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{{Short description|1988 video game}} | |||
{{distinguish|New Super Mario Bros. 2|Mario Bros. II}} | |||
{{ |
{{About|the international sequel to ''Super Mario Bros''|the Japanese sequel|Super Mario Bros.: The Lost Levels{{!}}''Super Mario Bros.: The Lost Levels''|other uses|Super Mario Bros. 2 (disambiguation)}} | ||
{{Redirect|Mario 2|other uses|Mario II (disambiguation){{!}}Mario II}} | |||
{{Use mdy dates|date=January 2019}} | |||
{{Infobox video game | {{Infobox video game | ||
| title = Super Mario Bros. 2 | |||
|image=] | |||
| image = Super Mario Bros. 2 box art.png | |||
|caption=North American box art, with ] holding a vegetable | |||
| alt = Mario jumps into the air holding a turnip, with the game's logo on the top and the tagline "Mario Madness" on the bottom. | |||
|developer=] | |||
| caption = North American box art | |||
|publisher=] | |||
| developer = ]<br />] (GBA) | |||
|director=]<ref name="director" /> | |||
| publisher = ] | |||
|producer=] | |||
| director = ] | |||
|composer=]<ref name="composer" /> | |||
| producer = ] | |||
|series=] | |||
| artist = ] <br />] | |||
|platforms=], ], ], ] | |||
| designer = Kensuke Tanabe<br />]<br />] | |||
|released={{collapsible list|title=September 1, 1988|titlestyle=font-weight:normal;font-size:12px;background:transparent;text-align:left|'''NES'''<br>{{vgrelease|NA=October 1988|EU=April 28, 1989|AUS=May 1989}}{{vgrelease|JP=September 14, 1992}}'''SNES'''<br>{{vgrelease|JP=July 14, 1993|NA=August 2, 1993|EU=December 16, 1993}}'''Game Boy Advance'''<br>{{vgrelease|JP=March 21, 2001|NA=June 10, 2001|EU=June 22, 2001}}'''Virtual Console'''<br>{{vgrelease|PAL=May 25, 2007}}{{vgrelease|NA=July 2, 2007}}{{vgrelease|JP=August 10, 2007}}}} | |||
| programmer = Toshihiko Nakago<br />Yasunori Taketani<br />Toshio Iwawaki | |||
|genre=] | |||
| composer = ] | |||
|modes=] | |||
| series = '']'' | |||
|ratings={{vgratings|ACB=G|CERO=A|ESRB=E|PEGI=3+}} | |||
| platforms = ], ] | |||
| released = {{collapsible list|title=September 1988| | |||
'''NES/Famicom'''<br />{{Video game release|NA|September 1988|PAL|April 28, 1989|JP|September 14, 1992}} | |||
'''Game Boy Advance'''<br />{{Video game release|JP|March 21, 2001|NA|June 11, 2001|PAL|June 22, 2001}} | |||
}} | }} | ||
| genre = ] | |||
'''''Super Mario Bros. 2''''', often abbreviated '''''SMB2''''' (known in Japan as '''''Super Mario USA'''''), is a ] developed and published by ] for the ] as a sequel to the 1985 game '']'' The game was also remade as part of the '']'' collection for the ] (SNES), released on August 1, 1993 in North America and December 16, 1993 in Europe. It was rereleased on the ]'s ] in Europe, Australia and New Zealand on May 25, 2007 and the U.S. on July 2, 2007. | |||
| modes = ] | |||
}} | |||
'''''Super Mario Bros. 2''''' is a 1988 ] developed and published by ] for the ]. After the smash hit '']'' in 1985, Nintendo quickly released a minor adaptation of the original with advanced difficulty titled '']'', for its mature market in Japan in 1986. However, ] 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 {{nihongo foot|'''''Yume Kōjō: Doki Doki Panic''''',|夢工場ドキドキパニック|Yume Kōjō Doki Doki Panikku|lit. ''Dream Machine: Heartbeat Panic''|lead=yes|group=lower-alpha}} Nintendo's 1987 ] game which had been based on a prototype platforming game and released as an ] for ]'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 ] ''Super Mario Bros.'' sequel. | |||
''Super Mario Bros. 2'' was a resounding success, becoming the ], and was critically well-received for its design aspects and for differentiating the '']'' series. It was re-released in Japan for the Famicom as {{Nihongo foot|'''''Super Mario USA'''''|スーパーマリオUSA|Sūpā Mario USA||group=lower-alpha|lead=yes}}<!-- Placed in the notes per WP:JFN. --> (1992), and has been remade twice, first included in the '']'' (1993) collection for the ], and as '']'' (2001) for the ]. It is included as part of the ] and ] services. | |||
''Super Mario Bros. 2'' initially started out as a demo for a vertically scrolling, two-player, cooperative-action game that was scrapped.<ref name="Secret"></ref> The reasons included the technical limitations of the NES hardware making it difficult to produce a polished game featuring a vertical orientation and multiplayer features conceived for the project. It was decided to add more Mario-like elements, such as horizontal levels (though many vertically-oriented levels were retained in the final project). Being that the game had gone through some development, ] created the game '']'' for the ] during its agreement with the ] company. The game was changed in order to fit with the theme of the mascots of the company and their adventure. | |||
== Gameplay == | |||
After Nintendo of America had concluded that ] was too difficult, Nintendo redeveloped ''Yume Kōjō: Doki Doki Panic'' into ''Super Mario Bros. 2'' for the international market outside of Japan.<ref name="Secret"/> After its release, the game became a commercial success, and eventually the game became well received enough that it was also released in Japan as well. After performing successful sales, ''Super Mario Bros. 2'' has since been considered a classic ''Super Mario Bros.'' game around the world (including Japan), and has since been released in many remakes including to being one of the ''Mario'' games featured in '']'', and as well as having its own remake in ''Super Mario Advance''. | |||
] | |||
''Super Mario Bros. 2'' is a ] ] ]. The objective is to navigate the ] through the ] Subcon and defeat the main antagonist Wart.{{sfn|Nintendo of America|1988|pp=3-4}} Before each stage, the player chooses one of four protagonists: ], ], ], and ]. All four characters can run, jump, and climb ladders or vines, but each character possesses a unique advantage that causes them to be controlled differently. For example, Mario has balanced speed, jumping height, and strength; Luigi can jump the highest, but moves slightly slower and has weaker strength; Princess Toadstool can float because of her dress but has the lowest speed and strength; Toad has the highest speed and strength, which allows him to pick up items quickly, but jumps the lowest. Unlike '']'', this game has no ] 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.{{sfn|Nintendo of America|1988|pp=13-16}} | |||
The game consists of 20 different ] across the seven worlds comprising Subcon. Each world has three levels, except World 7, which has two.{{sfn|Nintendo of America|1988|p=6}} Each world has a particular theme that dictates the obstacles and enemies encountered in its levels, such as desert areas with dangerous ] 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 ]. Magic potions found in each level are used to temporarily access "Sub-space", a reflected, unscrollable area where the player can collect coins and ] that increase the character's maximum ]. In addition, certain jars, when entered in Sub-space, will ] the player to the later worlds, skipping levels altogether. Other items available include cherries, which are collected in order to acquire a ]; the POW Block, which can be used to destroy all the enemies visible on the screen quickly; and a stopwatch that can stop enemies from moving for a short period of time.{{sfn|Nintendo of America|1988|pp=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. | |||
==Gameplay== | |||
] | |||
The player starts ''Super Mario Bros. 2'' with three ], 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, represented by hearts. The player can replenish health by collecting floating hearts that appear upon defeating a certain number of enemies. The player will receive a ] upon losing the last life, though the player may ] 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 ] between the levels.{{sfn|Nintendo of America|1988|pp=9–10,19,22}} | |||
''Super Mario Bros. 2'' is set in the dream-land known as Subcon. Mario's task is to free Subcon from ], the game's final boss. | |||
== Plot == | |||
The game is a side-scrolling platform game. At the beginning of each stage, the player is given a choice of four protagonists to control: ], ], ], and ]. Each character has different strengths; Mario runs faster; Luigi can jump the highest of the four; Toad can run and pluck vegetables the fastest but can't jump well; and Peach can jump the farthest, due to her ability to hover for a short time, though she is the slowest runner and slowest at plucking items from the ground. All characters have the ability to increase the height of their jump by ducking briefly before they jump. | |||
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 == | |||
Unlike the previous and following Mario games, no enemies can be defeated by jumping on them. Instead, the player character must throw objects at enemies, such as vegetables plucked from the ground. Certain opponents can be picked up and thrown as well, and several levels feature blocks marked with the word "POW", which when picked up and thrown kill all the enemies on screen at impact, similar to the one in ] | |||
=== Background and conception === | |||
{{Quote box|width=33%|quote=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.|source=—] at ] 2011, on the gameplay mechanics that were later used for ''Yume Kōjō: Doki Doki Panic'' and ''Super Mario Bros. 2''.<ref name="Secret History of SMB2" />}} | |||
Nintendo originally released a different game called ''Super Mario Bros. 2'' on Japan's ] in 1986 (later released as '']'' for ] as part of '']''). Its engine is an enhanced '']'', with the same gameplay and more complex level designs, character features, and weather features. Some of the advanced level content had been culled from '']'', a 1986 coin-operated arcade version of the original ''Super Mario Bros.'' for NES.<ref name="Secret History of SMB2" /><ref name="History of SMB at IGN">{{cite web|url=http://www.ign.com/articles/2010/09/14/ign-presents-the-history-of-super-mario-bros|title=IGN Presents The History of Super Mario Bros.|last=McLaughlin|first=Rus|website=IGN|date=September 14, 2010|access-date=April 9, 2014|archive-date=November 9, 2019|archive-url=https://web.archive.org/web/20191109000531/https://www.ign.com/articles/2010/09/14/ign-presents-the-history-of-super-mario-bros|page=3|url-status=live}}</ref> All of these factors combined to yield an incremental game design with significantly higher difficulty. | |||
The game features a life meter, a then-unusual feature in the series. The player begins each stage with two points of health, represented by red hexagons (in remakes, they are shaped like hearts), and can increase the number of health points in the meter by collecting mushrooms. Health can be replenished by floating hearts, which appear after a certain number of opponents have been defeated. The invincibility star from the ] appears, with a player needing to collect five pairs of cherries to acquire it. | |||
Also that year, the young subsidiary ] was just beginning its launch of the new ] and its flagship game, ''Super Mario Bros.'' This international adaptation of the Famicom platform had been deliberately rebranded in the wake of the American ], a regional market recession which had not directly affected the mature Japanese market. Nintendo of America did not want the increasingly popular ] 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.<ref name="History of SMB at IGN" /> | |||
Each stage contains one or more hidden flasks of potion. When plucked and thrown, a potion creates a door to Sub-Space, an alternate world in which coins are collected instead of vegetables when plucked. The mushrooms used to increase the health meter can also be found here. The player automatically leaves Sub-Space after a short time. The coins collected are used in a ] mini-game played between stages. This mini-game is the chief means of obtaining additional lives. In addition to the mushrooms and slot machine coins, several Sub-Spaces are also used as ]s; these involve the use of vases as pipes.<ref name="ign-history">{{cite web|url=http://retro.ign.com/articles/833/833615p2.html|title=IGN Presents The History of Super Mario Bros.|last=McLaughlin|first=Rus|accessdate=2009-04-13}}</ref> | |||
=== ''Doki Doki Panic'' === | |||
==Development== | |||
An early prototype with vertical scrolling was developed by ],<ref name="director">{{cite interview |url=http://www.nintendoworldreport.com/interview/2181 | url-status=dead | archive-url=https://web.archive.org/web/20131105143103/http://www.nintendoworldreport.com/interview/2181 |archive-date=November 5, 2013 | interviewer1=Jonathan Metts |interviewer2=Daniel Bloodworth |interviewer3=Matt Cassamassina | first=Kensuke | last=Tanabe | subject-link=Kensuke Tanabe | title=Interview – Kensuke Tanabe Talks Metroid Prime 2: Echoes |date=May 18, 2004 |publisher=Nintendo World Report |access-date=January 11, 2014}}</ref><ref name="gpara">{{cite web |url=http://www.gpara.com/contents/creator/bn_101.htm |title=クリエイターズファイル 第101回 |date=February 10, 2003 |publisher=Gpara.com |access-date=January 11, 2011 |archive-date=September 30, 2011 |archive-url=https://web.archive.org/web/20110930045013/http://www.gpara.com/contents/creator/bn_101.htm |url-status=dead }}</ref> designed by a team led by ], and programmed by Nintendo's frequent partner, SRD, shortly after Tanabe was hired in April 1986.<ref name="Secret History of SMB2" /> 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",<ref>{{Cite magazine|url = https://www.wired.com/2011/04/super-mario-bros-2/|title = The Secret History of Super Mario Bros. 2|magazine = Wired|last1 = Kohler|first1 = Chris|access-date = July 2, 2021|archive-date = December 28, 2016|archive-url = https://web.archive.org/web/20161228000622/https://www.wired.com/2011/04/super-mario-bros-2/|url-status = live}}</ref> 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.<ref name="Secret History of SMB2" /> | |||
{{Infobox video game | |||
|title=Yume Kōjō: Doki Doki Panic | |||
|image=] | |||
|developer=] | |||
|publisher=]<br>] | |||
|director=]<ref name="gpara" /> | |||
|producer=] | |||
|composer=] | |||
|platforms=] | |||
|released={{Vgrelease|JP=July 10, 1987}} | |||
|modes=] | |||
}} | |||
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 ]-themed ''Yume Kōjō: Doki Doki Panic'' for the ]<ref name="Secret History of SMB2">{{cite magazine | url=https://arstechnica.com/gaming/news/2011/04/the-secret-history-of-super-mario-bros-2.ars | title=The Secret History of Super Mario Bros. 2 | date=April 3, 2011 | first=Chris | last=Kohler | via=] | magazine=] | access-date=May 6, 2019 | archive-date=April 5, 2011 | archive-url=https://web.archive.org/web/20110405175127/http://arstechnica.com/gaming/news/2011/04/the-secret-history-of-super-mario-bros-2.ars | url-status=live }}</ref> in Japan on July 10, 1987.<ref>{{cite web |title=夢工場ドキドキパニック |trans-title=Dream Factory Pounding Panic |url=https://mediaarts-db.bunka.go.jp/id/M727630 |website=Media Arts Database |publisher=] |access-date=17 June 2021 |archive-date=June 24, 2021 |archive-url=https://web.archive.org/web/20210624200103/https://mediaarts-db.bunka.go.jp/id/M727630 |url-status=live }}</ref> | |||
Nintendo of Japan's official sequel to '']'' was released in Japan as '']'' in 1986. Visually, it looked like '']'', with the same basic game format but with a completely different level design that delivers a higher difficulty setting.<ref name="ign-history"/> Nintendo of America disliked the Japanese ''Super Mario Bros. 2'', which they found to be frustratingly difficult and otherwise little more than a modification of ''Super Mario Bros.'' As they did not want to risk the franchise's popularity, they canceled its stateside release and eventually decided on helping the original Japanese developers to revise a Japanese ] game titled {{Nihongo|'''''Yume Kōjō: Doki Doki Panic'''''|]|Yume Kōjō: Doki Doki Panikku|"Dream Factory: Heart-Pounding Panic"}} into ''Super Mario Bros. 2''.<ref name="ign-history"/> | |||
The title {{nihongo foot|''Yume Kōjō: Doki Doki Panic''|夢工場ドキドキパニック|Yume Kōjō Doki Doki Panikku|lit. ''Dream Machine: Heartbeat Panic''|lead=yes|group=lower-alpha}} is derived from "doki doki", a Japanese ] for the sound of a quickly beating heart. The title and character concept were inspired by a license cooperation between Nintendo and ] to promote the broadcaster's Yume Kōjō '87 event, which showcased several of its latest TV shows and consumer products.<ref name="Secret History of SMB2" /> 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 ] setting. All four characters are optionally playable, though the game is not fully completed until the player clears all levels using each protagonist. | |||
''Doki Doki Panic'' originally started as a prototype developed by Kensuke Tanabe. The prototype emphasized vertically scrolling levels and throwing blocks. Notably, it was originally intended to be a two player co-op game allowing players to toss each other around. The gameplay was considered not fun enough at the time and was scrapped until later when Tanabe received instruction to use the Yume Kōjō mascots in a game, at which point he expanded the gameplay and developed ''Doki Doki Panic''.<ref name="arstec">{{cite web |url=http://arstechnica.com/gaming/news/2011/04/the-secret-history-of-super-mario-bros-2.ars |title=The Secret History of Super Mario Bros. 2 |date=3 April 2011 |publisher=wired.com |accessdate=3 April 2011}}</ref> | |||
=== Conversion to ''Super Mario Bros. 2'' === | |||
''Yume Kōjō: Doki Doki Panic'' is a platforming game that follows a family of four, each with different abilities, on a quest to rescue kidnapped kids in a fantasy world. The title was a license cooperation between Nintendo and ] to promote the broadcaster's Yume Kōjō '87 event, which showcased several of their latest TV shows and other products at the time. The game features the mascots of the Yume Kōjō festival – a family consisting of siblings Imajin and Lina and their parents, Papa and Mama – as protagonists. The rest of the characters, including the main villain, Mamu, are creations by Nintendo for the game. ''Yume Kōjō: Doki Doki Panic'' takes place within a book with an ] setting. All four characters are playable, and the game is not fully completed until the player clears all levels with each protagonist. In the American version of ''Super Mario Bros. 2'', Mario, Luigi, Peach, and Toad were built on Imajin, Mama, Lina, and Papa's models, respectively, marking the first time that Mario and Luigi had noticeably different heights.<ref name="ign-history"/> Because Tanabe's original prototype already contained Mario-like features, ''Yume Kōjō: Doki Doki Panic'' naturally features many elements from the Mario universe, such as Starmen, coin and jumping sound effects, the POW blocks and ]. Additionally, the game's soundtrack was composed by ],<ref>{{Cite video game |developer=] |publisher=] |title=Yume Kōjō: Doki Doki Panic |date=10 July 1987 |scene=staff credits}}</ref> the original ''Super Mario Bros.'' composer, and needed only a few alterations and new compositions throughout the conversion.<ref name="composer">{{cite album-notes |url=http://vgmdb.net/album/4341 |title=Nintendo Sound Selection vol.3 Luigi: B-Side Music |year=2005 |publisher=Scitron Digital Contents Inc.}}</ref> Both ''Yume Kōjō: Doki Doki Panic'' and ''Super Mario Bros. 2'' were directed by ].<ref name="director">{{cite web |url=http://www.nintendoworldreport.com/interview/2181 |archiveurl=http://www.webcitation.org/5sfp8s6Ll |archivedate=11 September 2010 |title=Interview - Kensuke Tanabe Talks Metroid Prime 2: Echoes |author= |date=18 May 2004 |publisher=] |accessdate=11 September 2010}}</ref><ref name="gpara">{{cite web |url=http://www.gpara.com/contents/creator/bn_101.htm |title=クリエイターズファイル 第101回 |date=10 February 2003 |publisher=Gpara.com |accessdate=11 January 2011}}</ref> | |||
Nintendo of America's ] recalls that president ]'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 '']'' prototype into '']'' and reconceived that into '']'' and '']''.<ref name="SMB2 Boss Fight">{{cite book | title=Super Mario Bros. 2 | first1=Jon | last1=Irwin | others=], foreword | series=Boss Fight Books | issue=6 | location=Los Angeles | publisher=Boss Fight Books | date=2014 | isbn=978-1-940535-05-0 | oclc=992145732 }}</ref> 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''".<ref name="Secret History of SMB2" /> | |||
For the international conversion into ''Super Mario Bros. 2'', many graphical changes were made to the scenery and characters' look, animation, and identity.<ref name="The strange truth">{{cite web | title=Doki Doki Panic: The strange truth behind Super Mario Bros. 2 | author=Mike | website=Progressive Boink | date=January 24, 2003 | url=http://www.progressiveboink.com/archive/dokidokipanic.html | url-status=dead | archive-url=https://web.archive.org/web/20070622094121/http://www.progressiveboink.com/archive/dokidokipanic.html | archive-date=June 22, 2007 | access-date=February 8, 2015}}</ref><ref name="SMB2 to DDP at TMK">{{cite web | title=From Doki Doki Panic to Super Mario Bros. 2 | publisher=The Mushroom Kingdom | url=http://themushroomkingdom.net/smb2_ddp.shtml | access-date=August 1, 2014 | archive-date=July 25, 2008 | archive-url=https://web.archive.org/web/20080725023959/http://themushroomkingdom.net/smb2_ddp.shtml | url-status=live }}</ref> 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,<ref name="History of SMB at IGN" /> and Miyamoto originated the scuttling animation of Luigi's legs, to justify the enhanced jumping ability seen in the corresponding Mama character.<ref>{{cite web|url=http://www.gonintendo.com/?mode=viewstory&id=205582|title=Konno discusses how Luigi got his infamous leg flutter jump|work=GoNintendo|date=June 18, 2013|access-date=June 18, 2013|archive-date=October 13, 2013|archive-url=https://web.archive.org/web/20131013142903/http://www.gonintendo.com/?mode=viewstory&id=205582|url-status=live}}</ref> ''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: ] for invincibility, the sound effects of coins and jumps, POW blocks, warp zones, and a soundtrack by ''Super Mario Bros.'' composer ].<ref>{{Cite video game |developer=] |publisher=] |title=Yume Kōjō: Doki Doki Panic |date=July 10, 1987 |scene=staff credits}}</ref><ref name="composer">{{cite AV media notes |url=http://vgmdb.net/album/4341 |title=Nintendo Sound Selection vol.3 Luigi: B-Side Music |year=2005 |publisher=Scitron Digital Contents Inc. |access-date=September 11, 2010 |archive-date=June 20, 2010 |archive-url=https://web.archive.org/web/20100620225807/http://vgmdb.net/album/4341 |url-status=live }}</ref> 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. A late prototype of the game covering these changes was exhibited in the first issue of ], dated July/August 1988.<ref name="1NP6">{{cite magazine |title=Nintendo Power Issue #1 |date=July-August 1988 |url=https://archive.org/details/nintendo_power_issue1/page/n5/mode/2up |page=6 |magazine=] |publisher=] |via= the Internet Archive}}</ref> In the tradition of the ''Mario'' series, they added the ability to run by holding the B button. | |||
The Western version of ''Super Mario Bros. 2'' was such a success that it was eventually released in Japan in 1992 under the title {{Nihongo|''Super Mario USA''|スーパーマリオUSA|Sūpā Mario USA}}, and in 1993 a 16-bit remake of the Japanese game was released to the rest of the world as ''Super Mario Bros.: The Lost Levels'' as part of ''Super Mario All-Stars''. | |||
] | |||
===Re-releases=== | |||
''Super Mario Bros. 2'' was first released in North America in September 1988.<ref>{{cite magazine|url=https://nparchive.wordpress.com/2015/07/31/nintendo-power-5/#jp-carousel-725|title=The Complete NES Game Pak Directory (special edition)|magazine=]|publisher=Nintendo of America|date=March–April 1989|page=A5|access-date=March 31, 2023|archive-date=March 31, 2023|archive-url=https://web.archive.org/web/20230331230229/https://nparchive.wordpress.com/2015/07/31/nintendo-power-5/#jp-carousel-725|url-status=dead}}</ref><ref>{{cite magazine |title=Availability Update |magazine=]|volume=7 |issue=7 |date=October 15, 1988 |page=8 |url=https://retrocdn.net/images/a/a3/ComputerEntertainer_US_Vol.7_07.pdf#page=8}}</ref> In ]s, the game released the following year.<ref name="Nintendo Power 2010 calendar">{{cite magazine|title=Nintendo Power 2010 calendar |magazine=] |publisher=]|year=2009}}</ref> 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''.<ref name="Secret History of SMB2" /> 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 '']'' 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. | |||
In 1993,<ref>{{cite web |url=http://www.gamespot.com/snes/action/supermariocollection/index.html?tag=result;title;0 |title=SNES: Super Mario All-Stars |accessdate=2008-08-27|publisher=]}}</ref> Nintendo released an enhanced ] compilation titled '']''. It included all of the ''Super Mario Bros.'' games released for the Nintendo Entertainment System and Family Computer. The version of ''Super Mario Bros. 2'' included in the compilation had improved graphics and sound to match the SNES's 16-bit capabilities, as well as minor alterations in some collision mechanics. Among other enhancements, it was also possible to change the character after losing a single life, while the original version allowed to change it only after completing a level or when the player lost all its lives and chose "Continue", making the game much more forgiving when choosing a character not adept at some specific level. Also, the player began with 5 lives instead of 3, and the slot game gained an additional character: if one could get three "7", the player could win ten lives. | |||
== Re-releases == | |||
In March–April 1996, Nintendo (in collaboration with the ] satellite radio station) released an '']''- or '']''-version of the game for the ] system featuring graphical enhancements similar to '']''. This new game was entitled {{nihongo|''BS Super Mario USA Power Challenge''|BSスーパーマリオUSA パワーチャレンジ}}, and like all Satellaview titles it was released episodically in a number of weekly volumes.<ref name=kameb>{{cite web|url = http://www.f3.dion.ne.jp/~kameb/satella/st_prg/st_prg.htm|title = スーパーファミコンアワー番組表|publisher = The Satellaview History Museum|language = Japanese|date = 12 February 2008|last = Kameb|accessdate = 29 March 2009}}</ref> ''BS Super Mario USA Power Challenge'' was never released outside of Japan and as with all other Satellaview titles it has never been re-released as a stand-alone title. The game exists today solely in ]-format and is traded online by Satellaview emulation enthusiasts.<ref name=kameb/> | |||
=== ''Super Mario All-Stars'' === | |||
{{Main|Super Mario All-Stars}} | |||
In 1993,<ref>{{cite web |url=http://www.gamespot.com/snes/action/supermariocollection/index.html?tag=result;title;0 |archive-url=https://archive.today/20120702214351/http://www.gamespot.com/snes/action/supermariocollection/index.html?tag=result;title;0 |url-status=dead |archive-date=July 2, 2012 |title=SNES: Super Mario All-Stars |access-date=August 27, 2008 |website=] }}</ref> Nintendo released an enhanced ] 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'' === | ||
In March–April 1996, Nintendo's partnership with the ] satellite radio station released an '']'' or '']'' version of the game for the ] system, titled {{nihongo foot|''BS Super Mario USA Power Challenge''|BSスーパーマリオUSA パワーチャレンジ|Bī Essu Sūpā Mario USA Pawā Charenji|group=lower-alpha}}. Like all Satellaview games, it was released episodically in a number of weekly volumes,<ref name=kameb>{{cite web|url = http://www.f3.dion.ne.jp/~kameb/satella/st_prg/st_prg.htm|script-title = ja:スーパーファミコンアワー番組表|publisher = The Satellaview History Museum|language = ja|date = February 12, 2008|last = Kameb|access-date = March 29, 2009|url-status = dead|archive-url = https://web.archive.org/web/20120401183851/http://www.f3.dion.ne.jp/~kameb/satella/st_prg/st_prg.htm|archive-date = April 1, 2012|df = mdy-all}}</ref> only in Japan, and only in this format.<ref name=kameb /> | |||
It features 16-bit audiovisual enhancements to the 8-bit original in the fashion of ''Super Mario All-Stars'', plus "]" narration (]-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 ].<ref name=kameb /> 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.<ref name=kameb /> | |||
In 2001, ''Super Mario Bros. 2'' received another release (this time based on the ''All-Stars'' remake) as part of ''Super Mario Advance'' (which also contained a remake of '']''). ''Super Mario Advance'' was developed by ],<ref>{{cite web |url=http://us.wii.com/iwata_asks/mario25th/vol3_page1.jsp |title=Joining Nintendo After Super Mario |date=13 September 2010 |work=Iwata Asks: Super Mario Bros. 25th Anniversary |publisher=] |accessdate=19 January 2011}}</ref> and was a launch title for the ]. 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 acting as the boss of World 3, replacing Mouser), the addition of the ''] Challenge'' (in which players may revisit stages to search for Yoshi Eggs), and an all-new point-scoring system (a first for the game). Graphical and audio enhancements were also added 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.<ref name=gb>{{cite web|url=http://gameboy.ign.com/articles/165/165853p1.html|title=Super Mario Bros. 2: Super Mario Advance - Game Boy Advance Review at IGN|publisher= ]|accessdate=2010-02-26}}</ref> | |||
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. | |||
==Reception== | |||
''Super Mario Bros. 2'' sold ten million copies, and was the third highest-selling game ever released on the Nintendo Entertainment System at that time.<ref>{{cite web|url=http://www.ownt.com/qtakes/2003/gamestats/gamestats.shtm |title=All Time Top 20 Best Selling Games |accessdate=2006-12-01 |archiveurl=http://web.archive.org/web/20060221044930/http://www.ownt.com/qtakes/2003/gamestats/gamestats.shtm |archivedate=2006-02-21 |date=2003-05-21}}</ref> '']'' listed ''Super Mario Bros. 2'' as the eighth best ] video game, mentioning that in spite of not being originally a ''Mario'' game, it was able to stand on its own merits and its unique takes on the series' trademark format.<ref>{{cite journal|date=August 2008 |title=NP Top 200|publisher=]|volume=231|pages=71}}.</ref> ''Super Mario Bros. 2'' was ranked 108th out of 200 of the "Greatest Games of Their Time" by '']''. | |||
As a 4-volume broadcast, each week bore a different subtitle. These are the names of the volumes: | |||
When it was re-released in 2001 as ''Super Mario Advance'' it received generally positive reviews, garnering an aggregate score of 84% on ].<ref name="metacritics">{{cite web|url=http://www.metacritic.com/games/platforms/gba/supermarioadvance?q=super%20mario%20bros%202 |title=Super Mario Advance (gba) reviews at |publisher=Metacritic.com |date=11 June 2001 |accessdate=20 July 2009}}</ref> 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", also saying that "the only reason you may not want to pick it up is if ... you already own it in another form."<ref name= IGNI>{{cite web |title=Super Mario Bros. 2 Review |url=http://wii.ign.com/articles/801/801793p1.html |date=5 July 2007 |work=IGN |publisher=IGN Entertainment, Inc. |accessdate=25 August 2009}}</ref> However, ] thought that ''Super Mario Bros. 3'' or ''Super Mario World'' would have been a better choice for a launch game considering their respective popularity;<ref>{{cite web|url=http://www.gamespot.com/gba/action/supermarioadvance/review.html|title=Super Mario Advance for the Game Boy Advance review|publisher= ]|accessdate=2010-02-26}}</ref> both titles were eventually also remade as part of the ''Super Mario Advance'' series. Conversely, ] praised the choice, calling it "one of the most polished and creative platformers of the era".<ref name=gb/> The game was named one of the ''NES'' best 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 titles.<ref>{{cite web|url=http://www.ign.com/top-100-nes-games/18.html |title=18. Super Mario Bros. 2|publisher=IGN|date=11 June 2001 |accessdate=10 April 2010}}</ref> The game was ranked as the ninth worst game in the Mario game series by ]; they said that while it was a good game, it felt like a lie because they weren't playing the "real" ''Super Mario Bros. 2''.<ref>{{cite web|url=http://www.gametrailers.com/videos/lmj3pd/screwattack-s-top-ten-top-ten-worst-mario-games|title=ScrewAttack - Top Ten Worst Mario Games|publisher= ]|accessdate=2010-04-11}}</ref> They also named the music played in the battle against the final boss Wart in the eight best 8-Bit Final Boss Themes.<ref>{{cite web|url=http://www.gametrailers.com/video/top-10-screwattack/64349|title=ScrewAttack - Top Ten 8-Bit Boss Themes|publisher= ]|accessdate=2010-04-11}}</ref> | |||
* {{nihongo foot|"I, Super Birdo"|「あたしたち、スーパーキャサリンズ」|"Atashitachi, Sūpā Kyasarinzu"|group=lower-alpha}}<ref name=pasofami>{{cite web|url = http://www.geocities.jp/pasofami77/game/SMC_list.xls|script-title = ja:スーパーファミコン タイトル|publisher = Famicom House|first = N.|language = ja|last = Andou|access-date = March 10, 2008|url-status = dead|archive-url = https://web.archive.org/web/20120127235105/http://www.geocities.jp/pasofami77/game/SMC_list.xls|archive-date = January 27, 2012|df = mdy-all}}</ref> | |||
* {{nihongo foot|"Tryclyde's Secret Quicksand Surprise"|「ガブチョもびっくり流砂の秘密」|"Gabucho Mobikkuri Ryūsa no Himitsu"|group=lower-alpha}}<ref name=pasofami /> | |||
* {{nihongo foot|"Fryguy on Pack Ice"|「氷の海でヒーボーボー」|Kōri no Umi de Hībōbō|group=lower-alpha}}<ref name=pasofami /> | |||
* {{nihongo foot|"Wart's Trap, Look Out Mario Brothers"|「マムーの罠,危うしマリオブラザーズ」|Mamū no Wana, Abunaushi Mario Burazāzu|group=lower-alpha}}<ref name=pasofami /> | |||
=== ''Super Mario Advance'' === | |||
===Legacy=== | |||
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 '']'' ''Super Mario Advance'' was developed by ],<ref>{{cite web |url=http://us.wii.com/iwata_asks/mario25th/vol3_page1.jsp |title=Joining Nintendo After Super Mario |date=September 13, 2010 |work=Iwata Asks: Super Mario Bros. 25th Anniversary |publisher=] |access-date=January 19, 2011 |archive-date=February 17, 2011 |archive-url=https://web.archive.org/web/20110217171556/http://us.wii.com/iwata_asks/mario25th/vol3_page1.jsp |url-status=dead }}</ref> and was a launch title for the ]. 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 ''] 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.<ref name="gb">{{cite web|last=Nix|first=Marc|date=June 14, 2001|title=Super Mario Bros. 2: Super Mario Advance – Game Boy Advance Review at IGN|url=http://gameboy.ign.com/articles/165/165853p1.html|access-date=February 26, 2010|website=IGN|archive-date=September 18, 2009|archive-url=https://web.archive.org/web/20090918064330/http://gameboy.ign.com/articles/165/165853p1.html|url-status=live}}</ref> The game was released for the ] ] on July 16, 2014, in Japan and later in North America on November 6, 2014.<ref>{{cite web |url=http://nintendoeverything.com/super-mario-advance-wii-u-virtual-console-footage-japan/ |title=Super Mario Advance Wii U Virtual Console footage (Japan) |publisher=Nintendo Everything |date=July 15, 2014 |access-date=July 16, 2014 |archive-date=August 21, 2017 |archive-url=https://web.archive.org/web/20170821043645/http://nintendoeverything.com/super-mario-advance-wii-u-virtual-console-footage-japan/ |url-status=live }}</ref> It was released for the ] as a part of the ] membership plan on May 26, 2023.<ref name="rei">{{Cite web|url=https://www.youtube.com/watch?v=nRyFVwRqUKI|title=Game Boy Advance – May 2023 Game Updates – Nintendo Switch Online + Expansion Pack - YouTube|website=www.youtube.com|date=May 18, 2023 |language=en|access-date=June 4, 2023|archive-date=June 4, 2023|archive-url=https://web.archive.org/web/20230604060235/https://www.youtube.com/watch?v=nRyFVwRqUKI|url-status=live}}</ref> | |||
Many elements in ''Super Mario Bros. 2'' stayed for the game's sequels and related games in the series. The game added the ability to pick up and toss enemies and objects, a move that has become part of Mario's permanent repertoire, appearing in other Mario games including '']'', '']'', '']'', '']'','' ]'', '']'', '']'', '']'' and '']''.<ref name= IGNI/><ref name="StrategyGuide-1">{{cite journal| title = Mario's Basic Moves| journal = ]: Strategy Guide| publisher = ]| volume = SG1| year = 1990| issue = 13| page = 4}}</ref><ref name="NP88">{{Cite journal| date= September 1996| title= Full Coverage — Super Mario 64| journal= ]| publisher= ]| issue= 88| pages= 14–23}}</ref><ref>{{cite web|url=http://www.allgame.com/game.php?id=2630&tab=review|title=Super Mario World - Review|last=Miller|first=Skyler|publisher=]|accessdate=2009-07-13}}</ref> Many characters of Super Mario Bros. 2 have been assimilated into the greater Mario universe as well -– ], Pokeys, Bob-ombs and Shy Guys are notable examples.<ref name= IGNI/> This is the first game in which Princess Peach and Toad are featured as playable characters. Princess Peach herself has gone on to star in other ''Mario'' games such as '']''<ref name= IGNI/> while Toad has received supporting roles in later ''Mario'' games and has starred in games like '']'' and '']''. This is also the first game where Luigi received the appearance he has today (notably, he is taller than Mario).<ref name="ign-history"/><ref name= IGNI/> In the Super Smash Bros. series, Peach not only has the ability to pluck and throw vegetables, she can also float in mid-air both in the same vein as this game. '']'' has a stage called ''Mushroom Kingdom II'', which is based on ''Super Mario Bros. 2'' (though the visuals are more similar to the version seen in ''Super Mario All-Stars''). The stage also has characters in their 2-D sprites, including Pidget and Birdo. | |||
''Super Mario Advance'' received a "Gold" sales award from the ] (ELSPA),<ref name=goldelspa>{{cite web |archive-url=https://web.archive.org/web/20090319031650/http://www.elspa.com/?i=3943 |url=http://www.elspa.com:80/?i=3943 |title=ELSPA Sales Awards: Gold |work=] |archive-date=March 19, 2009 |url-status=dead }}</ref> indicating sales of at least 200,000 copies in the United Kingdom.<ref name=gamasutrasales>{{cite web|archive-url=https://web.archive.org/web/20170918063107/https://www.gamasutra.com/view/news/112220/ELSPA_Wii_Fit_Mario_Kart_Reach_Diamond_Status_In_UK.php |url=https://www.gamasutra.com/view/news/112220/ELSPA_Wii_Fit_Mario_Kart_Reach_Diamond_Status_In_UK.php |title=ELSPA: ''Wii Fit'', ''Mario Kart'' Reach Diamond Status In UK | author=Caoili, Eric | date=November 26, 2008 |work=] |archive-date=September 18, 2017 |url-status=dead }}</ref> | |||
{{Misplaced Pages books|Mario franchise video games|Mario video games}} | |||
== |
== Reception == | ||
{{Video game reviews | |||
{{Reflist|2}} | |||
| title = Contemporary reviews | |||
| ACE = 910/1000<ref name="ACE">{{cite magazine |title=Console Wars |magazine=] |date=October 1989 |issue=26 (November 1989) |page=144 |url=https://retrocdn.net/images/d/d9/ACE_UK_26.pdf#page=144 |access-date=June 10, 2021 |archive-date=June 10, 2021 |archive-url=https://web.archive.org/web/20210610164925/https://retrocdn.net/images/d/d9/ACE_UK_26.pdf#page=144 |url-status=live }}</ref> | |||
| ASM = 9/12<ref>{{cite magazine|last=Mühl|first=Ulrich|date=March 1989|url=https://www.kultboy.com/index.php?site=t&id=1147|title=Super Mario Bros. 2|magazine=]|accessdate=July 10, 2021|archive-date=October 10, 2022|archive-url=https://web.archive.org/web/20221010212617/https://www.kultboy.com/index.php?site=t&id=1147|url-status=live}}</ref> | |||
| CVG = 97%<ref>{{cite magazine|last=Rignall|first=Julian|date=July 1989|url=https://archive.org/details/cvg-magazine-093/page/n97/mode/2up?view=theater|title=Super Mario II|magazine=]|issue=93|pages=98–99|accessdate=July 10, 2021}}</ref> | |||
| TGM = 92%<ref>{{cite magazine |title=Nintendo: Super Mario Bros. 2 |magazine=] |date=18 May 1989 |issue=19 (June 1989) |pages=19–20 |url=https://archive.org/details/the-games-machine-19/page/n18}}</ref> | |||
| TOT = 79%<ref>{{cite magazine|author=Steve|date=May 1992|url=https://archive.org/details/Total_Issue_005_1992-05_Future_Publishing_GB/page/n25/mode/2up|title=Super Mario Bros. 2|magazine=]|issue=5|pages=26–27|accessdate=July 10, 2021}}</ref> | |||
| NGen = (GBA) 3/5<ref name="NG" /> | |||
| rev1 = '']'' | |||
| rev1Score = 89%<ref>{{cite magazine|author1=Julian|author2=Matt|date=October 1990|url=https://archive.org/details/Mean_Machines_Issue_01_1990-10_EMAP_Images_GB/page/n51/mode/2up?q=mario|title=Super Mario Bros. II|magazine=]|issue=1|pages=52–53|accessdate=July 10, 2021}}</ref> | |||
}} | |||
{{Video game reviews | |||
| title = Retrospective reviews | |||
| GR = 81%<ref>{{cite web |url=https://www.gamerankings.com/nes/525244-super-mario-bros-2/index.html |title=Super Mario Bros. 2 for NES |publisher=] |access-date=January 6, 2021 |archive-url=https://web.archive.org/web/20191209011953/https://www.gamerankings.com/nes/525244-super-mario-bros-2/index.html |archive-date=December 9, 2019 |url-status=dead}}</ref> | |||
| EuroG = 7/10<ref>{{cite web|last=Whitehead|first=Dan|date=June 2, 2007|archiveurl=https://web.archive.org/web/20190714204346/https://www.eurogamer.net/articles/r_vcroundup_250507|archivedate=July 14, 2019|url=https://www.eurogamer.net/articles/r_vcroundup_250507|title=Virtual Console Roundup|work=]|accessdate=July 10, 2021}}</ref> | |||
| GSpot = 8/10<ref>{{cite web |last=Navarro |first=Alex |title=Super Mario Bros 2 Review |website=] |date=July 5, 2007 |access-date=December 6, 2012 |url=http://uk.gamespot.com/super-mario-bros-2/reviews/super-mario-bros-2-review-6173644/ |url-status=dead |archive-url=https://web.archive.org/web/20130520071402/http://uk.gamespot.com/super-mario-bros-2/reviews/super-mario-bros-2-review-6173644/ |archive-date=May 20, 2013 }}</ref> | |||
| IGN = 8.5/10<ref name="IGNI">{{cite web |title=Super Mario Bros. 2 Review |url=http://wii.ign.com/articles/801/801793p1.html |archive-url=https://web.archive.org/web/20070809215353/http://wii.ign.com/articles/801/801793p1.html |url-status=dead |archive-date=August 9, 2007 |date=July 5, 2007 |work=IGN |publisher=IGN Entertainment, Inc. |access-date=August 25, 2009}}</ref><ref>{{cite web |url=http://www.ign.com/articles/2007/07/05/super-mario-bros-2-review |title=Super Mario Bros. 2 Review |first=Lucas M. |last=Thomas |date=July 5, 2007 |website=] |access-date=April 19, 2018 |archive-date=January 25, 2018 |archive-url=https://web.archive.org/web/20180125051004/http://www.ign.com/articles/2007/07/05/super-mario-bros-2-review |url-status=live }}</ref> | |||
| JXV = 19/20<ref>{{cite web|author=OldSchoolBobby|date=February 2, 2011|archiveurl=https://web.archive.org/web/20110223071715/http://www.jeuxvideo.com/articles/0001/00014301-super-mario-bros-2-test.htm|archivedate=February 23, 2011|url=http://www.jeuxvideo.com/articles/0001/00014301-super-mario-bros-2-test.htm|title=Test de Super Mario Bros. 2 sur Wii|language=fr|website=]|accessdate=July 10, 2021}}</ref> | |||
| NLife = 8/10<ref>{{cite web |last=Duyn |first=Marcel van |title=Super Mario Bros 2 – Overview |website=] |date=25 May 2007 |access-date=April 1, 2019 |url=http://www.nintendolife.com/reviews/vc/super_mario_bros_2_nes |archive-date=October 10, 2022 |archive-url=https://web.archive.org/web/20221010212551/https://www.nintendolife.com/reviews/vc/super_mario_bros_2_nes |url-status=live }}</ref> | |||
}} | |||
Upon release, ''Super Mario Bros. 2'' was the top-selling video game in the United States for fourteen consecutive months, from October 1988<ref>{{cite magazine|date=11 November 1988|title=U.S.A. TOP 10: 10月28日|trans-title=U.S.A. Top 10: October 28|url=https://archive.org/details/famitsu61november1988/page/n10|magazine=]|volume=1988|issue=22|page=10|lang=ja}}</ref> through late 1988,<ref>{{cite magazine |title=Top Ten Videogames |magazine=Computer Entertainer |date=December 1988 |volume=7 |issue=9 |page=1 |url=http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_dec88.pdf |access-date=September 13, 2021 |archive-date=December 7, 2021 |archive-url=https://web.archive.org/web/20211207170038/http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_dec88.pdf |url-status=live }}</ref><ref>{{cite magazine |title=Top Ten Videogames |magazine=Computer Entertainer |date=January 1989 |volume=7 |issue=10 |page=1 |url=http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_jan89.pdf |access-date=September 13, 2021 |archive-date=January 31, 2022 |archive-url=https://web.archive.org/web/20220131050843/http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_jan89.pdf |url-status=live }}</ref><ref>{{cite magazine|date=3 February 1989|title=U.S.A. TOP 10: 1月20日|trans-title=U.S.A. Top 10: January 20|url=https://www.retromags.com/files/file/4567-famitsu-issue-0067-february-3-1989/|magazine=]|volume=1989|issue=3|page=14|lang=ja|access-date=September 13, 2021|archive-date=April 24, 2021|archive-url=https://web.archive.org/web/20210424094248/https://www.retromags.com/files/file/4567-famitsu-issue-0067-february-3-1989/|url-status=live}}</ref> into 1989<ref>{{cite magazine |title=Top Fifteen Videogames |magazine=Computer Entertainer |date=February 1989 |volume=7 |issue=11 |page=1 |url=http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_feb89.pdf}}</ref><ref>{{cite magazine|date=3 February 1989|title=U.S.A. TOP 10: 1月20日|trans-title=U.S.A. Top 10: January 20|url=https://www.retromags.com/files/file/4567-famitsu-issue-0067-february-3-1989/|magazine=]|volume=1989|issue=3|page=14|lang=ja|access-date=September 13, 2021|archive-date=September 13, 2021|archive-url=https://web.archive.org/web/20210913133845/https://www.retromags.com/files/file/4567-famitsu-issue-0067-february-3-1989/|url-status=live}}</ref><ref>{{cite magazine |title=Top Fifteen Videogames |magazine=Computer Entertainer |date=March 1989 |volume=7 |issue=12 |page=1 |url=http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_mar89.pdf |access-date=September 13, 2021 |archive-date=January 31, 2022 |archive-url=https://web.archive.org/web/20220131050854/http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_mar89.pdf |url-status=live }}</ref> through spring<ref>{{cite magazine |title=Top Fifteen Videogames |magazine=Computer Entertainer |date=April 1989 |volume=8 |issue=1 |page=1 |url=http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_apr89.pdf |access-date=September 13, 2021 |archive-date=November 30, 2021 |archive-url=https://web.archive.org/web/20211130200635/http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_apr89.pdf |url-status=live }}</ref><ref>{{cite magazine |title=Top Fifteen Videogames |magazine=Computer Entertainer |date=May 1989 |volume=8 |issue=2 |page=1 |url=http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_may89.pdf |access-date=September 13, 2021 |archive-date=January 31, 2022 |archive-url=https://web.archive.org/web/20220131050915/http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_may89.pdf |url-status=live }}</ref><ref>{{cite magazine |title=Top Fifteen Videogames |magazine=Computer Entertainer |date=June 1989 |volume=8 |issue=3 |page=1 |url=http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_jun89.pdf |access-date=September 13, 2021 |archive-date=January 31, 2022 |archive-url=https://web.archive.org/web/20220131050853/http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_jun89.pdf |url-status=live }}</ref> and summer,<ref>{{cite magazine |title=Top Fifteen Videogames |magazine=Computer Entertainer |date=July 1989 |volume=8 |issue=4 |page=1 |url=http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_jul89.pdf |access-date=September 13, 2021 |archive-date=January 31, 2022 |archive-url=https://web.archive.org/web/20220131050922/http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_jul89.pdf |url-status=live }}</ref><ref>{{cite magazine |title=Top Fifteen Videogames |magazine=Computer Entertainer |date=August 1989 |volume=8 |issue=5 |page=1 |url=http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_aug89.pdf |access-date=September 13, 2021 |archive-date=January 31, 2022 |archive-url=https://web.archive.org/web/20220131050837/http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_aug89.pdf |url-status=live }}</ref><ref>{{cite magazine |title=Top Fifteen Videogames |magazine=Computer Entertainer |date=September 1989 |volume=8 |issue=6 |page=1 |url=http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_sep89.pdf |access-date=September 13, 2021 |archive-date=December 7, 2021 |archive-url=https://web.archive.org/web/20211207170031/http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_sep89.pdf |url-status=live }}</ref> to November 1989.<ref>{{cite magazine |title=Top Fifteen Videogames |magazine=Computer Entertainer |date=October 1989 |volume=8 |issue=7 |page=1 |url=http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_oct89.pdf |access-date=September 13, 2021 |archive-date=December 2, 2021 |archive-url=https://web.archive.org/web/20211202231156/http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_oct89.pdf |url-status=live }}</ref><ref>{{cite magazine |title=Top 15 Videogames |magazine=Computer Entertainer |date=November 1989 |volume=8 |issue=8 |page=1 |url=http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_nov89.pdf}}</ref><ref>{{cite magazine |title=Top 15 Videogames |magazine=Computer Entertainer |date=December 1989 |volume=8 |issue=9 |page=2 |url=http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_dec89.pdf#page=2 |access-date=September 13, 2021 |archive-date=January 31, 2022 |archive-url=https://web.archive.org/web/20220131050844/http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_dec89.pdf#page=2 |url-status=live }}</ref> By early 1990, {{nowrap|3.5 million}} copies were sold in the United States,<ref>{{cite news |last1=Rothstein |first1=Edward |title=Electronics Notebook; Adventures in Never-Never Land |url=https://www.nytimes.com/1990/04/26/garden/electronics-notebook-adventures-never-never-land-revenge-shinobi-ninja-without.html |access-date=23 September 2021 |work=] |date=26 April 1990 |archive-date=December 9, 2021 |archive-url=https://web.archive.org/web/20211209050825/https://www.nytimes.com/1990/04/26/garden/electronics-notebook-adventures-never-never-land-revenge-shinobi-ninja-without.html |url-status=live }}</ref> eventually totaling {{nowrap|7.46}} million copies worldwide, making it the fourth ].<ref name="supermariotitles">{{cite web |url=http://www.gizmodo.co.uk/2015/09/30-best-selling-super-mario-games-of-all-time-on-the-plumbers-30th-birthday/ |title=30 Best-Selling Super Mario Games of All Time on the Plumber's 30th Birthday |last=O'Malley |first=James |work=] |publisher=] |date=September 11, 2015 |access-date=April 22, 2017 |url-status=dead |archive-url=https://web.archive.org/web/20150914172624/http://www.gizmodo.co.uk/2015/09/30-best-selling-super-mario-games-of-all-time-on-the-plumbers-30th-birthday/ |archive-date=2015-09-14}}</ref> Although only the fourth highest-selling NES game overall, it is the best-selling standalone NES game which was never a ]. | |||
Although '']'' was considered too difficult to play, ''Super Mario Bros. 2'' received critical acclaim.<ref>{{Cite magazine |date=2015-09-12 |title=See How Super Mario Bros. Changed Over 30 Years |url=https://time.com/4020798/super-mario-bros-evolution/ |access-date=2023-10-16 |magazine=Time |language=en |archive-date=August 16, 2024 |archive-url=https://web.archive.org/web/20240816151314/https://time.com/4020798/super-mario-bros-evolution/ |url-status=live }}</ref> '']'' listed it as the eighth best ] 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.<ref>{{cite magazine|date=August 2008 |title=NP Top 200| magazine=]|volume=231|page=71}}</ref> '']'' 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.<ref>{{cite web |title=Best NES Games of all time |url=http://www.gamesradar.com/best-nes-games-all-time/ |work=] |date=April 16, 2012 |access-date=December 5, 2013 |archive-date=July 25, 2012 |archive-url=https://web.archive.org/web/20120725131034/http://www.gamesradar.com/best-nes-games-all-time/ |url-status=live }}</ref> '']'' picked the game as the #6 greatest game available in 1991, saying: "The second and still the best of the ''Super Mario'' franchise".<ref name="EW VGG">{{cite magazine | magazine=Entertainment Weekly | title=Video Games Guide | first=Bob | last=Strauss | date=November 22, 2018 | url=https://ew.com/article/1991/11/22/video-games-guide/ | access-date=November 3, 2018 | archive-date=February 19, 2017 | archive-url=https://web.archive.org/web/20170219184932/http://ew.com/article/1991/11/22/video-games-guide/ | url-status=live }}</ref> In 1997 '']'' 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.<ref>{{cite magazine |title=100 Best Games of All Time |magazine=]|issue=100 |publisher=] |date=November 1997|pages=148, 152}} Note: Contrary to the title, the intro to the article (on page 100) explicitly states that the list covers console video games only, meaning PC games and arcade games were not eligible.</ref> In the ''Pak Source'' edition of '']'', 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 '']'' and '']'') to receive the maximum score of 5 in at least one of the categories evaluated, which was not awarded to either '']'' nor '']''.<ref name="Pak Source">{{cite magazine|title=Pak Source|magazine=]|publisher=Nintendo of America|date=January 1990}}</ref> It was awarded the score of 5 for both "Challenge" and "Theme Fun".<ref name="Pak Source" /> | |||
The re-release as ''Super Mario Advance'' in 2001 received generally positive reviews, garnering an aggregate score of 84/100 on ].<ref name="MC">{{cite web |url=https://www.metacritic.com/game/super-mario-advance/critic-reviews/?platform=game-boy-advance |title=Super Mario Advance for Game Boy Advance Reviews |publisher=] |access-date=January 6, 2021 |archive-date=February 24, 2021 |archive-url=https://web.archive.org/web/20210224191850/https://www.metacritic.com/game/game-boy-advance/super-mario-advance |url-status=live }}</ref> 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."<ref name= IGNI /> However, '']'' thought that ''Super Mario Bros. 3'' or ''Super Mario World'' would have been a better choice for a ] considering their respective popularity;<ref>{{cite web|url=http://www.gamespot.com/gba/action/supermarioadvance/review.html|title=Super Mario Advance for the Game Boy Advance review|website=]|access-date=February 26, 2010|archive-date=January 29, 2010|archive-url=https://web.archive.org/web/20100129080816/http://www.gamespot.com/gba/action/supermarioadvance/review.html|url-status=live}}</ref> both games were eventually also remade as part of the ''Super Mario Advance'' series. Conversely, '']'' praised the choice, calling it "one of the most polished and creative platformers of the era".<ref name=gb /> 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.<ref>{{cite web|url=http://www.ign.com/top-100-nes-games/18.html|title=18. Super Mario Bros. 2|website=IGN|date=June 11, 2001|access-date=April 10, 2010|archive-date=April 8, 2010|archive-url=https://web.archive.org/web/20100408033528/http://www.ign.com/top-100-nes-games/18.html|url-status=live}}</ref> '']'' named Wart's battle theme in a list of the top ten best 8-Bit Final Boss Themes.<ref>{{cite web|url=http://www.gametrailers.com/video/top-10-screwattack/64349| url-status=dead | archive-url=https://web.archive.org/web/20120105141534/http://www.gametrailers.com/video/top-10-screwattack/64349 | archive-date=January 5, 2012 | title=ScrewAttack – Top Ten 8-Bit Boss Themes| series='']'' | publisher= ]|access-date=April 11, 2010}}</ref> '']'' placed the game 30th on their top 100 video games of all time in 2001.<ref>{{Cite magazine|last=Cork|first=Jeff|title=Game Informer's Top 100 Games Of All Time (Circa Issue 100)|url=https://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx|access-date=2020-11-30|magazine=Game Informer|language=en|archive-date=September 24, 2020|archive-url=https://web.archive.org/web/20200924151536/https://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx|url-status=dead}}</ref> In 2009, '']'' ranked the game 27th on a list of greatest Nintendo games.<ref>{{cite web | author=East, Tom | date=February 24, 2009 | title=100 Best Nintendo Games: Part 4 | url=http://www.officialnintendomagazine.co.uk/article.php?id=7276 | work=] | publisher=] | access-date=September 9, 2022| archive-url=https://web.archive.org/web/20090226213643/http://www.officialnintendomagazine.co.uk/article.php?id=7276 | archive-date=February 26, 2009 | url-status=dead }}</ref> | |||
'']'' 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."<ref name="NG">{{cite magazine|title=GBA Games|magazine=]|volume=4|issue=7|publisher=]|date=July 2001|page=68}}</ref> | |||
== Legacy == | |||
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<ref name="Secret History of SMB2" />—has become part of the permanent repertoire of the ''Super Mario'' franchise, appearing in numerous subsequent ''Super Mario'' games. The ] game '']'' features the same playable characters with the same basic physical abilities from ''Super Mario Bros. 2''.<ref name= IGNI /><ref name="StrategyGuide-1">{{cite magazine| title = Mario's Basic Moves| magazine = Nintendo Power: Strategy Guide| publisher = ]| volume = SG1| year = 1990| issue = 13| page = 4}}</ref><ref name="NP88">{{Cite magazine| date= September 1996| title= Full Coverage — Super Mario 64| magazine= ]| publisher= ]| issue= 88| pages= 14–23}}</ref><ref>{{cite web|url=http://www.allgame.com/game.php?id=2630&tab=review|title=Super Mario World – Review|last=Miller|first=Skyler|publisher=]|access-date=July 13, 2009|archive-date=February 16, 2010|archive-url=https://web.archive.org/web/20100216083507/http://allgame.com/game.php?id=2630&tab=review|url-status=dead}}</ref> | |||
Many characters and features of ''Super Mario Bros. 2'' have been assimilated into the greater ''Mario'' universe, such as ], Pokey, Bob-omb, and Shy Guy.<ref name= IGNI /> 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 '']''.<ref name= IGNI /> Toad stars in later ''Mario'' games like '']'', '']'', and '']''. In ''Super Mario Bros. 2'', Luigi became distinguished from Mario's form, especially his tall stature and scuttle jump.<ref name="History of SMB at IGN" /><ref name= IGNI /> The '']'' series gained many direct homages to this game. The 1989 cartoon television show '']'' is based on characters, settings, and music from ''Super Mario Bros. 2''. | |||
== Notes == | |||
{{Notelist}} | |||
== References == | |||
{{Reflist}} | |||
==Sources== | |||
*{{cite book |url=https://www.nintendo.co.jp/clv/manuals/en/pdf/CLV-P-NAADE.pdf |title=Super Mario Bros. 2 (U) instruction manual |date=1988 |publisher=Nintendo of America Inc. |edition=First |location=United States |access-date=February 16, 2020 |archive-url=https://web.archive.org/web/20191026034642/https://www.nintendo.co.jp/clv/manuals/en/pdf/CLV-P-NAADE.pdf |archive-date=October 26, 2019 |url-status=live|ref = {{SfnRef|Nintendo of America|1988}} }} | |||
==External links== | == External links == | ||
* {{Wikibooks inline|Super Mario Bros. 2}} | |||
*{{StrategyWiki}} | |||
* on the ] 40th Anniversary page {{in lang|ja}} | |||
* | |||
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* | |||
* | |||
* at | |||
* | |||
* at '']''. | |||
{{Super Mario|state=expanded}} | |||
{{Mario series}} | |||
{{Shigeru Miyamoto}} | |||
{{Portal bar|Video games|1980s|1990s}} | |||
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Latest revision as of 22:09, 2 January 2025
1988 video game 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). "Mario 2" redirects here. For other uses, see Mario II.1988 video game
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 |
Series | Super Mario |
Platform(s) | Nintendo Entertainment System, Game Boy Advance |
Release | September 1988 |
Genre(s) | Platform |
Mode(s) | Single-player |
Super Mario Bros. 2 is a 1988 platform game developed and published by Nintendo for the Nintendo Entertainment System. 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, 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 Western 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 Super Mario series. It was re-released in Japan for the Famicom as Super Mario USA (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 Virtual Console and Nintendo Switch Online services.
Gameplay
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. 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 advantage that causes them to be controlled differently. For example, Mario has balanced speed, jumping height, and strength; Luigi can jump the highest, but moves slightly slower and has weaker strength; Princess Toadstool can float because of her dress but has the lowest speed and strength; Toad has the highest speed and strength, which allows him to pick up items quickly, but jumps the lowest. 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.
The game consists of 20 different levels across the seven worlds comprising Subcon. Each world has three levels, except World 7, which has two. 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; the POW Block, which can be used to destroy all the enemies visible on the screen quickly; and a stopwatch that can stop enemies from moving for a short period of time. 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, represented by hearts. 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.
Plot
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
Background and conception
—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.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.
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. 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.
Doki Doki Panic
An early prototype with vertical scrolling was developed by Kensuke Tanabe, designed by a team led by Shigeru Miyamoto, and programmed by Nintendo's frequent partner, SRD, shortly after Tanabe was hired in April 1986. 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", 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.
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 in Japan on July 10, 1987.
The title Yume Kōjō: Doki Doki Panic 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. 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
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. 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".
For the international conversion into Super Mario Bros. 2, many graphical changes were made to the scenery and characters' look, animation, and identity. 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, and Miyamoto originated the scuttling animation of Luigi's legs, to justify the enhanced jumping ability seen in the corresponding Mama character. 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. 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. A late prototype of the game covering these changes was exhibited in the first issue of Nintendo Power, dated July/August 1988. In the tradition of the Mario series, they added the ability to run by holding the B button.
Super Mario Bros. 2 was first released in North America in September 1988. In PAL regions, the game released the following year. 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. 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
Super Mario All-Stars
Main article: Super Mario All-StarsIn 1993, 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
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. Like all Satellaview games, it was released episodically in a number of weekly volumes, only in Japan, and only in this format.
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. 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.
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"
- "Tryclyde's Secret Quicksand Surprise"
- "Fryguy on Pack Ice"
- "Wart's Trap, Look Out Mario Brothers"
Super Mario Advance
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, 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. 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. It was released for the Nintendo Switch as a part of the Nintendo Switch Online + Expansion Pack membership plan on May 26, 2023.
Super Mario Advance received a "Gold" sales award from the Entertainment and Leisure Software Publishers Association (ELSPA), indicating sales of at least 200,000 copies in the United Kingdom.
Reception
Contemporary reviewsPublication | Score |
---|---|
ACE | 910/1000 |
Aktueller Software Markt | 9/12 |
Computer and Video Games | 97% |
Next Generation | (GBA) 3/5 |
The Games Machine (UK) | 92% |
Total! | 79% |
Mean Machines | 89% |
Aggregator | Score |
---|---|
GameRankings | 81% |
Publication | Score |
---|---|
Eurogamer | 7/10 |
GameSpot | 8/10 |
IGN | 8.5/10 |
Jeuxvideo.com | 19/20 |
Nintendo Life | 8/10 |
Upon release, Super Mario Bros. 2 was the top-selling video game in the United States for fourteen consecutive months, from October 1988 through late 1988, into 1989 through spring and summer, to November 1989. By early 1990, 3.5 million copies were sold in the United States, eventually totaling 7.46 million copies worldwide, making it the fourth highest-selling game ever released on the Nintendo Entertainment System. Although only the fourth highest-selling NES game overall, it is the best-selling standalone NES game which was never a pack-in game.
Although The Lost Levels was considered too difficult to play, Super Mario Bros. 2 received critical acclaim. 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. 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. 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". 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. 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. It was awarded the score of 5 for both "Challenge" and "Theme Fun".
The re-release as Super Mario Advance in 2001 received generally positive reviews, garnering an aggregate score of 84/100 on Metacritic. 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." 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; 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". 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. ScrewAttack named Wart's battle theme in a list of the top ten best 8-Bit Final Boss Themes. Game Informer placed the game 30th on their top 100 video games of all time in 2001. In 2009, Official Nintendo Magazine ranked the game 27th on a list of greatest Nintendo games.
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."
Legacy
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—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.
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. 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. 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. 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
- Japanese: 夢工場ドキドキパニック, Hepburn: Yume Kōjō Doki Doki Panikku, lit. Dream Machine: Heartbeat Panic
- Japanese: スーパーマリオUSA, Hepburn: Sūpā Mario USA
- Japanese: 夢工場ドキドキパニック, Hepburn: Yume Kōjō 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, Bī Essu Sūpā Mario USA Pawā Charenji
- 「あたしたち、スーパーキャサリンズ」, "Atashitachi, Sūpā Kyasarinzu"
- 「ガブチョもびっくり流砂の秘密」, "Gabucho Mobikkuri Ryūsa no Himitsu"
- 「氷の海でヒーボーボー」, Kōri no Umi de Hībōbō
- 「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
- Super Mario Bros. 2 at Wikibooks
- Super Mario USA on the Famicom 40th Anniversary page (in Japanese)
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