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  • 8/9/2019 Super Mario Bros 2 Review

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    Super Mario Bros. 2

    From Wikipedia, the free encyclopedia

    (Redirected fromSuper Mario Bros 2)

    Jump to:navigation,searchNot to be confused withMario Bros. II,the game titled Super Mario Bros. 2 in Japan,orNew

    Super Mario Bros. 2.

    Super Mario Bros. 2

    North American box art, withMarioholding a beet.

    Developer(s) Nintendo R&D4

    Publisher(s)

    JPFuji TV

    WWNintendo

    Director(s) Kensuke Tanabe

    Producer(s) Shigeru Miyamoto

    Composer(s) Koji Kondo

    Series Super Mario

    Platform(s)Famicom Disk System,NES/Famicom,PlayChoice-10,SNES,Game Boy

    Advance,Virtual Console

    Release date(s)

    July 10, 1987[show]

    Disk SystemJP19870710July 10, 1987

    NES/Famicom

    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    NA19881010October 10, 1988EU19890428April 28, 1989AUS19890504May 4, 1989JP19920914September 14, 1992

    Game Boy AdvanceJP

    20010321March 21, 2001NA20010611June 11, 2001PAL20010622June 22, 2001

    Virtual ConsoleWiiPAL20070525May 25, 2007NA20070702July 2, 2007JP20070810August 10, 2007

    Nintendo 3DSJP20121128November 28, 2012NA20130711July 11, 2013PAL

    20130807August 7, 2013Wii UWWMay 16, 2013 (NES)JPMarch 19, 2014 (NES)

    [1]

    JPJuly 16, 2014 (GBA)NANovember 6, 2014 (GBA)

    Genre(s) Platforming

    Mode(s) Single-player

    Super Mario Bros. 2, released in Japan as Super Mario USA(Japanese:USA?,

    Sp Mario USA), is a1988platform gamedeveloped and published byNintendofor the

    Nintendo Entertainment Systemas the North American/European sequel to the 1985 gameSuper

    Mario Bros.The game was first released in North America on October 10, 1988.[2]

    Super Mario

    Bros. 2has beenremadeor re-released for severalvideo game consoles.

    The game that became Super Mario Bros. 2started out as a prototype for a vertically scrolling,

    two-player, cooperative-action game. The prototype eventually evolved intoYume Kj: Doki

    Doki Panic,aFamily Computer Disk Systemgame meant to tie-in withFuji Television's media

    technology expo, called Yume Kj (lit. Dream Factory).[3]

    After Nintendo of America found the JapaneseSuper Mario Bros. 2too difficult and similar to

    its predecessor,Yume Kj: Doki Doki Panicwas developed into a separate Super Mario Bros.sequel for release outside of Japan.

    [4]:2The game became a commercial success, and eventually

    the game became well received enough that it was also released in Japan for theFamily

    Computeritself as Super Mario USA.[3]

    Since its successful sales yield, Super Mario Bros. 2hasbeen considered a classic Super Mario Bros.game worldwide, including in Japan. It has since

    been rereleased in theSuper Mario All-Starscollection, it has been remade asSuper Mario

    Advancefor theGame Boy Advancehandheld system, and its design elements have been

    included inSuper Mario 3D Worldfor theWii Usystem.

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    Contents

    [hide]

    1 Gameplay

    2 Ploto 2.1 Yume Kj: Doki Doki Panico 2.2 Super Mario Bros. 2

    3 Development

    4 Re-releaseso 4.1 Super Mario Advance

    5 Reception

    o 5.1 Legacy

    6 References

    7 External links

    Gameplay[edit]

    Super Mario Bros. 2features enemies and items different from the preceding game. The playable

    characters can pick up and throw objects at opponents to defeat them.

    Super Mario Bros. 2is a2Dside-scrollingplatform game.The objective of the game is to

    navigate theplayer's characterthrough thedream worldSubcon and defeat the main antagonistWart.

    [5]:3-4The player takes on the roles of the four protagonists of the game:Mario,Luigi,Toad,

    andPrincess 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 and Princess Toadstool can jump the farthest .[5]:7-8

    The player choosesthe character to use before the start of each level. Unlike otherMariogames, the characters

    cannot defeat enemies by jumping on them; but they can stand on, ride on, and jump from the

    enemies. Instead, the character picks up and throws objects at the enemies, or throws the enemiesaway, to defeat them. These objects include vegetables plucked from the ground, or other

    enemies.[5]:13-16

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cyhttps://en.wikipedia.org/wiki/Super_Mario_Bros._2#Receptionhttps://en.wikipedia.org/wiki/Super_Mario_Bros._2#Super_Mario_Advancehttps://en.wikipedia.org/wiki/Super_Mario_Bros._2#Re-releaseshttps://en.wikipedia.org/wiki/Super_Mario_Bros._2#Developmenthttps://en.wikipedia.org/wiki/Super_Mario_Bros._2#Super_Mario_Bros._2https://en.wikipedia.org/wiki/Super_Mario_Bros._2#Yume_K.C5.8Dj.C5.8D:_Doki_Doki_Panichttps://en.wikipedia.org/wiki/Super_Mario_Bros._2#Plothttps://en.wikipedia.org/wiki/Super_Mario_Bros._2#Gameplayhttps://en.wikipedia.org/wiki/Super_Mario_Bros._2
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    The game consists of twenty differentlevelsacross the seven "worlds" comprising Subcon.[5]:6

    Each world has a particular theme that dictates the obstacles and enemies encountered in its

    levels, such as desert areas with dangerousquicksandand snowy areas with slippery surfaces.Levels contain multiple sections or rooms that are connected via doors or ladders. Some rooms

    are accessible by entering certainjars.Magic potions found in each level are used to temporarily

    access "Sub-space", an inverted area where the player can collect coins andMushroomsthatincrease the character's maximumhealth.In addition, certain jars, when entered in Sub-space,

    willwarpthe player to later worlds, skipping levels altogether. Other items available include

    cherries, which are collected in order to acquire aStarman;and the POW block, which can be

    used to quickly destroy all enemies visible on the screen.[5]:17-21

    The player starts Super Mario Bros. 2with threeextra lives,which are lost each time the player's

    character loses all health from enemy or hazard damage or when the character falls off the

    screen. The player can replenish health by collecting floating hearts that appear upon defeating a

    certain number of enemies. The player will receive agame overupon losing all lives, though theplayer maycontinueup to twice in one game. Additional extra lives may be obtained by

    collecting hidden 1-Up Mushrooms or by using the coins collected from Sub-space to win theslot machineminigameplayed between levels.[5]:9-10,19,22

    Plot[edit]

    Yume Kj: Doki Doki Panic[edit]

    While two children are reading a story, a monstrous hand suddenly appears from inside the pagesand kidnaps them. When the rest of the family hear their cries for help, they jump into the story

    and help save them.

    Super Mario Bros. 2[edit]

    Mario, Luigi, Toad and the Princess must free the dreamland known as Subcon from a villainous

    frog known asWart.[5]

    Development[edit]

    Nintendo originally releasedSuper Mario Bros. 2on Japan'sFamicom Disk Systemin 1986. Itsengine is that of an enhancedSuper Mario Bros.,with the same basic game format but adding

    more complex level designs, character features, and weather features.[citation needed]

    Some of the

    advanced level content had been culled from the American coin-operated arcade gameVs. SuperMario Bros.

    [4]:2All of these factors combined to yield an incremental game design with

    significantly higher difficulty.

    Further information:Super Mario Bros.: The Lost Levels

    Also in 1986, the young subsidiary,Nintendo of America,was just completing its test marketingof, and beginning its nationwide launch of, the newNintendo Entertainment Systemand its

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    flagship game, Super Mario Bros.This American adaptation of the Famicom platform had been

    altogether deliberately delayed in the wake of thevideo game crash of 1983,a regional market

    disaster which the Japanese market had not directly experienced. The subsidiary did not want theincreasingly popularMarioseriesto be known for maximal frustration and thus inaccessible to a

    recovering, transfiguring, and expanding market nor to be stylistically outdated by the time

    the Japanese Super Mario Bros. 2could be eventually converted to the NES's cartridge format,localized, and mass-produced for America. Utilizing considerable regional autonomy in order to

    avoid risking the franchise's popularity in this burgeoning market, they declined this game's

    American release and instead requested a newer and more friendly Super Mario Bros.sequel for

    the non-Japanese world.[4]:3

    What was to eventually become this new game had originated as a prototype, which was

    developed and directed byKensuke Tanabe[6][7]

    and implemented by Nintendo's frequent

    programming partner, SRD.[3]

    This gameplay model emphasized vertically scrolling levels with

    two players cooperatively tossing each other, and ascending by way of throwing and stackingblocks. However, the prototypical implementation of this scrolling and multi-player action was

    deemed to exceed the physical capability of Nintendo's consumer hardware at the time, and thegameplay was ultimately deemed to be lacking.[3]

    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 wasnt

    enough to get us interesting gameplay.

    Nintendo game Director, Kensuke Tanabe[3]

    Unwilling to compromise on gameplay, Tanabe suspended development of the prototype until

    eventually receiving instruction to use the Yume Kj mascots in a game. In collaboration withShigeru Miyamoto's team, they greatly expanded the gameplay and developed Yume Kj: DokiDoki Panicfor theFamily Computer Disk System,

    [3]released in Japan on July 10, 1987.

    The title Yume Kj: Doki Doki Panic(, Yume Kjo Doki Doki

    Panikku?,lit. "Dream Factory: Heart-Pounding Panic") is derived from "doki doki", a Japanese

    onomatopoeiafor the sound of a quickly-beating heart. The game's title and character concept

    were inspired by a license cooperation between Nintendo andFuji Televisionto promote thebroadcaster's Yume Kj '87 event, which showcased several of their latest TV shows and other

    products at the time. The Yume Kj festival's mascots became the game's protagonists, a family

    consisting of siblings Imajin and Lina and their parents, Papa and Mama. The rest of the game's

    characters, including the main villain named Mamu, were created by Nintendo for the project.Yume Kj: Doki Doki Panictakes place within a book with anArabiansetting. All four

    characters are optionally playable, though the game is not fully completed until the player clearsall levels using each protagonist.

    For the American conversion into Super Mario Bros. 2, many graphical changes were made to

    the look, animation, and identity of the scenery and characters.[8][9]

    The character likenesses of

    Mario,Luigi,Princess Peach,and Toadwere built upon their respective counterpart models of

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    Imajin, Mama, Lina, and Papa. This marked the first time that Mario and Luigi had noticeably

    different heights,[4]

    and Miyamoto originated the "fluttering" animation of Luigi's legs, to justify

    the enhanced jumping ability seen in the corresponding Mama character.[10]

    Yume Kj: DokiDoki Panicneeded only a few alterations for its conversion into theMarioseries, because it had

    already contained familiar features:Starmen,sound effects for coins and jumping, POW blocks,

    warp zones, and a soundtrack composed by original Super Mario Bros.composerKojiKondo.[11][12]

    To reduce the game's overall difficulty, the designers made minor technical

    changes. They opted not to retain Yume Kj: Doki Doki Panic 's ultimate requirement to

    complete each level using each protagonist; therefore, this new Super Mario Bros. 2can be

    completed in only one pass by any combination of characters. And in the tradition of theMarioseries, they added the ability to run, using the B button.

    This Western version of Super Mario Bros. 2was such a success that it was eventually released

    in Japan in 1992 under the title Super Mario USA. Likewise, Nintendo later released the

    Japanese Super Mario Bros. 2in America in the form ofSuper Mario Bros.: The Lost Levels,apart of the re-release compilationSuper Mario All Starson theSuper NES.Nintendo has

    continued to release both games, each with the title of Super Mario Bros 2.in their respectiveregions, including aVirtual Consolerelease and a Wii re-release of Super Mario All Stars.

    Re-releases[edit]

    Main article:Super Mario All-Stars

    In 1993,[13]

    Nintendo released an enhancedSuper Famicom/SNEScompilation titledSuper

    Mario All-Stars.It includes all of the Super Mario Bros.games released for the Nintendo Family

    Computer/Disk System and Nintendo Entertainment System. The version of Super Mario Bros. 2included in the compilation has improved graphics and sound to match the Super Family

    Computer's and SNES's 16-bit capabilities, as well as minor alterations in some collisionmechanics. It is possible to change the character after losing a single life, while the originalversion allows changing it only after completing a level or when the player loses all their lives

    and chooses "Continue", making the game much more forgiving when choosing a character not

    adept at some specific level. The player begins with 5 lives instead of 3, and the slot game gains

    an additional bonus; if the player obtains three "7"'s, the player wins ten lives.

    Main article:BS Super Mario USA Power Challenge

    In MarchApril 1996, Nintendo collaborated with theSt.GIGAsatellite radio station to release

    anuraorgaidenversion of the game for theSatellaviewsystem, featuring 16-bit audiovisual

    enhancements similar to that of Super Mario All-Stars. This new game is titledBS Super MarioUSA Power Challenge(,B Essu Sp Mario

    USA Paw Charenji?), and like all Satellaview titles it was released episodically in a number of

    weekly volumes.[14]

    BS Super Mario USA Power Challengewas never released outside of Japan

    and as with all other Satellaview titles it has never been rereleased as a stand-alone title. Thegame exists today solely inROMformat and is traded online by Satellaview emulation

    enthusiasts.[14]

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All-Starshttps://en.wikipedia.org/w/index.php?title=Super_Mario_Bros._2&action=edit&section=6https://en.wikipedia.org/wiki/Virtual_Consolehttps://en.wikipedia.org/wiki/Super_Nintendo_Entertainment_Systemhttps://en.wikipedia.org/wiki/Super_Mario_All_Starshttps://en.wikipedia.org/wiki/Super_Mario_Bros.:_The_Lost_Levelshttps://en.wikipedia.org/wiki/Super_Mario_Bros._2#cite_note-11https://en.wikipedia.org/wiki/Super_Mario_Bros._2#cite_note-11https://en.wikipedia.org/wiki/Koji_Kondohttps://en.wikipedia.org/wiki/Koji_Kondohttps://en.wikipedia.org/wiki/Starman_%28Mario%29https://en.wikipedia.org/wiki/Super_Mario_Bros._2#cite_note-10https://en.wikipedia.org/wiki/Super_Mario_Bros._2#cite_note-History_of_SMB_at_IGN-4
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    Super Mario Advance[edit]

    In 2001, Super Mario Bros. 2received another release, this time based on theAll-Starsremake,

    as part of Super Mario Advance, which also contains a remake ofMario Bros.Super Mario

    Advancewas developed byNintendo Entertainment Analysis and Development,[15]

    and was a

    launch title for theGame Boy Advance.The Super Mario Advanceversion of Super Mario Bros.2includes several new features such the addition of the enemy Robirdo, a robotic Birdo acting as

    the boss of World 3, replacing Mouser; the addition of theYoshiChallenge, in which players

    may revisit stages to search for Yoshi Eggs; and an all-new point-scoring system, similar to thatused in the aforementionedBS 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.[16]

    The game was released for

    theWii UVirtual Consolein Japan on July 16, 2014 and later in North America on November 6,2014.

    [17]

    Reception[edit]

    [hide]Reception

    Review scores

    Publication Score

    AllgameThe Video Game CriticA-

    [19]

    Gamespot 8.0/10[20]

    Super Mario Bros. 2sold ten million copies, and was the third highest-selling game ever released

    on the Nintendo Entertainment System at that time.[21]Nintendo Powerlisted Super Mario Bros.2as the eighth bestNintendo Entertainment Systemvideo game, mentioning that regardless of

    not being originally released as aMariogame, it was able to stand on its own merits and itsunique takes on the series' trademark format.

    [22]Super Mario Bros. 2was ranked 108th out of

    200 of the "Greatest Games of Their Time" byElectronic Gaming Monthly.[citation needed]

    GamesRadarranked it the 6th best NES game ever made. The staff complimented it and other 8-

    bit games for being a greater improvement than sequels around 2012, which they thought hadseen only small improvements.

    [23]

    When it was rereleased in 2001 as Super Mario Advanceit received generally positive reviews,

    garnering an aggregate score of 84% onMetacritic.[24]

    One reviewer concluded "all nostalgia and

    historical influence aside, Super Mario Bros. 2is still a game worth playing on the merits of itsgameplay alone", also saying that "the only reason you may not want to pick it up is if ... you

    already own it in another form."[25]

    However,GameSpotthought that Super Mario Bros. 3orSuper Mario Worldwould have been a better choice for a launch game considering theirrespective popularity;

    [26]both titles were eventually also remade as part of the Super Mario

    Advanceseries. Conversely,IGNpraised the choice, calling it "one of the most polished and

    creative platformers of the era".[16]

    The game was named one of theNESbest games ever byIGN, saying that the game offers greater diversity in graphics and gameplay than the original,

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    making it a great bridge game between the other NES Mario titles.[27]

    They also named the music

    played in the battle against the final boss Wart in the eight best 8-Bit Final Boss Themes.[28]

    Legacy[edit]

    Many elements in Super Mario Bros. 2have endured in subsequent sequels and in related series.The game added the ability to pick up and toss enemies and objects. A defining feature of itsearliest prototype,

    [3]this move has become part of Mario's permanent repertoire, appearing in

    other Mario games includingSuper Mario Bros. 3,Donkey Kong (Game Boy),Super MarioWorld,Super Mario Land 2: 6 Golden Coins,Super Mario 64,Super Mario Sunshine,Mario vs.

    Donkey Kong,New Super Mario Bros.,Super Paper Mario,New Super Mario Bros. Wii,Super

    Mario Galaxy,Super Mario Galaxy 2,New Super Mario Bros. U,and Super Mario 3D World.

    TheWii UgameSuper Mario 3D Worldfeatures the same playable characters with the same

    basic physical abilities from Super Mario Bros. 2.[25][29][30][31]

    TheNew Super Mario Bros.series also includes elements and ideas originally proposed for the

    prototype of this game. The multi-player elements originally proposed, were finally realized intheWii game,where up to four players can play competitively or co-operatively. This gameplay

    incorporates the competitive elements from the originalMario Bros.,with the platforming ofSuper Mario Bros.Vertical scrolling multi-player levels are frequent in this game, and also the

    other games in the series that followed after the Wii release.

    Many characters of Super Mario Bros. 2have been assimilated into the greater Mario universe aswell, such asBirdo,Pokeys,Bob-ombs,andShy Guys.

    [25]This is the first game in which

    Princess Peach and Toad are featured as playable characters. Princess Peach herself has

    eventually starred in otherMariogames such asSuper Princess Peach[25]

    while Toad hasreceived supporting roles in laterMariogames and has starred in games likeWario's Woodsand

    New Super Mario Bros. Wii.This is also the first game where Luigi received the appearance hehas today; notably, he is taller than Mario.[4][25]

    In theSuper Smash Bros.series, Peach not only

    has the ability to pluck and throw vegetables, but she can also float in mid-air both in the same

    fashion as in this game.Super Smash Bros. Meleehas a stage calledMushroom Kingdom II,

    which is based on Super Mario Bros. 2, though the visuals are more similar to the version seen inSuper Mario All-Stars. The stage also has characters in their 2D sprite form, including Pidget

    and Birdo. The television seriesThe Super Mario Bros. Super Showproduced byDIC

    Entertainmentfeatures animated segments featuring characters from Super Mario Bros. 2.

    Mario portal Nintendo portal

    Video games portal

    1980s portal

    Book: Mario franchise video games

    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