History VideoGame / SuperMarioBros2

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.

to:

* 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.

to:

* 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.

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* 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.]]

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* 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.]]
9th Aug '16 8:49:26 AM MissConception
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* CanonImmigrant: Being from a different series, everything in the game counts as an immigrant, save for the characters and objects that had their sprites changed. Most of the enemies have also appeared in other games in the series, most notably Pokeys and Shy Guys. Bob-ombs are the lone exception, however; they were in both ''Doki Doki Panic'' and ''Super Mario Bros. 3'' in Japan before this game came out.

to:

* CanonImmigrant: Being from a different series, everything in the game counts as an immigrant, save for the characters and objects that had their sprites changed. Most of the enemies have also appeared in other games in the series, most notably Pokeys and Shy Guys. Bob-ombs are the lone exception, however; they were in both ''Doki Doki Panic'' ''VideoGame/DokiDokiPanic'' and ''Super Mario Bros. 3'' ''VideoGame/SuperMarioBros3'' in Japan before this game came out.
9th Aug '16 8:47:39 AM MissConception
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* {{Antepiece}}: The very first screens of the game establish right off the bat that the game mechanics are different from the original ''Mario'' game [[ShowDontTell in three visual ways]]:

to:

* {{Antepiece}}: The very first screens of the game establish right off the bat that the game mechanics are different from the original ''Mario'' first game [[ShowDontTell in three visual ways]]:



* 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'' 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 Bros. 2'' for western players.
9th Aug '16 8:15:36 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. Rumor has it that Creator/ShigeruMiyamoto was even more involved with the production of ''Doki Doki Panic'' than he was the ''Super Mario Bros. 2'' of his home country.

to:

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. Rumor has it that Creator/ShigeruMiyamoto was even more involved with the production of ''Doki Doki Panic'' than he was the ''Super Mario Bros. 2'' of his home country.
tucks.
9th Aug '16 8:13:40 AM MissConception
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[[http://www.kickstarter.com/projects/1358562997/gamemaster-howards-know-it-all/posts/326815 After playtesting by Howard Phillips of Nintendo of America]], it was decided that ''VideoGame/SuperMarioBrosTheLostLevels'' just wouldn't work for American gamers, since it was both basically a retread of the first game and [[PlatformHell just too]] NintendoHard.

Meanwhile, ''VideoGame/DokiDokiPanic'' started life as a ''Mario'' prototype, but when Nintendo needed to meet a licensing agreement with [=FujiTV=], it was rebranded with Fuji's Yume Koujou ("Dream Factory") characters. Then, when Nintendo of America rejected the Japanese [=SMB2=] and needed a new sequel for the US and European markets in a hurry, they ''re-''rebranded ''Doki Doki Panic'' to match the ''VideoGame/SuperMarioBros1'' characters 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 a taller, lankier appearance, giving Princess Peach Toadstool her ability to float, and actually codifying Mario as the JackOfAllStats for the first time).

Eventually, this version was released in Japan as ''Super Mario USA''. So, by changing sprites, Nintendo made three titles out of one, and sold the same game to the Japanese ''twice''.

''Super Mario Bros. 2'' was later remade with SNES graphics as part of the ''VideoGame/SuperMarioAllStars'' CompilationRerelease, and then with further updates as the first of the ''Super Mario Advance'' remakes. The concept of Mario, Luigi, the Princess, and Toad all being playable characters with differing stats and abilities in a PlatformGame would resurface in ''VideoGame/SuperMario3DWorld''.

to:

[[http://www.kickstarter.com/projects/1358562997/gamemaster-howards-know-it-all/posts/326815 After playtesting by Howard Phillips of Nintendo of America]], America,]] it was decided that ''VideoGame/SuperMarioBrosTheLostLevels'' the original ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros. 2]]'' just wouldn't work for American gamers, since it was both basically a retread of the first game and [[PlatformHell just too]] NintendoHard.

Meanwhile, ''VideoGame/DokiDokiPanic'' ''[[VideoGame/DokiDokiPanic Yume Kōjō: Doki Doki Panic]]'' started life as a ''Mario'' prototype, tech demo featuring Mario, but when Nintendo needed to meet met a licensing agreement with [=FujiTV=], Fuji TV, it was revived and rebranded with Fuji's Yume Koujou ''Yume Kōjō'' ("Dream Factory") characters. Then, when When Nintendo of America rejected the Japanese [=SMB2=] sequel and needed a new sequel one for the US and European western markets in a hurry, they ''re-''rebranded ''Doki Doki Panic'' to match the ''VideoGame/SuperMarioBros1'' characters ''[[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.

tucks. Rumor has it that Creator/ShigeruMiyamoto was even more involved with the production of ''Doki Doki Panic'' than he was the ''Super Mario Bros. 2'' of his home country.

This game introduced many of the [[Franchise/SuperMarioBros Mario series]]' ''[[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 a an in-game taller, lankier appearance, giving Princess Peach Toadstool (Peach) her ability to float, and actually codifying Mario as the JackOfAllStats for the first time).

Eventually, this version was released in Japan as ''Super Mario USA''. So, [[DolledUpInstallment by changing sprites, sprites,]] Nintendo really made three ''three'' titles out of one, ''one'' and sold the same game to the Japanese ''twice''.

''Super Mario Bros. 2'' was later remade with SNES graphics [[VideoGameRemake remade]] for the UsefulNotes/SuperNintendoEntertainmentSystem as part of the ''VideoGame/SuperMarioAllStars'' CompilationRerelease, and then with further updates [[UpdatedRerelease updates]] as the first of the individual ''Super Mario Advance'' remakes.line for UsefulNotes/GameBoyAdvance. The concept of Mario, Luigi, the Princess, and Toad all being playable characters with differing stats and abilities in a PlatformGame would resurface in ''VideoGame/SuperMario3DWorld''.



* 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. But the game's semi-sequel, ''BS Super Mario USA'', implies that the events of the game did happen, and that Mario was actually within a dream world.
* AllThereInTheManual: The manual gives more detail on the story, and subtly drops Wart's weakness[[note]]"[[spoiler:Remember, Wart hates vegetables.]]"[[/note]]. It also adds a touch of personality and backstory to almost all the enemies, such as Snifits making their bullets out of nightmares, Ninjis being lesser demons who invade the dreams of boys who play Nintendo, Tryclyde being a loner until Wart came in the picture, etc.
* AlwaysNight: Worlds 2 and 5, though the latter has daytime levels in the ''All-Stars'' remake.
* AmbiguousGender: Birdo's sex was originally male but was later described as female and then "indeterminate gender" depending on the source. However, Birdo was eventually shown to be an entire species on occasion, so it could be that all previous descriptions are correct.

to:

* 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 friends, but the game's ending explicitly shows that he dreamed it all. But Then the game's semi-sequel, ''BS Super Mario USA'', implies that the events of the game did ''did'' happen, and that Mario was actually just within a [[DreamLand dream world.
world]].
* AllThereInTheManual: The manual gives more detail on the story, and subtly drops Wart's weakness[[note]]"[[spoiler:Remember, Wart hates vegetables.]]"[[/note]]. It also adds a touch of personality and backstory to almost all the enemies, such as Snifits making their bullets out of nightmares, Ninjis being lesser demons who invade the dreams of boys who play Nintendo, Tryclyde being a loner until Wart came in the picture, etc.
* AlwaysNight: Worlds 2 and 5, though the latter has daytime levels in the ''All-Stars'' remake.
and ''Advance''.
* AmbiguousGender: Birdo's sex was originally male but was later described as female and then "indeterminate gender" depending on the source. However, Birdo was eventually also shown to be an entire species on occasion, so it could be that all previous descriptions are correct.



** Second, you find out immediately that you can't hurt enemies by jumping on them, and since a player will be familiar with the run button (which worked as the Fireball button in the previous game), they will likely find out right away that you can pick up an enemy when you're moving or running on them, and since a second enemy is nearby, the player may realize he can attack him by throwing the Shy Guy they're holding. Naturally, this new discovery may encourage the player to see if he can grab other objects, such as the nearest patch of grass, which gives you a throwable vegetable.

to:

** Second, you find out immediately that you can't hurt enemies by jumping on them, and since a player will be familiar with the run button (which worked as the Fireball fireball button in the previous game), they will likely find out right away that you can pick up an enemy when you're moving or running on them, and since a second enemy is nearby, the player may realize he can attack him by throwing the Shy Guy they're holding. Naturally, this new discovery may encourage the player to see if he can grab other objects, such as the nearest patch of grass, which gives you a throwable vegetable.



* BossArenaIdiocy: Wart keeps the Dream Machine in his throne room. Which constantly [[{{Pun}} sprouts]] vegetables. His WeaksauceWeakness? ''Vegetables.''

to:

* BossArenaIdiocy: Wart keeps the Dream Machine in his throne room. Which constantly [[{{Pun}} sprouts]] vegetables. His WeaksauceWeakness? ''Vegetables.''''Vegetables''.



* ContinuingIsPainful: Getting a GameOver sends you all the way back to the start of the world you're in. It's steadily alleviated between the different versions. In the NES version you can only continue ''twice'' before the game ''[[FinalDeath kicks you all the way back to the beginning]]''. In the SNES version, you have infinite continues, but keeps the "Start the World Over" penalty. Completely ''averted'' in the GBA version, where you have infinite continues ''and'' you can start back on the stage you game overed on.
* CosmeticAward: In the GBA version, there are changes to the title screen when you beat the game, collect all the red coins, and clear Yoshi's Challenge.

to:

* ContinuingIsPainful: Getting a GameOver sends you all the way back to the start of the world you're in. It's steadily alleviated between the different versions. In the NES version original, you can only continue ''twice'' before the game ''[[FinalDeath kicks you all the way back to the beginning]]''. In the SNES version, ''All-Stars'', you have infinite continues, but keeps the "Start the World Over" penalty. Completely ''averted'' in the GBA version, ''Advance'', where you have infinite continues ''and'' you can start back on the stage you game overed on.
* CosmeticAward: In the GBA version, ''Advance'', there are changes to the title screen when you beat the game, collect all the red coins, Advance Coins, and clear Yoshi's Challenge.



* DeathByGluttony: [[spoiler:The way the player kills Wart by stuffing him with vegetables.]]
* DeathThrows: It just wouldn't be a Mario game without it! The bosses do this too.

to:

* DeathByGluttony: [[spoiler:The way the player kills defeats Wart by stuffing him with vegetables.]]
* DeathThrows: It just wouldn't be a Mario ''Mario'' game without it! The bosses do this too.



* DirectionallySolidPlatforms: Quite a few. Surprisingly, sand is an example too.
* DivergentCharacterEvolution: This is the first game to depict Luigi as taller and thinner than Mario and the first to depict Luigi fluttering his legs while jumping; however, the first game to feature Luigi jumping higher than Mario was ''VideoGame/SuperMarioBrosTheLostLevels''.
* TheDogBitesBack: In the ending, [[spoiler:after the Subcons are released, their immediate first action is to crowd-surf a bruised Wart off while the Heroes are being heralded and then (implied by the symbols to the right side of the screen shortly after he disappears off-screen) is given an off-screen NoHoldsBarredBeatdown.]]
* DolledUpInstallment: The game actually started life as a ''Mario'' sequel game, until Fuji TV asked Nintendo for a game with ''Yume Koujou'' characters in it, and it got divorced from Mario and dolled-up into ''Doki Doki Panic''. After ''The Lost Levels'' was rejected for international release, ''Doki Doki Panic'' got readapted into ''Super Mario Bros 2''.

to:

* DirectionallySolidPlatforms: Quite a few. Surprisingly, sand is an example example, too.
* DivergentCharacterEvolution: This is the first game to depict Luigi as taller and thinner than Mario and the first to depict Luigi fluttering his legs while jumping; however, the first game to feature Luigi jumping higher than Mario was ''VideoGame/SuperMarioBrosTheLostLevels''.
the ''other [[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros. 2]]'', and Luigi was given a different physical appearance in ''Anime/TheGreatMissionToSavePrincessPeach''.
* TheDogBitesBack: In the ending, [[spoiler:after the Subcons are released, their immediate first action is to crowd-surf a bruised Wart off while the Heroes heroes are being heralded and then (implied by the symbols to the right side of the screen shortly after he disappears off-screen) is given an off-screen NoHoldsBarredBeatdown.]]
* DolledUpInstallment: The game actually started life as a ''Mario'' sequel game, tech demo that couldn't get off the ground, until Fuji TV asked Nintendo for a game with ''Yume Koujou'' Kōjō'' characters in it, and reviving interest in the project but mostly divorcing it got divorced from its ''Mario'' roots. After the real ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario and dolled-up into ''Doki Doki Panic''. After ''The Lost Levels'' Bros. 2]]'' was rejected for international release, ''Doki ''[[VideoGame/DokiDokiPanic Yume Kōjō: Doki Panic'' Doki Panic]]'' got readapted re-adapted into a ''Super Mario Bros 2''.2'' for western players.



* EarlyInstallmentWeirdness: The two red dots on the Ninji sprites are depicted in both the game's official artwork and ''Series/TheSuperMarioBrosSuperShow'' as red fangs, but later Ninji portrayals reinterpret those dots as big buttons.

to:

* EarlyInstallmentWeirdness: The two red dots on the Ninji sprites are depicted in both the game's official artwork and ''Series/TheSuperMarioBrosSuperShow'' as red fangs, but later Ninji portrayals reinterpret those dots as big buttons.buttons or cheek-blushes.



* EternalEngine: The castles in Levels 1-3, 3-3, and 4-3 give off this vibe. Especially in the remakes, seemingly taking place inside of factory warehouses.

to:

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



* EvolvingTitleScreen: In the GBA port, a Yoshi egg is added to the title screen after Wart has been defeated.
* ExtendedGameplay: In the ''Advance'' version, after beating the game you can go through "Yoshi's Challenge", which challenges you to locate two Yoshi eggs in Subspace in each stage. The tough part is that you lose your collected eggs when you die.

to:

* EvolvingTitleScreen: In the GBA port, ''Advance'', a Yoshi egg is added to the title screen after Wart has been defeated.
* ExtendedGameplay: In the ''Advance'' version, after beating the game you can go through ''Advance'', "Yoshi's Challenge", Challenge" opens up after beating the game, which challenges you the player to locate two Yoshi eggs in Subspace in each stage. The tough part is that you lose your collected eggs when you die.



* GameOverMan: Birdo in the SNES remake.

to:

* GameOverMan: Birdo in the SNES remake.''All-Stars''.



* GiantMook: In the ''Advance'' remake, you can find giant Shy Guys and Ninjis. Picking one up will cause them to drop a heart, effectively turning them into infinite sources of HitPoints.

to:

* GiantMook: In the ''Advance'' remake, ''Advance'', you can find giant Shy Guys and Ninjis. Picking one up will cause them to drop a heart, effectively turning them into infinite sources of HitPoints.



* HeartsAreHealth: In the SNES and GBA remakes. In the original game your hit points are Hexagons instead. In ''all'' versions, though, grabbing hearts restore your hit points.
* HeartContainer: Grab Mushrooms in Subspace in increase your hit points. The health extension isn't permanent though, it resets when you enter a new level.
* HelpfulMook: The Pink Birdo in Level 4-3 is the Genuinely Gentle type. You may be tempted to clobber it, but that does no good since you can't complete the level without it's help.

to:

* HeartsAreHealth: In the SNES ''All-Stars'' and GBA remakes. ''Advance''. In the original game original, your hit points are Hexagons hexagons instead. In ''all'' versions, though, grabbing hearts restore your a small heart restores one hit points.
point.
* HeartContainer: Grab Mushrooms mushrooms in Subspace in increase your hit points. The health extension isn't permanent though, it resets when you enter a new level.
stage.
* HelpfulMook: The Pink pink Birdo in Level World 4-3 is the Genuinely Gentle type. You may be tempted to clobber it, but that does no good since you can't complete the level without it's its help.



** 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).

to:

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



* KingKoopaCopy: The FinalBoss is not Bowser, but a grumpy, tyrannic toad named Wart. This is because the game was originally conceived as Doki Doki Panic, which happens to have borrowed many Mario elements beforehand.

to:

* KingKoopaCopy: The FinalBoss is not Bowser, but a grumpy, tyrannic toad named Wart. This is because the game was originally conceived as Doki Doki Panic, which happens to have borrowed many Mario elements beforehand.



* 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 the GBA port) units. The extended health doesn't carry over to the next level.
* MarketBasedTitle: ''Super Mario USA'' in Japan. See the game's complicated history in the description.

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* LifeMeter: One of the earliest uses of one in a Mario ''Mario'' game. The meter initially starts at 2 units, but it can be extended up to 4 (or 5 in the GBA port) ''Advance'') units. The extended health doesn't carry over to the next level.
* MarketBasedTitle: ''Super Mario USA'' in Japan. See the game's complicated history in the description.
level.



* MechanicalMonster: Robirdo in the GBA remake. A huge, robotic version of Birdo that spits giant eggs, creates earthquakes by jumping, and tries to run Mario and his Friends over by charging at them.

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* MechanicalMonster: Robirdo in the GBA remake. ''Advance''. A huge, robotic version of Birdo that spits giant eggs, creates earthquakes by jumping, and tries to run Mario and his Friends friends over by charging at them.



* PintSizedPowerhouse: Toad is a rather short guy, but he can pick up things with lightning speed, making him the strongest playable character. (But the worst jumper, unfortunately.)
* PoisonMushroom: Some Grass patches in Subcon are booby-trapped and contain Bob-Ombs. These Bob-Ombs have a short fuse and will blow up in your face if you don't throw it away on time.

to:

* PintSizedPowerhouse: Toad is a rather short guy, but he can pick up things with lightning speed, making him the strongest playable character. (But character (but unfortunately the worst jumper, unfortunately.)
jumper).
* PoisonMushroom: Some Grass grass patches in Subcon are booby-trapped and contain Bob-Ombs. Bob-ombs. These Bob-Ombs Bob-ombs have a short fuse and will blow up in your face if you don't throw it away on time.



* PromotedToPlayable: The Princess and Toad, [=NPCs=] in ''Mario 1'' and in ''Lost Levels'', are now playable characters.

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* PromotedToPlayable: The Princess and Toad, [=NPCs=] in ''Mario 1'' ''Super Mario Bros.'' and in ''Lost Levels'', the Japanese ''Super Mario Bros. 2'', are now playable characters.



** Birdo is fought ''sixteen'' times through the game (it makes seventeen appearances, but in one of them it's a HelpfulMook). Justified since Birdo is a MiniBoss, and subsequent 2D ''Mario'' games would repeat this trend with Boom Boom, Reznor and Bowser Jr.

to:

** Birdo is fought ''sixteen'' times through the game (it makes seventeen appearances, but in one of them it's a HelpfulMook). Justified since Birdo is a MiniBoss, and subsequent 2D ''Mario'' games would repeat this trend with Boom Boom, Reznor Reznor, and Bowser Jr.



** Tryclyde is the boss of World 2 and World 6. In the Game Boy Advance remake, Tryclyde's second appearance was replaced with the second Mouser appearance, whose place was taken by the new boss Robirdo, leaving Mouser as the only recurring boss.
* RougeAnglesOfSatin: In the end credits, "Hoopster" is misspelled "Hoopstar", "Tryclyde" is spelled "Tricylde" (which actually makes more sense), "Clawgrip" is misspelled "Clawglip", and both "Birdo" and "Ostro" have their names switched around. All of these mistakes are fixed in the GBA remake.

to:

** Tryclyde is the boss of World 2 and World 6. In the Game Boy Advance remake, ''Advance'', Tryclyde's second appearance was replaced with the second Mouser appearance, whose place was taken by the new boss Robirdo, leaving Mouser as the only recurring boss.
* RougeAnglesOfSatin: In the end credits, "Hoopster" is misspelled "Hoopstar", "Tryclyde" is spelled "Tricylde" (which actually makes more sense), "Clawgrip" is misspelled "Clawglip", and both "Birdo" and "Ostro" have their names switched around. All of these mistakes are fixed in the GBA remake.localization of ''Advance''.



* ScoringPoints: Not present until the GBA version, which added in a scoring system similar to that of other Mario games (in which beating several enemies with the same attack earns progressively more points).
* SequelDifficultyDrop: The game is less difficult than the first ''Super Mario Bros'', in contrast to ''The Lost Levels'' which is far harder than both. This also applies for the remake: The SNES version is a lot easier compared to the NES version as you can save, and you have infinite continues. The Game Boy Advance version is even easier due to the floating hearts, random large enemies that drop hearts when you throw them, and you can still save. The levels themselves aren't any easier, though.

to:

* ScoringPoints: Not present until the GBA version, ''Advance'', which added in a scoring system similar to that of other Mario ''Mario'' games (in which beating several enemies with the same attack earns progressively more points).
* SequelDifficultyDrop: The game is less difficult than the first ''Super Mario Bros'', Bros.'', in contrast to ''The Lost Levels'' the Japanese ''Super Mario Bros. 2'' which is far harder than both. This also applies for the remake: The SNES version later versions: ''All-Stars'' is a lot easier compared to the NES original version as you can save, and you have infinite continues. The Game Boy Advance version continues and can save, and ''Advance'' is even easier due to the numerous floating hearts, random large enemies that drop hearts when you throw them, and you can still save. The levels themselves aren't any easier, though.



* SmartBomb: The old POW Block is back, and now you can carry it around and deploy it at will. And ''it was in DDP''. Creator/ShigeruMiyamoto did make DDP, after all.

to:

* SmartBomb: The old POW Block "POW" power block is back, and now you can carry it around and deploy it at will. And ''it This isn't an addition to the game - it was in DDP''. Creator/ShigeruMiyamoto did make DDP, after all.''VideoGame/DokiDokiPanic''.



* SuddenlyVoiced: The GBA version. Not only do Mario and friends talk, but so do the bosses.
* SuperDrowningSkills: There are no swimming stages in this game unlike it's predecessors, and falling into the drink costs a life. Somewhat justified, as the water you run into is in [[SlippySlideyIceWorld World 4]]. Not exactly smart swimming in water in an ice world.

to:

* SuddenlyVoiced: The GBA version.In ''Advance'' (and ''BS Super Mario USA''). Not only do Mario and friends talk, but so do the bosses.
* SuperDrowningSkills: There are no swimming stages in this game unlike it's its predecessors, and falling into the drink costs a life. Somewhat justified, as the water you run into is in [[SlippySlideyIceWorld World 4]]. Not exactly smart swimming in water in an ice world.



* TechDemoGame: The GBA version was a launch title for that system, so it does a lot to show off the capabilities of the GBA. Even the game's intro is part of this, as it starts out with a shaded box framing the older Game Boy resolution that fades away to show the larger screen.

to:

* TechDemoGame: The GBA version ''Super Mario Advance'' was a launch title for that system, so it does a lot to show off the capabilities of the GBA. Game Boy Advance. Even the game's intro is part of this, as it starts out with a shaded box framing the older Game Boy UsefulNotes/GameBoy (UsefulNotes/GameBoyColor Color) resolution that fades away to show the larger screen.



* ThisCannotBe: Mouser, Tryclyde, Robirdo, and Wart when defeated in the GBA version.

to:

* ThisCannotBe: Mouser, Tryclyde, Robirdo, and Wart when defeated in the GBA version.''Advance''.



* TrashTalk: The bosses deliver a one-liner before engaging Mario and co. in combat in the GBA version.

to:

* TrashTalk: The bosses deliver a one-liner before engaging Mario and co. in combat in the GBA version.''Advance''.



** On the ''Super Mario All-Stars'' compilation for the SNES, with graphic and sound upgrades, and a save feature.
** The first in the ''Super Mario Advance'' series of remakes for the GBA. With all the upgrades from the SNES version, plus a point system, collectible special coins, voice samples, giant enemies and vegetables, and a Yoshi Egg Challenge after completing the game.

to:

** On In the ''Super Mario All-Stars'' compilation for the SNES, compilation, with graphic and sound upgrades, and a save feature.
** The first in the ''Super Mario Advance'' series of remakes for the GBA. series. With all the upgrades from the SNES version, ''All-Stars'', plus a point system, collectible special coins, voice samples, giant enemies and vegetables, and a Yoshi Egg Yoshi's Challenge after completing the game.
31st Jul '16 9:01:58 PM ChilledXSocks
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* BossArenaIdiocy: Wart keeps the Dream Machine in his throne room. Which constantly [[{{Pun}} sprouts]] vegetables. His WeaksauceWeakness? Vegetables.

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* BossArenaIdiocy: Wart keeps the Dream Machine in his throne room. Which constantly [[{{Pun}} sprouts]] vegetables. His WeaksauceWeakness? Vegetables.''Vegetables.''
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