History VideoGame / SuperMarioBros2

28th Dec '16 7:29:56 AM Larkmarn
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* PirateCrab: Clawgrip the crab is given a pirate voice in ''Super Mario Advance'' (the original game had no voice acting).
28th Nov '16 12:02:15 PM DrNoPuma
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* PirateCrab: Clawgrip the crab is given a pirate voice in ''Super Mario Advance'' (the original game had no voice acting).
22nd Nov '16 11:13:18 AM Tailikku
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* BossBonanza: The game has the player facing Birdo (twice, if a certain route is chosen), then [[spoiler:the mask gate brought to life]] and finally Wart in the last level.

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* BossBonanza: The game has the player facing Birdo (twice, if a certain route is chosen), then [[spoiler:the mask gate [[spoiler:Birdface brought to life]] and finally Wart in the last level.



** World 7-2 has the mask gate attack you when you pick up the crystal ball. Three whacks with the mushroom blocks will neutralize it and allow you to proceed afterwards (but if you take too long, you'll have to repeat the battle).

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** World 7-2 has the mask gate Birdface attack you when you pick up the crystal ball. Three whacks with the mushroom blocks will neutralize it and allow you to proceed afterwards (but if you take too long, you'll have to repeat the battle).



* SuddenlyHarmfulHarmlessObject: At the end of World 7-2, [[spoiler:the mask gate, which had up until now been your gateway between stages, now comes to life and attacks you.]]

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* SuddenlyHarmfulHarmlessObject: At the end of World 7-2, [[spoiler:the mask gate, [[spoiler:Birdface, which had up until now been your gateway between stages, now comes to life and attacks you.]]
22nd Oct '16 3:16:56 PM esq263
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* MusicalSpoiler: When it's not otherwise obvious, the change to the boss theme can let the player know that a boss is coming up.
19th Oct '16 8:42:27 PM peixe200
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* AllJustADream: [[DoubleSubversion Double subverted!]] The instruction manual implies that Mario first dreams up Subcon, then sees it for real on a picnic with his friends, but the game's ending explicitly shows that he dreamed it all. Then the game's semi-sequel, ''BS Super Mario USA'', implies that the events of the game ''did'' happen, just within a [[DreamLand dream world]].

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* AllJustADream: [[DoubleSubversion Double subverted!]] [[ZigZaggedTrope Zig-zagged]]. The instruction manual implies that Mario first dreams up Subcon, then sees it for real on a picnic with his friends, but the game's ending explicitly shows that he dreamed it all. Then the game's semi-sequel, ''BS Super Mario USA'', implies that the events of the game ''did'' happen, just within a [[DreamLand dream world]].
9th Aug '16 1:41:12 PM MissConception
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* CosmeticAward: In ''Advance'', there are changes to the title screen when you beat the game, collect all the red Advance Coins, and clear Yoshi's Challenge.

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* CosmeticAward: In ''Advance'', there are changes to the title screen when you beat the game, collect all the red Advance Ace Coins, and clear Yoshi's Challenge.
9th Aug '16 10:13:00 AM MissConception
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* AnimatedAdaptation: ''Series/TheSuperMarioBrosSuperShow'' adapts elements of both this and ''VideoGame/SuperMarioBros.''

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* AnimatedAdaptation: ''Series/TheSuperMarioBrosSuperShow'' adapts elements of both this and ''VideoGame/SuperMarioBros.''''[[VideoGame/SuperMarioBros1 Super Mario Bros.]]''
9th Aug '16 10:08:30 AM MissConception
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Meanwhile, ''[[VideoGame/DokiDokiPanic Yume Kōjō: Doki Doki Panic]]'' [[http://www.wired.com/2011/04/super-mario-bros-2/ started life as a ''Mario''-style prototype,]] but when Nintendo met a licensing agreement with Fuji TV, it was revived and rebranded with Fuji's ''Yume Kōjō'' ("Dream Factory") characters. When Nintendo of America rejected the Japanese sequel and needed a new one for western markets in a hurry, they ''re-''rebranded ''Doki Doki Panic'' to match the ''[[VideoGame/SuperMarioBros1 Super Mario Bros.]]'' characters, ported it from the Family Computer Disk System to the UsefulNotes/NintendoEntertainmentSystem, and gave the game a few additional nips and tucks.

This game introduced many of the ''[[Franchise/SuperMarioBros Mario]]'' series' iconic enemies (such as Shy Guys, Bob-ombs, Birdo and others) and abilities (such as picking up and carrying items and enemies), and [[DivergentCharacterEvolution it further developed and differentiated the four main characters]] (providing Luigi with an in-game taller, lankier appearance, giving Princess Toadstool (Peach) her ability to float, and actually codifying Mario as the JackOfAllStats for the first time).

to:

Meanwhile, ''[[VideoGame/DokiDokiPanic Yume Kōjō: Doki Doki Panic]]'' [[http://www.wired.com/2011/04/super-mario-bros-2/ started life as a ''Mario''-style prototype,]] prototype based on]] ''[[Franchise/SuperMarioBros Mario]]'', but when Nintendo met a licensing agreement with Fuji TV, it was revived and rebranded with Fuji's ''Yume Kōjō'' ("Dream Factory") characters. When Nintendo of America rejected the Japanese sequel and needed a new one for western markets in a hurry, they ''re-''rebranded ''Doki Doki Panic'' to match the ''[[VideoGame/SuperMarioBros1 Super Mario Bros.]]'' characters, ported it from the Family Computer Disk System to the UsefulNotes/NintendoEntertainmentSystem, and gave the game a few additional nips and tucks.

This game introduced many of the ''[[Franchise/SuperMarioBros Mario]]'' series' iconic enemies (such as Shy Guys, Bob-ombs, Birdo and others) and abilities (such as picking up and carrying items and enemies), and [[DivergentCharacterEvolution it further developed and differentiated the four main characters]] (providing Luigi with an in-game taller, lankier appearance, giving Princess Toadstool (Peach) her ability to float, and actually codifying Mario as the JackOfAllStats for the first time).
9th Aug '16 10:07:19 AM MissConception
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Meanwhile, ''[[VideoGame/DokiDokiPanic Yume Kōjō: Doki Doki Panic]]'' started life as a tech demo featuring Mario, but when Nintendo met a licensing agreement with Fuji TV, it was revived and rebranded with Fuji's ''Yume Kōjō'' ("Dream Factory") characters. When Nintendo of America rejected the Japanese sequel and needed a new one for western markets in a hurry, they ''re-''rebranded ''Doki Doki Panic'' to match the ''[[VideoGame/SuperMarioBros1 Super Mario Bros.]]'' characters, ported it from the Family Computer Disk System to the UsefulNotes/NintendoEntertainmentSystem, and gave the game a few additional nips and tucks.

to:

Meanwhile, ''[[VideoGame/DokiDokiPanic Yume Kōjō: Doki Doki Panic]]'' [[http://www.wired.com/2011/04/super-mario-bros-2/ started life as a tech demo featuring Mario, ''Mario''-style prototype,]] but when Nintendo met a licensing agreement with Fuji TV, it was revived and rebranded with Fuji's ''Yume Kōjō'' ("Dream Factory") characters. When Nintendo of America rejected the Japanese sequel and needed a new one for western markets in a hurry, they ''re-''rebranded ''Doki Doki Panic'' to match the ''[[VideoGame/SuperMarioBros1 Super Mario Bros.]]'' characters, ported it from the Family Computer Disk System to the UsefulNotes/NintendoEntertainmentSystem, and gave the game a few additional nips and tucks.



* DolledUpInstallment: The game actually started life as a ''Mario'' tech demo that couldn't get off the ground, until Fuji TV asked Nintendo for a game with ''Yume Kōjō'' characters in it, reviving interest in the project but mostly divorcing it from its ''Mario'' roots. After the real ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros. 2]]'' was rejected for international release, ''[[VideoGame/DokiDokiPanic Yume Kōjō: Doki Doki Panic]]'' got re-adapted into a ''Super Mario Bros. 2'' for western players.

to:

* DolledUpInstallment: The game actually started life as a ''Mario'' ''Mario''-style tech demo that couldn't get off the ground, until Fuji TV asked Nintendo for a game with ''Yume Kōjō'' characters in it, reviving interest in the project but mostly divorcing separating it from its ''Mario'' ''Mario''-inspired roots. After the real ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros. 2]]'' was rejected for international release, ''[[VideoGame/DokiDokiPanic Yume Kōjō: Doki Doki Panic]]'' got re-adapted into a ''Super Mario Bros. 2'' for western players.
9th Aug '16 8:52:00 AM MissConception
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* BubblyClouds: World 7, as well as the last parts of levels 5-3 and 6-3. In them, there are enemies that can attack Mario and company from their positions, which makes jumping between clouds more difficult than usual.

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* BubblyClouds: World 7, as well as the last parts of levels Worlds 5-3 and 6-3. In them, there are enemies that can attack Mario and company from their positions, which makes jumping between clouds more difficult than usual.



* DegradedBoss: The pink Birdo becomes a standard enemy in level 4-3. Its real purpose is to shoot eggs to let Mario and crew ride across a stretch of water they can't cross on their own, also rendering it a HelpfulMook.

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* DegradedBoss: The pink Birdo becomes a standard enemy in level World 4-3. Its real purpose is to shoot eggs to let Mario and crew ride across a stretch of water they can't cross on their own, also rendering it a HelpfulMook.



* EternalEngine: The castles in Levels 1-3, 3-3, and 4-3 give off this vibe, especially in ''All-Stars'' and ''Advance'' where they seemingly take place inside of factory warehouses.

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* EternalEngine: The castles in Levels Worlds 1-3, 3-3, and 4-3 give off this vibe, especially in ''All-Stars'' and ''Advance'' where they seemingly take place inside of factory warehouses.



* LifeMeter: One of the earliest uses of one in a ''Mario'' game. The meter initially starts at 2 units, but it can be extended up to 4 (or 5 in ''Advance'') units. The extended health doesn't carry over to the next level.

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* LifeMeter: One of the earliest uses of one in a ''Mario'' game. The meter initially starts at 2 units, but it can be extended up to 4 (or 5 in ''Advance'') units. The extended health doesn't carry over to the next level.stage.



* SlippySlideyIceWorld: World 4. In all levels, Mario and company have to walk through very slippy ice platforms, which increases the difficulty of dodging enemies as well as avoiding falling into the cold water.

to:

* SlippySlideyIceWorld: World 4. In all levels, stages, Mario and company have to walk through very slippy ice platforms, which increases the difficulty of dodging enemies as well as avoiding falling into the cold water.



* SuddenlyHarmfulHarmlessObject: At the end of World 7-2, [[spoiler:the mask gate, which had up until now been your gateway between levels, now comes to life and attacks you.]]

to:

* SuddenlyHarmfulHarmlessObject: At the end of World 7-2, [[spoiler:the mask gate, which had up until now been your gateway between levels, stages, now comes to life and attacks you.]]
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