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Super Mario Bros. 2

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This article is about the version of Super Mario Bros. 2 released outside of Japan. For information on the Japanese game with the same name, see .
Super Mario Bros. 2 is the third offical sequel to Super Mario Bros., and the first to be released to on the NES outside of Japan, and was released in North America in October 1988 and in Europe in 1989.

Super Mario Bros. 2 is a remake of Doki Doki Panic, a Japan-only game. Nintendo licensed Mario to Hudson Soft, who developed the first official sequel to SMB, the wholly obscure Super Mario Bros. Special and only released on the NEC PC88 Japanese PC. Nintendo then developed their own sequel to Super Mario Bros. and released it in Japan as Super Mario Bros. 2. The Japanese SMB2 was released in America and Europe in Super Mario All-Stars as , and later in the Game Boy Color Super Mario Bros. remake. Nintendo decided that this game was too difficult and chose not to release the game in North America and Europe. They instead remade Doki Doki Panic as a Mario title. This game was later released as Super Mario USA in Japan in 1990.

It was succeeded by Super Mario Bros. 3.

Gameplay

Players choose from four characters each time they start or restart a level: Mario, Luigi, Princess Peach, and Toad. Each has a special ability: Luigi can jump very high, Princess Peach can remain temporarily suspended in the air (levitate), Toad can pick up things quickly and is very agile, and Mario is balanced. In future Mario games in which multiple characters were playable, Mario would always be the most balanced character. A unique ability in this game is the "power squat", by holding Down on the control pad for a few seconds, players could build power for higher jumps.

Most enemies are defeated by throwing vegetables and other items which the character plucks from the ground. Unlike other Mario games, simply jumping on enemies does not accomplish anything. In fact jumping on an enemy may do more harm than good. Most enemies may also be picked up and thrown. Many enemies which first appeared in this game (such as Shy Guys) would reappear in later sequels and related games. This is the first time that Princess Peach appears as a playable character.

This is the first Mario game to make use of a life meter, which initially has two segments but can be extended to four through the collection of special items. (In Super Mario Advance, the limit was upped to five.) This allows Mario and his friends to be hit more than two times before dying.

Many power-ups and items from the original game make appearances here, often serving similar fuctions in slightly different ways. For example, mushroom collected add segments to the life meter, and coins are used to play a slot machine minigame at the ends of levels that grants the player up to five extra lives at a time based on differnet combinations of symbols. (Later ports of the game increased this number.)

New power-ups and items also appear in this game. Potions, which are pulled up from the ground like vegetables, can be dropped to make a door appear. This door leads to a non-scrolling, enemy-free, un-lit "mirror-image" version of the current screen in which any remaining vegetables are replaced by coins when uprooted. In addition, if the door is created in the specific areas within a level, the player will discover mushrooms. Some jars (this game's equivalent to the original's pipes) also become "warp zones" in the negative plane, allowing the player to skip to another world. For each coin collected while in these "door levels," the player will get a chance at the bonus slot machine at the end of each level. These areas are referred to as Sub-Space in the first issue of Nintendo Power. There are no fire flowers or feathers to transform into fire Princess Peach, Toad, Luigi, or Mario. (Princess Peach in the cartoon transforms occasionally into Fire Princess Peach.)

Another aspect that differentiates this game from other contemporary Mario games is the fact that there is no time limit within the stages. In addition to, players are allowed to back track their tracks. That is the frame will move left and right. Where in the past once one passed an object he or she could not return.

At the end of each level, the player is presented with a slot machine-type game, in which the player is given one chance for each coin he's collected. Like a real slot machine, depending on what symbols come up, he can get anywhere from 0 to 5 extra lives for each try. (More extra lives could be gained from the game in the SNES and GBA remakes.)

Story

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

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

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

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

Setting

The game takes place in a new setting, "Subcon" (derived from Freud's 'subconsious'). This land is inhabited by many denizens that have since become regulars in the Mario series, such as Shy Guys and Snifits. This game also introduces many game-exclusive bosses, such as Tryclyde, Mouser, and most notably Wart. The land apparently (in the game) takes its name from the pixie like inhabitants of this land (also called "Subcon") which have been captured by Wart.

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

Super Mario Bros. 2 consists of seven "worlds," each one containing three stages except for the last, which only has two. Levels progress in a linear fashion, but for the first time Mario can backtrack — in the original Super Mario Bros, the screen scrolled only to the right, but in Super Mario Bros. 2, the screen can scroll both right and left, as well as vertically from one screen to another — thus, many levels have sequences involving climbing or descending long distances, and the final level in particular is a large and mazelike fortress, in contrast to the linear Castles in Super Mario Bros.

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

Playable characters

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

Development

The Lost Levels was released in 1986 for the Famicom Disk System, a Japan-only disk-based add-on for the Famicom (a.k.a NES), under the name Super Mario Bros. 2. It featured the same gameplay and level design as the original Super Mario Bros., with the addition of poison mushrooms and a much higher difficulty level than the first game.

Due to the similarity in gameplay to the original and its tremendously increased difficulty, this game was not brought to the West. It was later available, with improved 16-bit graphics, in the Super Nintendo game collection Super Mario All-Stars. In 1999, when Super Mario Bros. Deluxe was released on the Game Boy Color, the now-dubbed "Lost Levels" were an unlockable extra (after obtaining 300,000 points in the original 1985 version).

The American/European game called Super Mario Bros. 2 is the most unique game in the Mario series. In this game, Mario, Luigi, Princess Toadstool, and Toad have to save Subcon, the land of dreams, from Wart and his minions. Other changes include Birdo actually being a male in the original version of this game.

The reason that the American/European version of Super Mario Bros. 2 is so unusual is that it was created by making small changes to a Japanese game called Doki Doki Panic: Yume Kōjō, a loose translation is "Heart Thumping Panic: Dream Factory". Various Nintendo of America employees personally despised the original Japanese Super Mario Bros. 2, which they found to be frustratingly difficult. Knowing such a game would likely sell poorly in the United States, they wanted to release a different sequel they thought would be friendlier to American audiences. Although Doki Doki Panic was originally set in a storybook and had an "Arabian" theme completely unrelated to Mario, it was modified to use Mario sprites and music. (As such, it is sometimes said that the game is not really a 'proper' Mario game at all.) With these small revisions, it was released to the U.S. market in 1988 and made the cover of the very first issue of Nintendo Power magazine.

The American/European version of Super Mario Bros. 2 was eventually released in Japan for the Nintendo Family Computer under the name Super Mario USA. It was also released as part of the Super Mario Collection (in the U.S., Super Mario All-Stars) in Japan.

Differences between Doki Doki Panic and Super Mario Bros. 2

A screenshot from Doki Doki Panic.
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A screenshot from Doki Doki Panic.
Equivalent scene in Super Mario Bros. 2.
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Equivalent scene in Super Mario Bros. 2.
Equivalent scene in Super Mario All-Stars
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Equivalent scene in Super Mario All-Stars
Most of the other differences between Doki Doki Panic and Super Mario Bros. 2 are small graphical changes, such as animation being added to the POW blocks, cherries, and vegetables for the localized version, mushrooms replacing hearts as health boosters, and the characters shrinking when reduced to only one unit of health. The save feature was also taken out of the NES version of Super Mario Bros. 2, due to the limitations of the NES system compared to the Famicom Disk System. (Battery-backup was also very expensive during those days.) But it was restored in the Super Mario Collection/Super Mario All-Stars version of Super Mario Bros. 2.

Other changes include:

Papa fighting the third version of Mouser.
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Papa fighting the third version of Mouser.

Musical score

The music of this game is reminiscent to basic ragtime with traces of dixieland jazz and March. All music was written by Koji Kondo.

Enhanced remake

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

Super Mario Bros. 2 received a graphical, audio, and gameplay upgrade in Super Mario All-Stars (in Japan, Super Mario Collection) on the Super Nintendo Entertainment System and the Super Famicom. In the NES version, in the case of losing the last life, the player can only continue twice. In the Super NES/Super Famicom version, a player can continue any number of times, because he or she can continue from a saved game. As for that slot-machine type game, the icons are bigger in the Super NES/Super Famicom version. The player can get up to 10 extra lives in the Super NES version of Super Mario Bros. 2, compared to getting up to 5 extra lives in the NES/Famicom version. That is because the "7" symbol is an addition to the Super NES/Super Famicom version. In the NES/Famicom version of Super Mario Bros. 2, the player can select a character and must play as that character until the end of that level. In the Super NES/Super Famicom version, the player can select a character at the beginning of each level and after losing a life.

There was also a remake similar to the All-Star version for the Satellaview in 1997 titled BS Super Mario USA.

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

Reception

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

Due to its unique style of gameplay and set in a completely different world, Super Mario Bros. 2 has become one of the most popular games for the NES and has made a continuous impact on the entire Super Mario Bros. series. Notable examples include:

Super Mario Bros. 2 has also been referenced in a variety of non-video-game media featuring Mario: This is the first game in which Luigi is portrayed not as an identical twin of Mario, but instead, as being taller and thinner. This was because his design had to be altered to coordinate that of "Mama" from Doki Doki Panic. The "Identical twin" design returned in Super Mario World, but beginning with "Super Mario USA" in Japan, and Super Mario Kart in the U.S. and Europe, the "Super Mario Bros 2." design became the "official" version of Luigi.

See also

External links

 


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