Super Mario Bros. 2
Super Mario Bros. 2 | ||
---|---|---|
Composer(s) Koji Kondo | | |
Series | Super Mario | |
Platform(s) | Nintendo Entertainment System, Super Nintendo Entertainment System, Game Boy Advance | |
Release | ||
Genre(s) | Platform | |
Mode(s) | Single-player |
Super Mario Bros. 2 is a
After the smash hit
Super Mario Bros. 2 was a resounding success, becoming the
Gameplay
Super Mario Bros. 2 is a
The game consists of 20 different
The player starts Super Mario Bros. 2 with three
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
The idea was that you would have people vertically ascending, and you would have items and blocks that you could pile up to go higher, or you could grab your friend that you were playing with and throw them to try and continue to ascend ... the vertical-scrolling gimmick wasn't enough to get us interesting gameplay.
—Kensuke Tanabe at Game Developers Conference 2011, on the gameplay mechanics that were later used for Yume Kōjō: Doki Doki Panic and Super Mario Bros. 2.[2]
Nintendo originally released a different game called Super Mario Bros. 2 on Japan's
Also that year, the young subsidiary
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
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
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.
Super Mario Bros. 2 was first released in North America in September 1988.
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
It features 16-bit audiovisual enhancements to the 8-bit original in the fashion of Super Mario All-Stars, plus "
While the underlying gameplay itself is largely similar, new and arranged content has been added. For instance, the BS version newly featured a score counter. Furthermore, at the beginning of the game, Mario is the only playable character. Later in the game, time-dependent events occur triggering, among other things, the possibility of using other characters. Another feature unique to the game is the inclusion of gold Mario statues (ten in total for each chapter) that are hidden in various locations (including Sub-Space). Collection of the statues in-game grants the player an extra life and refills the life meter. After clearing a level, the player could press "Select" to see some statistics such as the number of statues, coins, cherries, and mushrooms collected, as well as displaying which bosses had been defeated.
As a 4-volume broadcast, each week bore a different subtitle. These are the names of the volumes:
- "I, Super Birdo"[e][19]
- "Tryclyde's Secret Quicksand Surprise"[f][19]
- "Fryguy on Pack Ice"[g][19]
- "Wart's Trap, Look Out Mario Brothers"[h][19]
Super Mario Advance
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
Reception
Publication | Score |
---|---|
ACE | 910/1000[26] |
Aktueller Software Markt | 9/12[27] |
Computer and Video Games | 97%[28] |
Next Generation | (GBA) [31] |
The Games Machine (UK) | 92%[29] |
Total! | 79%[30] |
Mean Machines | 89%[32] |
Aggregator | Score |
---|---|
Nintendo Life | [39] |
Upon release, Super Mario Bros. 2 was the top-selling video game in the United States for fourteen consecutive months, from
Although
The re-release as Super Mario Advance in 2001 received generally positive reviews, garnering an aggregate score of 84/100 on
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
Notes
- ^ Japanese: 夢工場ドキドキパニック, Hepburn: Yume Kōjo Doki Doki Panikku, lit. Dream Machine: Heartbeat Panic
- ^ Japanese: スーパーマリオUSA, Hepburn: Sūpā Mario USA
- ^ Japanese: 夢工場ドキドキパニック, Hepburn: Yume Kōjo Doki Doki Panikku, lit. Dream Machine: Heartbeat Panic
- ^ BSスーパーマリオUSA パワーチャレンジ, 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