Super Mario Bros. 2

Source: Wikipedia, the free encyclopedia.

Super Mario Bros. 2
Composer(s)
Koji Kondo
SeriesSuper Mario
Platform(s)Nintendo Entertainment System, Super Nintendo Entertainment System, Game Boy Advance
Release
September 1988
  • NES/Famicom
    • NA: September 1988
    • EU: April 28, 1989
    • AU: May 4, 1989
    • JP: September 14, 1992
    Game Boy Advance
    • PAL
      :
      June 22, 2001
Genre(s)Platform
Mode(s)Single-player

Super Mario Bros. 2 is a

PAL region
in 1989.

After the smash hit

Family Computer Disk System game which had been based on a prototype platforming game and released as an advergame for Fuji Television
's Yume Kōjō '87 media technology expo. The characters, enemies, and themes in Doki Doki Panic have the mascots and theme of the festival, and were adapted into the Super Mario theme to make a second Super Mario Bros. sequel.

Super Mario Bros. 2 was a resounding success, becoming the

services.

Gameplay

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

Super Mario Bros. 2 is a

Princess Toadstool. All four characters can run, jump, and climb ladders or vines, but each character possesses a unique strength that causes them to be controlled differently. For example, Luigi can jump the highest; Princess Toadstool can float because of her dress; Toad's strength allows him to pick up items quickly; and Mario represents the best balance between jumping and strength. Unlike Super Mario Bros., this game has no multiplayer functionality, and no time limit. The original only scrolls from left to right, but this game can also scroll right to left, and even vertically in some areas. Unlike other Mario games, the characters cannot defeat enemies by jumping on them, but can stand on, pick up and throw most enemies at each other to defeat them. Other objects that can be thrown at enemies include vegetables pulled from the ground and mushroom blocks.[1]
: 13–16 

The game consists of 20 different

Star; and the POW Block, which can be used to quickly destroy all the enemies visible on the screen.[1]
: 17–21  The player must defeat a boss enemy at the end of each of the first six worlds, then defeat Wart himself at the end of World 7 to complete the game.

The player starts Super Mario Bros. 2 with three

continue up to twice in one game. Extra lives may be obtained by collecting hidden 1-Up Mushrooms or by using the coins collected from Sub-space to play the Bonus Chance minigame between the levels.[1]
: 9–10, 19, 22 

Plot

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

Nintendo originally released a different game called Super Mario Bros. 2 on Japan's

Vs. Super Mario Bros., a 1986 coin-operated arcade version of the original Super Mario Bros. for NES.[2][3]
: 3  All of these factors combined to yield an incremental game design with significantly higher difficulty.

Also that year, the young subsidiary

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

Doki Doki Panic

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

Unwilling to compromise on gameplay, Tanabe suspended development of the prototype until eventually receiving instruction to use the Yume Kōjō festival mascots in a game. He recalls, "I remember being pulled over to Fuji Television one day, being handed a sheet with game characters on it and being told, 'I want you to make a game with this'." Tanabe re-implemented that prototype's elements in his new game, and released the

Family Computer Disk System[2] in Japan on July 10, 1987.[7]

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

Conversion to Super Mario Bros. 2

Nintendo of America's Gail Tilden recalls that president

Donkey Kong and reconceived that into Donkey Kong Jr. and Donkey Kong 3.[8] Summarizing Tanabe's recollections within a 2011 interview, Wired said "Although the initial concept for the game had been scrapped, the development of that original two-player cooperative prototype inspired all the innovative gameplay of Super Mario Bros. 2".[2]

For the international conversion into Super Mario Bros. 2, many graphical changes were made to the look, animation, and identity of the scenery and characters.

Starman for invincibility, the sound effects of coins and jumps, POW blocks, warp zones, and a soundtrack by Super Mario Bros. composer Koji Kondo.[12][13]
To reduce the game's overall difficulty, the designers made minor technical changes. They opted not to retain Yume Kōjō: Doki Doki Panic's ultimate requirement to complete each level using each protagonist; therefore, this new Super Mario Bros. 2 can be completed in only one pass by any combination of characters. In the tradition of the Mario series, they added the ability to run by holding the B button.

Japanese logo, released as Super Mario USA

Super Mario Bros. 2 was first released in North America in September 1988.

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

Re-releases

Super Mario All-Stars

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

BS Super Mario USA Power Challenge

In March–April 1996, Nintendo's partnership with the

gaiden version of the game for the Satellaview system, titled BS Super Mario USA Power Challenge[d]. Like all Satellaview games, it was released episodically in a number of weekly volumes,[18] only in Japan, and only in this format.[18]

It features 16-bit audiovisual enhancements to the 8-bit original in the fashion of Super Mario All-Stars, plus "

BS-X application cartridge.[18] A single rerun of the broadcasts was conducted in the same weekly format from June 3, 1996, to June 29, 1996, at 5:00 to 6:00 PM. The BS-X download location for the rerun changed to Bagupotamia Temple.[18]

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

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

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

Super Mario Advance received a "Gold" sales award from the

Entertainment and Leisure Software Publishers Association (ELSPA),[24] indicating sales of at least 200,000 copies in the United Kingdom.[25]

Reception

Upon release, Super Mario Bros. 2 was the top-selling video game in the United States for fourteen consecutive months, from

pack-in game
.

Although

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.[60] 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".[61] 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.[62] 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.[63] It was awarded the score of 5 for both "Challenge" and "Theme Fun".[63]

The re-release as Super Mario Advance in 2001 received generally positive reviews, garnering an aggregate score of 84/100 on

ScrewAttack named Wart's battle theme in a list of the top ten best 8-Bit Final Boss Themes.[67] Game Informer placed the game 30th on their top 100 video games of all time in 2001.[68] In 2009, Official Nintendo Magazine ranked the game 27th on a list of greatest Nintendo games.[69]

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

Legacy

Many elements in Super Mario Bros. 2 have endured in subsequent sequels and in related franchise. The ability to lift and toss enemies and objects—a defining feature of its earliest prototype[2]—has become part of the permanent repertoire of the Super Mario franchise, appearing in numerous subsequent Super Mario games. The Wii U game Super Mario 3D World features the same playable characters with the same basic physical abilities from Super Mario Bros. 2.[36][70][71][72]

Many characters and features of Super Mario Bros. 2 have been assimilated into the greater Mario universe, such as

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

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

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External links