IMDb RATING
7.3/10
1.6K
YOUR RATING
A Japan-only sequel to Super Mario Bros. (1985) where Mario and Luigi must once again save Princess Toadstool and the Mushroom Kingdom from Bowser's clutches.A Japan-only sequel to Super Mario Bros. (1985) where Mario and Luigi must once again save Princess Toadstool and the Mushroom Kingdom from Bowser's clutches.A Japan-only sequel to Super Mario Bros. (1985) where Mario and Luigi must once again save Princess Toadstool and the Mushroom Kingdom from Bowser's clutches.
- Directors
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Storyline
Did you know
- TriviaNintendo of America followed a strict set of rules during their early years, so that they wouldn't end up like the industry disaster Atari. One of these rules was that they would never repackage a game, like Atari had done with many of its titles. Since this game, the Japanese "Super Mario Bros. 2", was felt not to be sufficiently different from the first game and too difficult, it was never considered for a release in the USA. A Famicom game called Yume Koujou: Doki Doki Panic (1987) was used instead, which was reworked to make it look like a Super Mario game, and released internationally as Super Mario Bros. 2 (1988). The Japanese "Super Mario Bros. 2" was eventually released internationally in 1991, as the "Lost Levels" segment of Super Mario All-Stars (1993), but made somewhat easier.
- Quotes
Mushroom Retainer: Thank you Luigi! But our Princess is in another castle!
- Alternate versionsIn the version released as part of "Super Mario All-Stars", in the beginning of World 1-2, there is a single block on the edge of a hole with a block structure similar to a staircase on the side opposite. The original Japanese Famicom version had the hole filled with water however, the water was inexplicably removed in the Super Nintendo version.
- ConnectionsEdited into All Night Nippon Super Mario Bros. (1986)
Featured review
A superior sequel in terms of scope and replayability
I feel like a lot of people give this game a lot of flack without really understanding the context of its release. As a sequel released mere MONTHS after the original, the amount of content and unique *stuff* they were able to incorporate while sticking to their limited game engine is honestly fascinating.
Everyone complains about the difficulty, but that was the whole game's draw. Advertisements showcased the brutal level design, and hell, even its title doesn't shy away: "Super Mario Bros. 2: For Super Players." (The Japanese title)
This was a game meant for those who had mastered the original game and were looking for a challenge, and it's apparent right out of the gate. While the game certainly looks and feels like the first Super Mario Bros., the developers have tweaked the design to expect much more from the player. Poison mushrooms with a darker palette being the only distinguishing feature from the original variety, the frequent appearance of platforms that quickly lower as Mario touches them, hazards like wind that can either help the player make difficult jumps or throw off their sense of balance; minor elements in the grand scheme of things, but the game becomes an entirely different beast when these concepts are combined with one other.
One of the standout levels in the game is a sky-themed stage featuring harsh winds and springs which launch Mario high above the screen for several seconds. The player must use their intuition to halt their forward momentum at the right times to safely land on each platform. It's difficult, yes, but it's incredibly unique and perfectly shows the developers' creativity while working with such a limited game engine.
The real staying power of the game comes from repeat playthroughs and the hunt for the Warp Zones. These are significantly more well-hidden than in the first game, which incentivizes exploration and experimentation in the worlds. Hell, there are even BACKWARDS warps which send you to earlier worlds, which can be surprisingly useful for collecting extra lives, which are still very useful despite the infinite continues.
The true masters of the game play "warp-less"; if the game is cleared without using any Warp Zones, the player is rewarded with a bonus ninth world featuring strange level concepts including outdoor castles, underwater stages with normal overworld enemies, and developer messages spelled out with blocks. Combined with the main game's eight worlds, this adds up to 36 stages in total, surpassing the first game's level count. But that's not all; clearing the game eight times, which only the most determined players could accomplish, FOUR additional worlds open up, featuring even more challenging stages and a true final stage for a grand total of 52 levels, now far surpassing the original Super Mario Bros.
At the end of the day, whether this game is better than its predecessor is up to the player and their tolerance for high difficulty. However, taking into account the crazy amount of content and replayability for such an early Famicom release, I must give it up for Super Mario Bros. 2. Those with patience and determination can brave one of Nintendo's best.
Everyone complains about the difficulty, but that was the whole game's draw. Advertisements showcased the brutal level design, and hell, even its title doesn't shy away: "Super Mario Bros. 2: For Super Players." (The Japanese title)
This was a game meant for those who had mastered the original game and were looking for a challenge, and it's apparent right out of the gate. While the game certainly looks and feels like the first Super Mario Bros., the developers have tweaked the design to expect much more from the player. Poison mushrooms with a darker palette being the only distinguishing feature from the original variety, the frequent appearance of platforms that quickly lower as Mario touches them, hazards like wind that can either help the player make difficult jumps or throw off their sense of balance; minor elements in the grand scheme of things, but the game becomes an entirely different beast when these concepts are combined with one other.
One of the standout levels in the game is a sky-themed stage featuring harsh winds and springs which launch Mario high above the screen for several seconds. The player must use their intuition to halt their forward momentum at the right times to safely land on each platform. It's difficult, yes, but it's incredibly unique and perfectly shows the developers' creativity while working with such a limited game engine.
The real staying power of the game comes from repeat playthroughs and the hunt for the Warp Zones. These are significantly more well-hidden than in the first game, which incentivizes exploration and experimentation in the worlds. Hell, there are even BACKWARDS warps which send you to earlier worlds, which can be surprisingly useful for collecting extra lives, which are still very useful despite the infinite continues.
The true masters of the game play "warp-less"; if the game is cleared without using any Warp Zones, the player is rewarded with a bonus ninth world featuring strange level concepts including outdoor castles, underwater stages with normal overworld enemies, and developer messages spelled out with blocks. Combined with the main game's eight worlds, this adds up to 36 stages in total, surpassing the first game's level count. But that's not all; clearing the game eight times, which only the most determined players could accomplish, FOUR additional worlds open up, featuring even more challenging stages and a true final stage for a grand total of 52 levels, now far surpassing the original Super Mario Bros.
At the end of the day, whether this game is better than its predecessor is up to the player and their tolerance for high difficulty. However, taking into account the crazy amount of content and replayability for such an early Famicom release, I must give it up for Super Mario Bros. 2. Those with patience and determination can brave one of Nintendo's best.
helpful•10
- nathanguia
- Jan 24, 2022
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- Super Mario Bros. 2: For Super Players
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