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Super Mario Bros. 2

Super Mario Bros. 2 is a platform video game developed and published by Nintendo for the Nintendo Entertainment System. It was first released in North America in September 1988, and in the PAL region in 1989.

Super Mario Bros. 2
North American box art
Developer(s)Nintendo R&D4
Nintendo R&D2 (GBA)
Publisher(s)Nintendo
Director(s)Kensuke Tanabe
Producer(s)Shigeru Miyamoto
Designer(s)Kensuke Tanabe
Yasuhisa Yamamura
Hideki Konno
Programmer(s)Toshihiko Nakago
Yasunori Taketani
Toshio Iwawaki
Artist(s)Tadashi Sugiyama
Yōichi Kotabe
Composer(s)Koji Kondo
SeriesSuper Mario
Platform(s)Nintendo Entertainment System, Super Nintendo Entertainment System, Game Boy Advance
Release
September 1988
  • NES/Famicom
    • JP: September 1988
    • EU: April 28, 1989
    • AU: May 4, 1989
    • NA: September 14, 1992
    Game Boy Advance
    • JP: March 21, 2001
    • NA: June 11, 2001
    • PAL: June 22, 2001
Genre(s)Platform, Action-adventure game
Mode(s)Single-player

After the smash hit Super Mario Bros. in 1985, Nintendo quickly released a minor adaptation of the original with advanced difficulty titled Super Mario Bros. 2, for its mature market in Japan in 1986. However, Nintendo of America found this sequel too similar to its predecessor, and its difficulty too frustrating, for the nascent American market. This prompted a second Super Mario Bros. sequel based on Yume Kōjō: Doki Doki Panic,[a] Nintendo's 1987 Family Computer Disk System game which had been based on a prototype platforming game and released as an advergame for Fuji Television's Yume Kōjō '87 media technology expo. The characters, enemies, and themes in Doki Doki Panic have the mascots and theme of the festival, and were adapted into the Super Mario theme to make a second Super Mario Bros. sequel.

Super Mario Bros. 2 was a resounding success, becoming the fifth-best-selling game on the NES, and was critically well-received for its design aspects and for differentiating the Mario series. It was re-released in Japan for the Famicom as Super Mario USA[b] (1992), and has been remade twice, first included in the Super Mario All-Stars (1993) collection for the Super NES, and as Super Mario Advance (2001) for the Game Boy Advance. It is included as part of the Nintendo Switch Online service.

Gameplay Edit

 
Super Mario Bros. 2 features some enemies and items from Yume Kōjō: Doki Doki Panic. The playable characters can now also lift and throw things to defeat enemies.

Super Mario Bros. 2 is a 2D side-scrolling platform game. The objective is to navigate the player's character through the dream world Subcon and defeat the main antagonist Wart.[1]: 3–4  Before each stage, the player chooses one of four protagonists: Mario, Luigi, Toad, and Princess Toadstool. All four characters can run, jump, and climb ladders or vines, but each character possesses a unique strength that causes them to be controlled differently. For example, Luigi can jump the highest; Princess Toadstool can float; Toad's strength allows him to pick up items quickly; and Mario represents the best balance between jumping and strength. Unlike Super Mario Bros., this game has no multiplayer functionality, and no time limit. The original only scrolls from left to right, but this game can also scroll right to left, and even vertically in some areas. Unlike other Mario games, the characters cannot defeat enemies by jumping on them, but can stand on, pick up and throw most enemies at each other to defeat them. Other objects that can be thrown at enemies include vegetables pulled from the ground and mushroom blocks.[1]: 13–16 

The game consists of 20 different levels across the seven worlds comprising Subcon. Each world has three levels, except World 7, which has two.[1]: 6  Each world has a particular theme that dictates the obstacles and enemies encountered in its levels, such as desert areas with dangerous quicksand and snowy areas with slippery surfaces. Levels contain multiple sections or rooms that are connected via doors or ladders. Some rooms are accessible by entering certain jars. Magic potions found in each level are used to temporarily access "Sub-space", a reflected, unscrollable area where the player can collect coins and Mushrooms that increase the character's maximum health. In addition, certain jars, when entered in Sub-space, will warp the player to the later worlds, skipping levels altogether. Other items available include cherries, which are collected in order to acquire a Star; and the POW Block, which can be used to quickly destroy all the enemies visible on the screen.[1]: 17–21  The player must defeat a boss enemy at the end of each of the first six worlds, then defeat Wart himself at the end of World 7 to complete the game.

The player starts Super Mario Bros. 2 with three lives, one of which is lost each time the player's character loses all health from enemy or hazard damage or when the character falls off the screen. The player can replenish health by collecting floating hearts that appear upon defeating a certain number of enemies. The player will receive a Game Over upon losing the last life, though the player may continue up to twice in one game. Extra lives may be obtained by collecting hidden 1-Up Mushrooms or by using the coins collected from Sub-space to play the Bonus Chance minigame between the levels.[1]: 9–10, 19, 22 

Plot Edit

Mario has a dream of a staircase leading to a mysterious door to a mysterious place. A voice identifies the world as the dreamland of Subcon, and asks for Mario's help in defeating the villainous frog named Wart, a tyrant who has cursed Subcon and its people. Mario suddenly awakes and decides to tell Luigi, Toad, and Princess Toadstool, who all report experiencing the same dream. The group goes on a picnic, but discovers a cave with a long staircase. Through a door at the top, they are transported to Subcon, revealing their dreams to have been real. After defeating Wart, the people of Subcon are freed and everyone celebrates. Mario suddenly awakes in his bed, unsure if these events were a dream. He soon goes back to sleep.

Development Edit

Background and conception Edit

The idea was that you would have people vertically ascending, and you would have items and blocks that you could pile up to go higher, or you could grab your friend that you were playing with and throw them to try and continue to ascend ... the vertical-scrolling gimmick wasn't enough to get us interesting gameplay.

Kensuke Tanabe at Game Developers Conference 2011, on the gameplay mechanics that were later used for Yume Kōjō: Doki Doki Panic and Super Mario Bros. 2.[2]

Nintendo originally released a different game called Super Mario Bros. 2 on Japan's Family Computer Disk System in 1986 (later released as Super Mario Bros.: The Lost Levels for Super NES as part of Super Mario All-Stars). Its engine is an enhanced Super Mario Bros., with the same gameplay and more complex level designs, character features, and weather features. Some of the advanced level content had been culled from Vs. Super Mario Bros., a 1986 coin-operated arcade version of the original Super Mario Bros. for NES.[2][3]: 3  All of these factors combined to yield an incremental game design with significantly higher difficulty.

Also that year, the young subsidiary Nintendo of America was just beginning its launch of the new Nintendo Entertainment System and its flagship game, Super Mario Bros. This international adaptation of the Famicom platform had been deliberately rebranded in the wake of the American video game crash of 1983, a regional market recession which had not directly affected the mature Japanese market. Nintendo of America did not want the increasingly popular Mario series to be too difficult to a recovering, transfiguring, and expanding market — nor to be stylistically outdated by the time the Japanese Super Mario Bros. 2 could be eventually converted to the NES's cartridge format, localized, and mass-produced for America. Utilizing its regional autonomy to avoid risking the franchise's popularity in this nascent market, Nintendo of America declined the Japanese sequel's localization to America and instead requested a newer and more player-friendly Super Mario Bros. sequel for release outside Japan.[3]: 3 

Doki Doki Panic Edit

An early prototype with vertical scrolling was developed by Kensuke Tanabe,[4][5] designed by a team led by Shigeru Miyamoto, and programmed by Nintendo's frequent partner, SRD.[2] The first prototype's gameplay emphasizes vertically scrolling levels with two-player cooperative action: lifting, carrying, and throwing each other; lifting, carrying, throwing, stacking, and climbing objects; and incrementally scrolling the screen upward when reaching the top. Dissatisfied so far, Miyamoto then added the traditional horizontal scrolling, saying to "make something a little bit more Mario-like",[6] and saying "Maybe we need to change this up ... As long as it's fun, anything goes". However, the prototype software was too complex for Famicom hardware at the time, and the gameplay was still considered lacking, especially in single-player mode.[2]

Unwilling to compromise on gameplay, Tanabe suspended development of the prototype until eventually receiving instruction to use the Yume Kōjō festival mascots in a game. He recalls, "I remember being pulled over to Fuji Television one day, being handed a sheet with game characters on it and being told, 'I want you to make a game with this'." Tanabe re-implemented that prototype's elements in his new game, and released the advergame-themed Yume Kōjō: Doki Doki Panic for the Family Computer Disk System[2] in Japan on July 10, 1987.[7]

The title Yume Kōjō: Doki Doki Panic[c] is derived from "doki doki", a Japanese onomatopoeia for the sound of a quickly beating heart. The title and character concept were inspired by a license cooperation between Nintendo and Fuji Television to promote the broadcaster's Yume Kōjō '87 event, which showcased several of its latest TV shows and consumer products.[2] The Yume Kōjō festival's mascots became the game's protagonists: a family consisting of the boy Imajin, his girlfriend Lina, and his parents Mama and Papa. The rest of the game's characters, including the main villain named Mamu, were created by Nintendo for the project. Yume Kōjō: Doki Doki Panic takes place within a book with an Arabian setting. All four characters are optionally playable, though the game is not fully completed until the player clears all levels using each protagonist.

Conversion to Super Mario Bros. 2 Edit

Nintendo of America's Gail Tilden recalls that president Minoru Arakawa's request to convert the thematically unrelated Yume Kōjō: Doki Doki Panic into a Mario sequel was "odd" at first but not unusual for Nintendo, which had already converted a canceled Popeye prototype into Donkey Kong and reconceived that into Donkey Kong Jr. and Donkey Kong 3.[8] Summarizing Tanabe's recollections within a 2011 interview, Wired said "Although the initial concept for the game had been scrapped, the development of that original two-player cooperative prototype inspired all the innovative gameplay of Super Mario Bros. 2".[2]

For the international conversion into Super Mario Bros. 2, many graphical changes were made to the look, animation, and identity of the scenery and characters.[9][10] The R&D4 staff modified the character likenesses of Mario, Luigi, Princess Toadstool, and Toad, building them over their respective counterpart models of Imajin, Mama, Lina, and Papa. This marked the first time that Mario and Luigi had noticeably different heights,[3] and Miyamoto originated the scuttling animation of Luigi's legs, to justify the enhanced jumping ability seen in the corresponding Mama character.[11] Yume Kōjō: Doki Doki Panic needed only a few alterations for its conversion into the Mario series because its gameplay elements were already so heavily rooted in it: Starman for invincibility, the sound effects of coins and jumps, POW blocks, warp zones, and a soundtrack by Super Mario Bros. composer Koji Kondo.[12][13] To reduce the game's overall difficulty, the designers made minor technical changes. They opted not to retain Yume Kōjō: Doki Doki Panic's ultimate requirement to complete each level using each protagonist; therefore, this new Super Mario Bros. 2 can be completed in only one pass by any combination of characters. In the tradition of the Mario series, they added the ability to run by holding the B button.

 
Japanese logo, released as Super Mario USA

Super Mario Bros. 2 was first released in North America in September 1988.[14][15] In PAL regions, the game released the following year.[16] It was such a commercial success and its contributions so substantial over Yume Kōjō: Doki Doki Panic, that it was eventually re-released in Japan in 1992 with the title Super Mario USA.[2] Likewise, Nintendo later re-released the Japanese Super Mario Bros. 2 in America in the form of Super Mario Bros.: The Lost Levels, a part of the 1993 re-release compilation Super Mario All-Stars on the Super NES. Nintendo has continued to re-release both games, each with the official sequel title of Super Mario Bros. 2 in their respective regions.

Re-releases Edit

Super Mario All-Stars Edit

In 1993,[17] Nintendo released an enhanced Super Nintendo Entertainment System compilation titled Super Mario All-Stars. It includes the Super Mario Bros. games released for the Famicom/NES. The version of Super Mario Bros. 2 included in the compilation has modernized graphics and sound to match the Super NES's 16-bit capabilities, as well as minor alterations in some collision mechanics. It is possible to change the character after losing a single life, while the original version allows changing it only after completing a level or when the player loses all their lives and chooses "Continue", making the game more forgiving when choosing a character not adept at some specific level. The player begins with five lives instead of three, and the slot game gains an additional bonus: if the player obtains three sevens, the player wins 10 lives which is something that was not featured in the original NES version of the game. However, the game has a 99-life limit.

BS Super Mario USA Power Challenge Edit

In March–April 1996, Nintendo's partnership with the St.GIGA satellite radio station released an ura or gaiden version of the game for the Satellaview system, titled BS Super Mario USA Power Challenge[d]. Like all Satellaview games, it was released episodically in a number of weekly volumes,[18] only in Japan, and only in this format.[18]

It features 16-bit audiovisual enhancements to the 8-bit original in the fashion of Super Mario All-Stars, plus "SoundLink" narration (radio drama-style streaming voice data intended to guide players through the game and give helpful hints and advice) and broadcast CD-quality music. Due to the nature of SoundLink broadcasts, these games were only broadcast to players between 6:00 and 7:00 PM on broadcast dates, at which times players could download the game from the Events Plaza on the BS-X application cartridge.[18] A single rerun of the broadcasts was conducted in the same weekly format from June 3, 1996, to June 29, 1996, at 5:00 to 6:00 PM. The BS-X download location for the rerun changed to Bagupotamia Temple.[18]

While the underlying gameplay itself is largely similar, new and arranged content has been added. For instance, the BS version newly featured a score counter. Furthermore, at the beginning of the game, Mario is the only playable character. Later in the game, time-dependent events occur triggering, among other things, the possibility of using other characters. Another feature unique to the game is the inclusion of gold Mario statues (ten in total for each chapter) that are hidden in various locations (including Sub-Space). Collection of the statues in-game grants the player an extra life and refills the life meter. After clearing a level, the player could press "Select" to see some statistics such as the number of statues, coins, cherries, and mushrooms collected, as well as displaying which bosses had been defeated.

As a 4-volume broadcast, each week bore a different subtitle. These are the names of the volumes:

  • "I, Super Birdo"[e][19]
  • "Tryclyde's Secret Quicksand Surprise"[f][19]
  • "Fryguy on Pack Ice"[g][19]
  • "Wart's Trap, Look Out Mario Brothers"[h][19]

Super Mario Advance Edit

On March 21, 2001, Super Mario Bros. 2 received another release, based on the All-Stars remake, as part of Super Mario Advance, which also contains a remake of Mario Bros. Super Mario Advance was developed by Nintendo Research & Development 2,[20] and was a launch title for the Game Boy Advance. The Super Mario Advance version of Super Mario Bros. 2 includes several new features such as the addition of the enemy Robirdo, a robotic Birdo, replacing Mouser as the boss of World 3; the addition of the Yoshi Challenge, in which players may revisit stages to search for Yoshi Eggs; and a new point-scoring system, similar to that used in the aforementioned BS Super Mario USA Power Challenge. Graphical and audio enhancements appear in the form of enlarged sprites, multiple hit combos, digital voice acting, and such minor stylistic and aesthetic changes as an altered default health-meter level, boss-order, backgrounds, the size of hearts, Princess Toadstool being renamed to the now-standard "Princess Peach", and the inclusion of a chime to announce Stars.[21] The game was released for the Wii U Virtual Console on July 16, 2014, in Japan and later in North America on November 6, 2014.[22] It was released for the Nintendo Switch as a part of the Nintendo Switch Online + Expansion Pack membership plan on May 26, 2023.[23]

Super Mario Advance received a "Gold" sales award from the Entertainment and Leisure Software Publishers Association (ELSPA),[24] indicating sales of at least 200,000 copies in the United Kingdom.[25]

Reception Edit

Upon release, Super Mario Bros. 2 was the top-selling video game in the United States for fourteen consecutive months, from October 1988[40] through late 1988,[41][42][43] into 1989[44][45][46] through spring[47][48][49] and summer,[50][51][52] to November 1989.[53][54][55] By early 1990, 3.5 million copies were sold in the United States,[56] eventually totaling 7.46 million copies worldwide, making it the fourth highest-selling game ever released on the Nintendo Entertainment System.[57] Although only the fourth highest-selling NES game overall, it is the best-selling standalone NES game which was never a pack-in game.

Super Mario Bros. 2 received positive reviews from critics. Nintendo Power listed it as the eighth best Nintendo Entertainment System video game, mentioning that regardless of its predecessor not being in the Super Mario franchise, it was distinguished on its own merits and its unique takes on the franchise's signature format.[58] GamesRadar ranked it the 6th best NES game ever made. The staff complimented it and other third-generation games for being a greater improvement than sequels around 2012, which they thought had seen only small improvements.[59] Entertainment Weekly picked the game as the #6 greatest game available in 1991, saying: "The second and still the best of the Super Mario franchise".[60] In 1997 Electronic Gaming Monthly ranked the All-Stars edition as the 14th best console video game of all time, calling the level designs "unlike anything you've seen before" and highly praising the boss challenges.[61] In the Pak Source edition of Nintendo Power, which rated all NES games released in North America from October 1985 to March 1990, Super Mario Bros. 2 was among the only three games (aside Metroid and Mega Man 2) to receive the maximum score of 5 in at least one of the categories evaluated, which was not awarded to either Super Mario Bros. nor Super Mario Bros. 3.[62] It was awarded the score of 5 for both "Challenge" and "Theme Fun".[62]

The re-release as Super Mario Advance in 2001 received generally positive reviews, garnering an aggregate score of 84/100 on Metacritic.[63] One reviewer concluded "all nostalgia and historical influence aside, Super Mario Bros. 2 is still a game worth playing on the merits of its gameplay alone", and that "the only reason you may not want to pick it up is if ... you already own it in another form."[36] However, GameSpot thought that Super Mario Bros. 3 or Super Mario World would have been a better choice for a launch game considering their respective popularity;[64] both games were eventually also remade as part of the Super Mario Advance series. Conversely, IGN praised the choice, calling it "one of the most polished and creative platformers of the era".[21] The game was named one of the best NES games ever by IGN, saying that the game offers greater diversity in graphics and gameplay than the original, making it a great bridge game between the other NES Mario games.[65] ScrewAttack named Wart's battle theme in a list of the top ten best 8-Bit Final Boss Themes.[66] Game Informer placed the game 30th on their top 100 video games of all time in 2001.[67] In 2009, Official Nintendo Magazine ranked the game 27th on a list of greatest Nintendo games.[68]

Next Generation reviewed the Game Boy Advance version of the game, rating it three stars out of five, and stated that "This classic probably shouldn't have been brought back. It's well translated but hasn't aged gracefully."[31]

Legacy Edit

Many elements in Super Mario Bros. 2 have endured in subsequent sequels and in related franchise. The ability to lift and toss enemies and objects—a defining feature of its earliest prototype[2]—has become part of the permanent repertoire of the Super Mario franchise, appearing in numerous subsequent Super Mario games. The Wii U game Super Mario 3D World features the same playable characters with the same basic physical abilities from Super Mario Bros. 2.[36][69][70][71]

The New Super Mario Bros. series also includes elements and ideas originally proposed for the prototype of this game. The simultaneous multi-player elements originally prototyped, were finally realized in New Super Mario Bros. Wii, where up to four players can play competitively or cooperatively. This gameplay incorporates the competitive elements from the original Mario Bros., with the platforming of Super Mario Bros. Vertical scrolling multiplayer levels are frequent in this game and also the other games in the series that followed after the Wii release.

Many characters and features of Super Mario Bros. 2 have been assimilated into the greater Mario universe, such as Birdo, Pokey, Bob-omb, and Shy Guy.[36] This is the first game in which Princess Toadstool and Toad are playable characters. Princess Toadstool established a floating jump and stars in later Mario games such as Super Princess Peach.[36] Toad stars in later Mario games like Wario's Woods, New Super Mario Bros. Wii, and Captain Toad: Treasure Tracker. In Super Mario Bros. 2, Luigi became distinguished from Mario's form, especially his tall stature and scuttle jump.[3][36] The Super Smash Bros. series gained many direct homages to this game. The 1989 cartoon television show The Super Mario Bros. Super Show! is based on characters, settings, and music from Super Mario Bros. 2.

Notes Edit

  1. ^ Japanese: 夢工場ドキドキパニック, Hepburn: Yume Kōjo Doki Doki Panikku, lit. Dream Machine: Heartbeat Panic
  2. ^ Japanese: スーパーマリオUSA, Hepburn: Sūpā Mario USA
  3. ^ Japanese: 夢工場ドキドキパニック, Hepburn: Yume Kōjo Doki Doki Panikku, lit. Dream Machine: Heartbeat Panic
  4. ^ BSスーパーマリオUSA パワーチャレンジ, Bī Essu Sūpā Mario USA Pawā Charenji
  5. ^ 「あたしたち、スーパーキャサリンズ」, "Atashitachi, Sūpā Kyasarinzu"
  6. ^ 「ガブチョもびっくり流砂の秘密」, "Gabucho Mobikkuri Ryūsa no Himitsu"
  7. ^ 「氷の海でヒーボーボー」, Kōri no Umi de Hībōbō
  8. ^ 「マムーの罠,危うしマリオブラザーズ」, Mamū no Wana, Abunaushi Mario Burazāzu

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External links Edit

  •   Super Mario Bros. 2 at Wikibooks

super, mario, bros, this, article, about, international, sequel, super, mario, bros, japanese, sequel, super, mario, bros, lost, levels, other, uses, disambiguation, platform, video, game, developed, published, nintendo, nintendo, entertainment, system, first,. This article is about the international sequel to Super Mario Bros For the Japanese sequel see Super Mario Bros The Lost Levels For other uses see Super Mario Bros 2 disambiguation Super Mario Bros 2 is a platform video game developed and published by Nintendo for the Nintendo Entertainment System It was first released in North America in September 1988 and in the PAL region in 1989 Super Mario Bros 2North American box artDeveloper s Nintendo R amp D4Nintendo R amp D2 GBA Publisher s NintendoDirector s Kensuke TanabeProducer s Shigeru MiyamotoDesigner s Kensuke TanabeYasuhisa YamamuraHideki KonnoProgrammer s Toshihiko NakagoYasunori TaketaniToshio IwawakiArtist s Tadashi Sugiyama Yōichi KotabeComposer s Koji KondoSeriesSuper MarioPlatform s Nintendo Entertainment System Super Nintendo Entertainment System Game Boy AdvanceReleaseSeptember 1988 NES FamicomJP September 1988EU April 28 1989AU May 4 1989NA September 14 1992 Game Boy AdvanceJP March 21 2001NA June 11 2001PAL June 22 2001Genre s Platform Action adventure gameMode s Single playerAfter the smash hit Super Mario Bros in 1985 Nintendo quickly released a minor adaptation of the original with advanced difficulty titled Super Mario Bros 2 for its mature market in Japan in 1986 However Nintendo of America found this sequel too similar to its predecessor and its difficulty too frustrating for the nascent American market This prompted a second Super Mario Bros sequel based on Yume Kōjō Doki Doki Panic a Nintendo s 1987 Family Computer Disk System game which had been based on a prototype platforming game and released as an advergame for Fuji Television s Yume Kōjō 87 media technology expo The characters enemies and themes in Doki Doki Panic have the mascots and theme of the festival and were adapted into the Super Mario theme to make a second Super Mario Bros sequel Super Mario Bros 2 was a resounding success becoming the fifth best selling game on the NES and was critically well received for its design aspects and for differentiating the Mario series It was re released in Japan for the Famicom as Super Mario USA b 1992 and has been remade twice first included in the Super Mario All Stars 1993 collection for the Super NES and as Super Mario Advance 2001 for the Game Boy Advance It is included as part of the Nintendo Switch Online service Contents 1 Gameplay 2 Plot 3 Development 3 1 Background and conception 3 2 Doki Doki Panic 3 3 Conversion to Super Mario Bros 2 4 Re releases 4 1 Super Mario All Stars 4 2 BS Super Mario USA Power Challenge 4 3 Super Mario Advance 5 Reception 6 Legacy 7 Notes 8 References 9 External linksGameplay Edit Super Mario Bros 2 features some enemies and items from Yume Kōjō Doki Doki Panic The playable characters can now also lift and throw things to defeat enemies Super Mario Bros 2 is a 2D side scrolling platform game The objective is to navigate the player s character through the dream world Subcon and defeat the main antagonist Wart 1 3 4 Before each stage the player chooses one of four protagonists Mario Luigi Toad and Princess Toadstool All four characters can run jump and climb ladders or vines but each character possesses a unique strength that causes them to be controlled differently For example Luigi can jump the highest Princess Toadstool can float Toad s strength allows him to pick up items quickly and Mario represents the best balance between jumping and strength Unlike Super Mario Bros this game has no multiplayer functionality and no time limit The original only scrolls from left to right but this game can also scroll right to left and even vertically in some areas Unlike other Mario games the characters cannot defeat enemies by jumping on them but can stand on pick up and throw most enemies at each other to defeat them Other objects that can be thrown at enemies include vegetables pulled from the ground and mushroom blocks 1 13 16 The game consists of 20 different levels across the seven worlds comprising Subcon Each world has three levels except World 7 which has two 1 6 Each world has a particular theme that dictates the obstacles and enemies encountered in its levels such as desert areas with dangerous quicksand and snowy areas with slippery surfaces Levels contain multiple sections or rooms that are connected via doors or ladders Some rooms are accessible by entering certain jars Magic potions found in each level are used to temporarily access Sub space a reflected unscrollable area where the player can collect coins and Mushrooms that increase the character s maximum health In addition certain jars when entered in Sub space will warp the player to the later worlds skipping levels altogether Other items available include cherries which are collected in order to acquire a Star and the POW Block which can be used to quickly destroy all the enemies visible on the screen 1 17 21 The player must defeat a boss enemy at the end of each of the first six worlds then defeat Wart himself at the end of World 7 to complete the game The player starts Super Mario Bros 2 with three lives one of which is lost each time the player s character loses all health from enemy or hazard damage or when the character falls off the screen The player can replenish health by collecting floating hearts that appear upon defeating a certain number of enemies The player will receive a Game Over upon losing the last life though the player may continue up to twice in one game Extra lives may be obtained by collecting hidden 1 Up Mushrooms or by using the coins collected from Sub space to play the Bonus Chance minigame between the levels 1 9 10 19 22 Plot EditMario has a dream of a staircase leading to a mysterious door to a mysterious place A voice identifies the world as the dreamland of Subcon and asks for Mario s help in defeating the villainous frog named Wart a tyrant who has cursed Subcon and its people Mario suddenly awakes and decides to tell Luigi Toad and Princess Toadstool who all report experiencing the same dream The group goes on a picnic but discovers a cave with a long staircase Through a door at the top they are transported to Subcon revealing their dreams to have been real After defeating Wart the people of Subcon are freed and everyone celebrates Mario suddenly awakes in his bed unsure if these events were a dream He soon goes back to sleep Development EditBackground and conception Edit The idea was that you would have people vertically ascending and you would have items and blocks that you could pile up to go higher or you could grab your friend that you were playing with and throw them to try and continue to ascend the vertical scrolling gimmick wasn t enough to get us interesting gameplay Kensuke Tanabe at Game Developers Conference 2011 on the gameplay mechanics that were later used for Yume Kōjō Doki Doki Panic and Super Mario Bros 2 2 Nintendo originally released a different game called Super Mario Bros 2 on Japan s Family Computer Disk System in 1986 later released as Super Mario Bros The Lost Levels for Super NES as part of Super Mario All Stars Its engine is an enhanced Super Mario Bros with the same gameplay and more complex level designs character features and weather features Some of the advanced level content had been culled from Vs Super Mario Bros a 1986 coin operated arcade version of the original Super Mario Bros for NES 2 3 3 All of these factors combined to yield an incremental game design with significantly higher difficulty Also that year the young subsidiary Nintendo of America was just beginning its launch of the new Nintendo Entertainment System and its flagship game Super Mario Bros This international adaptation of the Famicom platform had been deliberately rebranded in the wake of the American video game crash of 1983 a regional market recession which had not directly affected the mature Japanese market Nintendo of America did not want the increasingly popular Mario series to be too difficult to a recovering transfiguring and expanding market nor to be stylistically outdated by the time the Japanese Super Mario Bros 2 could be eventually converted to the NES s cartridge format localized and mass produced for America Utilizing its regional autonomy to avoid risking the franchise s popularity in this nascent market Nintendo of America declined the Japanese sequel s localization to America and instead requested a newer and more player friendly Super Mario Bros sequel for release outside Japan 3 3 Doki Doki Panic Edit An early prototype with vertical scrolling was developed by Kensuke Tanabe 4 5 designed by a team led by Shigeru Miyamoto and programmed by Nintendo s frequent partner SRD 2 The first prototype s gameplay emphasizes vertically scrolling levels with two player cooperative action lifting carrying and throwing each other lifting carrying throwing stacking and climbing objects and incrementally scrolling the screen upward when reaching the top Dissatisfied so far Miyamoto then added the traditional horizontal scrolling saying to make something a little bit more Mario like 6 and saying Maybe we need to change this up As long as it s fun anything goes However the prototype software was too complex for Famicom hardware at the time and the gameplay was still considered lacking especially in single player mode 2 Unwilling to compromise on gameplay Tanabe suspended development of the prototype until eventually receiving instruction to use the Yume Kōjō festival mascots in a game He recalls I remember being pulled over to Fuji Television one day being handed a sheet with game characters on it and being told I want you to make a game with this Tanabe re implemented that prototype s elements in his new game and released the advergame themed Yume Kōjō Doki Doki Panic for the Family Computer Disk System 2 in Japan on July 10 1987 7 The title Yume Kōjō Doki Doki Panic c is derived from doki doki a Japanese onomatopoeia for the sound of a quickly beating heart The title and character concept were inspired by a license cooperation between Nintendo and Fuji Television to promote the broadcaster s Yume Kōjō 87 event which showcased several of its latest TV shows and consumer products 2 The Yume Kōjō festival s mascots became the game s protagonists a family consisting of the boy Imajin his girlfriend Lina and his parents Mama and Papa The rest of the game s characters including the main villain named Mamu were created by Nintendo for the project Yume Kōjō Doki Doki Panic takes place within a book with an Arabian setting All four characters are optionally playable though the game is not fully completed until the player clears all levels using each protagonist Conversion to Super Mario Bros 2 Edit Nintendo of America s Gail Tilden recalls that president Minoru Arakawa s request to convert the thematically unrelated Yume Kōjō Doki Doki Panic into a Mario sequel was odd at first but not unusual for Nintendo which had already converted a canceled Popeye prototype into Donkey Kong and reconceived that into Donkey Kong Jr and Donkey Kong 3 8 Summarizing Tanabe s recollections within a 2011 interview Wired said Although the initial concept for the game had been scrapped the development of that original two player cooperative prototype inspired all the innovative gameplay of Super Mario Bros 2 2 For the international conversion into Super Mario Bros 2 many graphical changes were made to the look animation and identity of the scenery and characters 9 10 The R amp D4 staff modified the character likenesses of Mario Luigi Princess Toadstool and Toad building them over their respective counterpart models of Imajin Mama Lina and Papa This marked the first time that Mario and Luigi had noticeably different heights 3 and Miyamoto originated the scuttling animation of Luigi s legs to justify the enhanced jumping ability seen in the corresponding Mama character 11 Yume Kōjō Doki Doki Panic needed only a few alterations for its conversion into the Mario series because its gameplay elements were already so heavily rooted in it Starman for invincibility the sound effects of coins and jumps POW blocks warp zones and a soundtrack by Super Mario Bros composer Koji Kondo 12 13 To reduce the game s overall difficulty the designers made minor technical changes They opted not to retain Yume Kōjō Doki Doki Panic s ultimate requirement to complete each level using each protagonist therefore this new Super Mario Bros 2 can be completed in only one pass by any combination of characters In the tradition of the Mario series they added the ability to run by holding the B button Japanese logo released as Super Mario USASuper Mario Bros 2 was first released in North America in September 1988 14 15 In PAL regions the game released the following year 16 It was such a commercial success and its contributions so substantial over Yume Kōjō Doki Doki Panic that it was eventually re released in Japan in 1992 with the title Super Mario USA 2 Likewise Nintendo later re released the Japanese Super Mario Bros 2 in America in the form of Super Mario Bros The Lost Levels a part of the 1993 re release compilation Super Mario All Stars on the Super NES Nintendo has continued to re release both games each with the official sequel title of Super Mario Bros 2 in their respective regions Re releases EditSuper Mario All Stars Edit Main article Super Mario All Stars In 1993 17 Nintendo released an enhanced Super Nintendo Entertainment System compilation titled Super Mario All Stars It includes the Super Mario Bros games released for the Famicom NES The version of Super Mario Bros 2 included in the compilation has modernized graphics and sound to match the Super NES s 16 bit capabilities as well as minor alterations in some collision mechanics It is possible to change the character after losing a single life while the original version allows changing it only after completing a level or when the player loses all their lives and chooses Continue making the game more forgiving when choosing a character not adept at some specific level The player begins with five lives instead of three and the slot game gains an additional bonus if the player obtains three sevens the player wins 10 lives which is something that was not featured in the original NES version of the game However the game has a 99 life limit BS Super Mario USA Power Challenge Edit In March April 1996 Nintendo s partnership with the St GIGA satellite radio station released an ura or gaiden version of the game for the Satellaview system titled BS Super Mario USA Power Challenge d Like all Satellaview games it was released episodically in a number of weekly volumes 18 only in Japan and only in this format 18 It features 16 bit audiovisual enhancements to the 8 bit original in the fashion of Super Mario All Stars plus SoundLink narration radio drama style streaming voice data intended to guide players through the game and give helpful hints and advice and broadcast CD quality music Due to the nature of SoundLink broadcasts these games were only broadcast to players between 6 00 and 7 00 PM on broadcast dates at which times players could download the game from the Events Plaza on the BS X application cartridge 18 A single rerun of the broadcasts was conducted in the same weekly format from June 3 1996 to June 29 1996 at 5 00 to 6 00 PM The BS X download location for the rerun changed to Bagupotamia Temple 18 While the underlying gameplay itself is largely similar new and arranged content has been added For instance the BS version newly featured a score counter Furthermore at the beginning of the game Mario is the only playable character Later in the game time dependent events occur triggering among other things the possibility of using other characters Another feature unique to the game is the inclusion of gold Mario statues ten in total for each chapter that are hidden in various locations including Sub Space Collection of the statues in game grants the player an extra life and refills the life meter After clearing a level the player could press Select to see some statistics such as the number of statues coins cherries and mushrooms collected as well as displaying which bosses had been defeated As a 4 volume broadcast each week bore a different subtitle These are the names of the volumes I Super Birdo e 19 Tryclyde s Secret Quicksand Surprise f 19 Fryguy on Pack Ice g 19 Wart s Trap Look Out Mario Brothers h 19 Super Mario Advance Edit On March 21 2001 Super Mario Bros 2 received another release based on the All Stars remake as part of Super Mario Advance which also contains a remake of Mario Bros Super Mario Advance was developed by Nintendo Research amp Development 2 20 and was a launch title for the Game Boy Advance The Super Mario Advance version of Super Mario Bros 2 includes several new features such as the addition of the enemy Robirdo a robotic Birdo replacing Mouser as the boss of World 3 the addition of the Yoshi Challenge in which players may revisit stages to search for Yoshi Eggs and a new point scoring system similar to that used in the aforementioned BS Super Mario USA Power Challenge Graphical and audio enhancements appear in the form of enlarged sprites multiple hit combos digital voice acting and such minor stylistic and aesthetic changes as an altered default health meter level boss order backgrounds the size of hearts Princess Toadstool being renamed to the now standard Princess Peach and the inclusion of a chime to announce Stars 21 The game was released for the Wii U Virtual Console on July 16 2014 in Japan and later in North America on November 6 2014 22 It was released for the Nintendo Switch as a part of the Nintendo Switch Online Expansion Pack membership plan on May 26 2023 23 Super Mario Advance received a Gold sales award from the Entertainment and Leisure Software Publishers Association ELSPA 24 indicating sales of at least 200 000 copies in the United Kingdom 25 Reception EditContemporary reviewsReview scoresPublicationScoreACE910 1000 26 Aktueller Software Markt9 12 27 Computer and Video Games97 28 Next Generation GBA 31 The Games Machine UK 92 29 Total 79 30 Mean Machines89 32 Retrospective reviewsAggregate scoreAggregatorScoreGameRankings81 33 Review scoresPublicationScoreEurogamer7 10 34 GameSpot8 10 35 IGN8 5 10 36 37 Jeuxvideo com19 20 38 Nintendo Life 39 Upon release Super Mario Bros 2 was the top selling video game in the United States for fourteen consecutive months from October 1988 40 through late 1988 41 42 43 into 1989 44 45 46 through spring 47 48 49 and summer 50 51 52 to November 1989 53 54 55 By early 1990 3 5 million copies were sold in the United States 56 eventually totaling 7 46 million copies worldwide making it the fourth highest selling game ever released on the Nintendo Entertainment System 57 Although only the fourth highest selling NES game overall it is the best selling standalone NES game which was never a pack in game Super Mario Bros 2 received positive reviews from critics Nintendo Power listed it as the eighth best Nintendo Entertainment System video game mentioning that regardless of its predecessor not being in the Super Mario franchise it was distinguished on its own merits and its unique takes on the franchise s signature format 58 GamesRadar ranked it the 6th best NES game ever made The staff complimented it and other third generation games for being a greater improvement than sequels around 2012 which they thought had seen only small improvements 59 Entertainment Weekly picked the game as the 6 greatest game available in 1991 saying The second and still the best of the Super Mario franchise 60 In 1997 Electronic Gaming Monthly ranked the All Stars edition as the 14th best console video game of all time calling the level designs unlike anything you ve seen before and highly praising the boss challenges 61 In the Pak Source edition of Nintendo Power which rated all NES games released in North America from October 1985 to March 1990 Super Mario Bros 2 was among the only three games aside Metroid and Mega Man 2 to receive the maximum score of 5 in at least one of the categories evaluated which was not awarded to either Super Mario Bros nor Super Mario Bros 3 62 It was awarded the score of 5 for both Challenge and Theme Fun 62 The re release as Super Mario Advance in 2001 received generally positive reviews garnering an aggregate score of 84 100 on Metacritic 63 One reviewer concluded all nostalgia and historical influence aside Super Mario Bros 2 is still a game worth playing on the merits of its gameplay alone and that the only reason you may not want to pick it up is if you already own it in another form 36 However GameSpot thought that Super Mario Bros 3 or Super Mario World would have been a better choice for a launch game considering their respective popularity 64 both games were eventually also remade as part of the Super Mario Advance series Conversely IGN praised the choice calling it one of the most polished and creative platformers of the era 21 The game was named one of the best NES games ever by IGN saying that the game offers greater diversity in graphics and gameplay than the original making it a great bridge game between the other NES Mario games 65 ScrewAttack named Wart s battle theme in a list of the top ten best 8 Bit Final Boss Themes 66 Game Informer placed the game 30th on their top 100 video games of all time in 2001 67 In 2009 Official Nintendo Magazine ranked the game 27th on a list of greatest Nintendo games 68 Next Generation reviewed the Game Boy Advance version of the game rating it three stars out of five and stated that This classic probably shouldn t have been brought back It s well translated but hasn t aged gracefully 31 Legacy EditMany elements in Super Mario Bros 2 have endured in subsequent sequels and in related franchise The ability to lift and toss enemies and objects a defining feature of its earliest prototype 2 has become part of the permanent repertoire of the Super Mario franchise appearing in numerous subsequent Super Mario games The Wii U game Super Mario 3D World features the same playable characters with the same basic physical abilities from Super Mario Bros 2 36 69 70 71 The New Super Mario Bros series also includes elements and ideas originally proposed for the prototype of this game The simultaneous multi player elements originally prototyped were finally realized in New Super Mario Bros Wii where up to four players can play competitively or cooperatively This gameplay incorporates the competitive elements from the original Mario Bros with the platforming of Super Mario Bros Vertical scrolling multiplayer levels are frequent in this game and also the other games in the series that followed after the Wii release Many characters and features of Super Mario Bros 2 have been assimilated into the greater Mario universe such as Birdo Pokey Bob omb and Shy Guy 36 This is the first game in which Princess Toadstool and Toad are playable characters Princess Toadstool established a floating jump and stars in later Mario games such as Super Princess Peach 36 Toad stars in later Mario games like Wario s Woods New Super Mario Bros Wii and Captain Toad Treasure Tracker In Super Mario Bros 2 Luigi became distinguished from Mario s form especially his tall stature and scuttle jump 3 36 The Super Smash Bros series gained many direct homages to this game The 1989 cartoon television show The Super Mario Bros Super Show is based on characters settings and music from Super Mario Bros 2 Notes Edit Japanese 夢工場ドキドキパニック Hepburn Yume Kōjo Doki Doki Panikku lit Dream Machine Heartbeat Panic Japanese スーパーマリオUSA Hepburn Supa Mario USA Japanese 夢工場ドキドキパニック Hepburn Yume Kōjo Doki Doki Panikku lit Dream Machine Heartbeat Panic BSスーパーマリオUSA パワーチャレンジ Bi Essu Supa Mario USA Pawa Charenji あたしたち スーパーキャサリンズ Atashitachi Supa Kyasarinzu ガブチョもびっくり流砂の秘密 Gabucho Mobikkuri Ryusa no Himitsu 氷の海でヒーボーボー Kōri no Umi de Hibōbō マムーの罠 危うしマリオブラザーズ Mamu no Wana Abunaushi Mario BurazazuReferences Edit a b c d e Super Mario Bros 2 U instruction manual PDF First ed United States Nintendo of America Inc 1988 Archived PDF from the original on October 26 2019 Retrieved February 16 2020 a b c d e f g h i Kohler Chris April 3 2011 The Secret History of Super Mario Bros 2 Wired Archived from the original on April 5 2011 Retrieved May 6 2019 via Ars Technica a b c d McLaughlin Rus September 14 2010 IGN Presents The History of Super Mario Bros IGN Archived from the original on November 9 2019 Retrieved April 9 2014 Tanabe Kensuke May 18 2004 Interview Kensuke Tanabe Talks Metroid Prime 2 Echoes Interview Interviewed by Jonathan Metts Daniel Bloodworth Matt Cassamassina Nintendo World Report Archived from the original on November 5 2013 Retrieved January 11 2014 クリエイターズファイル 第101回 Gpara com February 10 2003 Archived from the original on September 30 2011 Retrieved January 11 2011 Kohler Chris The Secret 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April 10 2010 ScrewAttack Top Ten 8 Bit Boss Themes ScrewAttack s Top 10 ScrewAttack Archived from the original on January 5 2012 Retrieved April 11 2010 Cork Jeff Game Informer s Top 100 Games Of All Time Circa Issue 100 Game Informer Archived from the original on September 24 2020 Retrieved November 30 2020 East Tom February 24 2009 100 Best Nintendo Games Part 4 Official Nintendo Magazine Future plc Archived from the original on February 26 2009 Retrieved September 9 2022 Mario s Basic Moves Nintendo Power Strategy Guide Vol SG1 no 13 Nintendo 1990 p 4 Full Coverage Super Mario 64 Nintendo Power No 88 Nintendo September 1996 pp 14 23 Miller Skyler Super Mario World Review Allgame Archived from the original on February 16 2010 Retrieved July 13 2009 External links Edit Super Mario Bros 2 at Wikibooks Portals Video games 1980s 1990s Retrieved from https en wikipedia org w index php title Super Mario Bros 2 amp oldid 1172437797 Development, wikipedia, wiki, book, books, library,

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