World 4. This game also introduces many game-exclusive bosses, such as Pink Birdo (boss of Worlds 1-1, 1-2, and 2-1, and an appearing Birdo on World 4-3), Green Birdo (boss of Worlds 5-1, 6-1, 6-2, and 7-1), Red Birdo (boss of Worlds 2-2, 3-1, 3-2, 4-2, 5-2, 5-3, and 6-3 and an appearing Birdo on World 7-2), Mouser (boss of Worlds 1 and 3), Fryguy (boss of World 4), Clawgrip (boss of World 5), Tryclyde (boss of Worlds 2 and 6), and most notably Wart (the final boss). The land apparently (in the game) takes its name from the pixie-like inhabitants of this land (also called "Subcon") which have been captured by Wart.

Despite being a new, supposedly unrelated land from a game not initially intended to be a Mario game, Subcon is not all that unlike the Mushroom Kingdom. Instead of brick castles and giant mushrooms, however, Subcon is characterized by palm trees and red-and-white vases dotting the landscape. Though it lacks any underwater stages, Super Mario Bros. 2 introduces other concepts to the series — like grassy platforms on Worlds 1, 3, and 5 complete with waterfalls, desert stages on Worlds 2 and 6 complete with quicksand and ice stages on World 4. Level 3-1 is notable for taking place against an enormous waterfall which the heroes must ascend. Warp pipes on World 1-3 lead to World 4, World 3-1 to World 5, World 4-2 to World 6, and World 5-3 to World 7.

Super Mario Bros. 2 consists of seven "worlds", each one containing three stages except for the last, which only has two. Levels progress in a linear fashion, though the ability to backtrack (as mentioned above) plays a big part in some stages, including vertically-scrolling areas. Thus, many levels have sequences involving climbing or descending long distances, and the final level in particular is a large and mazelike fortress, in contrast to the linear Castles in Super Mario Bros.

This land has never made an appearance since Super Mario Bros. 2, but several enemies appear in other games, such as Birdos and Pidgits. The most recent reference to Subcon was the Super Smash Bros. Melee stage Mushroom Kingdom II.

Playable characters

There are four playable characters in the game, each with a score of 1-5 stars for speed, jump and power.

  • Mario - Mario is the balanced character, and is thus the most user friendly of the four characters. All three stats (jump, speed and power) are at four stars.
  • Luigi - Luigi has the best jump of the lot, with a five in that category, while his speed and power are only a three. The movement control of Luigi is also very touchy.
  • Toad - Both Toad's speed and power are higher than anyone's, with a five in both categories. However, he is the worst jumper of the four, with only a two in that category.
  • Princess Peach - The Princess does not excel in speed or power, with a two for both, while her jump is only a three. However, she has the ability to float in the air for a couple of seconds, making her jumping skills superior for horizontal jumps. In "Super Mario Advance," she is named Peach in the character selection screen, when she was referred to as "Princess" on the Contributor Screen and in the Credits in the NES standalone and in Super Mario All-Stars.

Development

The reason that the Japanese and English versions of Super Mario Bros. 2 are so unusual is that it was created by making small changes to a Japanese game called Dream Factory: Yume Kōjō: Doki Doki Panic. Various Nintendo of America employees personally disliked the original Japanese Super Mario Bros. 2, which they found to be frustratingly difficult. Believing such a game would likely sell poorly in the United States, they wanted to release a different sequel they thought would be friendlier to English audiences. Although Yume Kōjō: Doki Doki Panic was originally set in a storybook and had an Arabian theme completely unrelated to Mario, it was modified to use sprites and music that would fit with the series.

The NTSC/PAL version of Super Mario Bros. 2 was eventually released in Japan for the Nintendo Family Computer under the name Super Mario USA. It was also released as part of the Super Mario Collection in Japan, while outside of Japan it was known as Super Mario All-Stars.

Yume Kōjō: Doki Doki Panic comparison

A screenshot from Yume Kōjō: Doki Doki Panic.
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A screenshot from Yume Kōjō: Doki Doki Panic.
Equivalent scene in Super Mario Bros. 2.
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Equivalent scene in Super Mario Bros. 2.
Papa fighting the third version of Mouser.
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Papa fighting the third version of Mouser.

Most of the other differences between Yume Kōjō: Doki Doki Panic and Super Mario Bros. 2 are small graphical changes, such as animation being added to the POW blocks, bomb fuses, cherries, and vegetables for the localized version, mushrooms replacing hearts as health boosters, and the characters shrinking when reduced to only one unit of health. The save feature was also taken out of the NES version of Super Mario Bros. 2, due to the limitations of the NES compared to the Famicom Disk System (battery-backup was also very expensive). It was restored in the Super Mario Collection/Super Mario All-Stars version of Super Mario Bros. 2.

Main character switches:

  • Mario → Imajin, the fearless son.
  • Luigi → Mama. When depicted from the side, she is seen as pregnant. Her stomach is large, and whether she is walking or jumping, she is seen with one or both arms holding and protecting her stomach. She doesn't, however, kick her feet when jumping as Luigi does.
  • Toad → Papa.
  • Princess → Lina, the little sister.

All abilities of the characters remain the same.

Other changes include:

  • In Yume Kōjō: Doki Doki Panic, one must beat the entire game once with each character (four times, that is) to view the ending.
  • In Doki Doki Panic, you cannot change characters until you defeat an end boss of a chapter. Even if you warp to a new chapter, you remain the same character until an end boss is defeated.
  • In the manual that comes with the original NES cartridge for Super Mario Bros. 2, Phanto (the head that chases the player's character around when holding a key) looks a little different. Nintendo inadvertently placed a screenshot of its appearance in Yume Kōjō: Doki Doki Panic. Originally, he was a passive, expressionless mask, whereas in Super Mario Bros. 2, he has slanted eyes with an evil, mischievous grin.
  • Furthermore, Phanto begins its pursuit only after the character leaves Phanto's chamber, unlike Super Mario Bros. 2, in which it chases the character once the character retrieves the key from the chamber. The "shuddering to life" sound and animation is unique to Super Mario Bros. 2
  • Waterfalls, especially the enormous one in level 3-1, move much more quickly in Yume Kōjō: Doki Doki Panic.
  • Extra lives were originally representations of the character's face; 1-Up mushrooms are a feature specific to the Mario series. The traditional "1-UP sound" was originally the short tune played when you pick up a crystal ball or earn an extra life playing the slot machine.
  • The large hawk head at level entrances and exits was originally a large African tribal mask.
  • The mushroom blocks were originally small tribal masks which closely resembled the painted faces of the band members of Kiss (band).
  • The character select and overworld music is much shorter in Yume Kōjō: Doki Doki Panic. Super Mario Bros. 2 has a new section added to where the music would originally loop.
  • In Super Mario Bros. 2, the underworld music is slowed down and has an added drum sample.
  • Invincibility and sub-space music is different, and there are some minor differences in other songs (the Yume Kōjō: Doki Doki Panic songs give an Arabian feel).
  • Most sounds featured in Super Mario Bros. 2 use the NES' synthesizer, and a number of PCM audio samples, rather than the Famicom Disk System's synthesizer, which is used prominently in Yume Kōjō: Doki Doki Panic. The changed audio includes the sound effects for picking up and throwing objects, grabbing hearts, receiving damage, defeating enemies, bombs exploding, the ticking of the stop watch, damaging a boss, Catherine (Birdo) shooting eggs, and the rocket. In Yume Kōjō: Doki Doki Panic, the sound effects were mainly a combination of synthesized beeps, tones, and screeches.
  • The potions (for entering sub-space) were originally Arabian lamps. The unused sprites for the lamp were not completely removed during the conversion and can be found in the Super Mario Bros. 2 cartridge memory.
  • In Yume Kōjō: Doki Doki Panic, the boss of level 5-3 is a third Mouser, which requires 7 hits to defeat him. In Super Mario Bros. 2, the boss is replaced by the rock throwing crab Clawgrip. During the credit sequence after the game is beaten, Clawgrip is listed as ClawGlip. Likewise, the names of both Birdo and Ostro are mistakenly switched. They are also switched in the manual.
  • The Albatoss's animation has seven frames, in comparison to the two in Yume Kōjō: Doki Doki Panic.
  • Holding down "B" to run is a feature specific to the Mario series.
  • When a bomb explodes, it says "BOM", as opposed to "BOMB" in Super Mario Bros. 2
  • In Yume Kōjō: Doki Doki Panic, cherries, grass, vines, POW blocks, bomb fuses, spikes, seas, clouds, and crystal balls are not animated.
  • The slot machine minigame (which appears after you collect coins) is the same in both versions, but has a green background in DDP, as opposed to the title screen variant in SMB2.
  • The shell used in Super Mario Bros. 2 to kill enemies was a decapitated head in DDP.
  • The story was changed for the U.S./PAL localization.
  • Wart is only 6 hits instead of 7.
  • One of the vegetables in Level 7 is different. On Yume Kōjō: Doki Doki Panic, there is a long, slender grouchy vegetable, while on Super Mario Bros. 2, it was a heart shaped feminine vegetable.
  • Birdo has more color variations on Yume Kōjō: Doki Doki Panic, such as greens, greys, pinks, and reds.
  • Recently, the prototype was leaked into the internet. More info and this can be found here. and downloaded here[1]
  • An interesting note on the Super Mario Bros. 2 prototype is that in the released version, the underground music is a slowed down version of the underground music in Yume Kōjō: Doki Doki Panic with drumbeats added. In the prototype, the underground music is an early rendition of the underground music from Super Mario Bros. 3. It seems they composed a new piece for Super Mario Bros. 2, didn't like it, and went back and remixed the original. Then, when making Super Mario Bros. 3, they remixed the unreleased track they wrote for Super Mario Bros. 2.

Enhanced remakes

The game experienced an enhanced remake on the SNES in Super Mario All-Stars.
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The game experienced an enhanced remake on the SNES in Super Mario All-Stars.

Super Mario All-Stars

Super Mario Bros. 2 received a graphical, audio, and gameplay upgrade in Super Mario All-Stars, which in Japan is known as Super Mario Collection on the Super NES and the Super Famicom. In the NES version, in the case of losing the last life, the player can only continue twice. In the Super NES/Super Famicom version, a player can continue any number of times, because it was possible to continue from a saved game. In Super Mario All-Stars, the screen splits into two after the Title Screen, Player Select Screen, Bonus Chance Screen, and WARP WORLD 4/5/6/7 Screen. As for that slot-machine type game, the icons are bigger in the Super NES/Super Famicom version. The player can get up to 10 extra lives in the Super NES version of Super Mario Bros. 2, compared to getting up to 5 extra lives in the NES/Famicom version. In the NES/Famicom version of Super Mario Bros. 2, the player can select a character and must play as that character until the end of that level. In the Super NES/Super Famicom version, the player can select a character at the beginning of each level and after losing a life. When you warp to another world, in the NES/Famicom version, the screen changes abruptly (due to graphical restrictions), but in Super Mario All-Stars, the door to exit Subspace disappears and the screen blurs, fades to the next screen, and then refocuses.

There was also a remake similar to the All-Star version for the Satellaview in 1997 titled BS Super Mario USA. There is a fan translation patch available that converts the small amount of Japanese text in the game into English.

Super Mario Advance

Super Mario Advance box art.
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Super Mario Advance box art.

Super Mario Bros. 2 received another enhanced remake as Super Mario Advance, the first Super Mario title for the Game Boy Advance. It included several graphic and sound enhancements in the form of enlarged sprites, multiple hit combos, and digital voice acting. Two notable additions are the new character, Robirdo, a robotic Birdo who acts as the boss of the third world, and the Yoshi Challenge, which encourages players to revisit stages and search for Yoshi eggs.

Nintendo's decision to choose it as the Game Boy Advance launch game was seen by some as misguided; GameSpot in particular thought that Super Mario Bros. 3 or Super Mario World would have been a far better choice for a launch title considering their popularity.[2] (Both of those titles would eventually be remade as part of the Advance series.) However, IGN praised the choice, calling it "one of the most polished and creative platformers of the era." [3] Nonetheless, it was a best-selling launch game, showing that the game still appealed to Nintendo fans. Recently, the game has become part of the Player's Choice lineup for Game Boy Advance as one of the system's first 3 Player's Choice games (along with Mario & Luigi: Superstar Saga and Super Mario Advance 3).

Reception

Upon release, the game was very highly successful, and currently stands as the third highest selling game ever released on the Nintendo Entertainment System, with over 10 million copies sold. Only the original Super Mario Bros, at 40 million, and Super Mario Brothers 3, at 18 million, sold more on the original NES.

Impact on popular culture

This homage to Super Mario Bros. 2 appeared in Super Smash Bros. Melee in the form of a playable stage.
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This homage to Super Mario Bros. 2 appeared in Super Smash Bros. Melee in the form of a playable stage.

The game is highly unusual in the Mario canon, mostly because of its roots as a separately released non-Mario title. Because it differed so much in the game mechanics and overall feel of the Mario series, some gamers and professional critics have come to regard SMB2 as the "black sheep" of the three Super Mario Bros. games[4]

Even so, due to its unique style of gameplay and set in a completely different world, Super Mario Bros. 2 has made a continuous impact on the entire Super Mario Bros. series. Notable examples include:

Super Mario Bros. 2 has also been referenced in a variety of non-video-game media featuring Mario:

  • Many elements, enemies, and sounds from the game showed up regularly on The Super Mario Bros. Super Show cartoon episodes. Although Wart did not make an appearance, it must be noted that King Koopa's character looked surprisingly similar to him. It is also noted that Princess Toadstool's (Peach) red hair color and lack of white gloves in the game sprites may have influenced her cartoon design.
  • The game's elements were utilized generously in the Super Mario Bros. comic books, published as part of the Nintendo Comics System by Valiant Comics
  • Snifits and a Bob-omb were featured in the Super Mario Bros. movie. References to other creatures originating from Super Mario Bros. 2, such as Ostro and Fryguy, can also be found in the film.

See also

References

External links


 
 

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