History VideoGame / SuperMarioBrosTheLostLevels

24th Jan '16 5:04:58 PM SolidSonicTH
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* NoExportForYou: For the longest time, the original game was not made available to western players. In addition to the original FDS game not being ported to the NES, the Famicom Mini ("Classic NES" series in the US) version from 2004 for the UsefulNotes/GameBoyAdvance was also not released in the US. It wouldn't be until the UsefulNote/NintendoWii's Virtual Console release in 2007 that the unaltered version would finally be available beyond Japan. It went on to see release through the UsefulNotes/Nintendo3DS and UsefulNotes/WiiU Virtual Consoles as well.
24th Jan '16 5:04:43 PM SolidSonicTH
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* NoExportForYou: For the longest time, the original game was not made available to western players. In addition to the original FDS game not being ported to the NES, the Famicom Mini ("Classic NES" series in the US) version from 2004 for the UsefulNotes/GameBoyAdvance was also not released in the US. It wouldn't be until the UsefulNote/NintendoWii's Virtual Console release in 2007 that the unaltered version would finally be available beyond Japan. It went on to see release through the UsefulNotes/Nintendo3DS and UsefulNotes/WiiU Virtual Consoles as well.
31st Dec '15 1:06:51 AM LucaEarlgrey
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** The original ''Super Mario Bros.'' requires a hidden code to start a new game at the beginning of the World you last got a GameOver on. This game, on the other hand, allows you to do so via a menu at the game over screen rather than having to look up a guide.
12th Dec '15 1:11:16 PM EBsessed
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* UndergroundMonkey: The new red Piranha Plants pop out of their pipes even if Mario is standing next to them. (If you're standing directly over them, at least in the ''All-Stars'' version, the ones from ground-based pipes won't emerge, but if you're standing on the edge of the pipe, they will. However, the ones that emerge from upside-down pipes will emerge regardless of where Mario stands).
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* UndergroundMonkey: The new red Piranha Plants pop out of their pipes even if Mario is standing next to them. (If you're standing directly over them, at least in the ''All-Stars'' version, the ones from ground-based pipes won't emerge, but if you're standing on the edge of the pipe, they will. However, the ones that emerge from upside-down pipes will emerge regardless of where Mario stands).
12th Dec '15 1:10:13 PM EBsessed
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* SuspiciousVideoGameGenerosity: Frequently, if this game gives you a star, you don't actually want to take it. Either it will prevent you from getting one-ups from using Koopa Shells on enemies ([[PlatformHell which you'll need]]) or you won't even be able to complete the level (8-2 is an example of this).
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* SuspiciousVideoGameGenerosity: Frequently, if this game gives you a star, you don't actually want to take it. Either it will prevent you from getting one-ups from using Koopa Shells on enemies ([[PlatformHell which you'll need]]) or you won't even be able to complete the level (8-2 is an example of this).this, although the level loops so you get as many chances as you want to do it right).
12th Dec '15 1:06:06 PM EBsessed
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** The TropeNamer and its first appearance in the series. And its original incarnation, they are ''almost indistinguishable from normal mushrooms''. It is very easy to die at the start of 1-1 if you aren't expecting it. Which, considering that Poison Mushrooms hadn't been seen before this game, most players weren't. However, if you stick around to watch the game demo, you can clearly see Mario trying to get the Poison Mushroom and dying, allowing this type of death to be averted by patient players. This says nothing, however, about Poison Mushrooms in Underground and Castle levels, since [[GoodBadBugs the mushrooms' colors change]] and thus may lead a less GenreSavvy player to conclude that it's a different kind of mushroom.
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** The TropeNamer and its first appearance in the series. And As its original incarnation, they are ''almost indistinguishable from normal mushrooms''. It is very easy to die at the start of 1-1 if you aren't expecting it. Which, considering that Poison Mushrooms hadn't been seen before this game, most players weren't. However, if you stick around to watch the game demo, you can clearly see Mario trying to get the Poison Mushroom and dying, allowing this type of death to be averted by patient players. This says nothing, however, about Poison Mushrooms in Underground and Castle levels, since [[GoodBadBugs the mushrooms' colors change]] and thus may lead a less GenreSavvy player to conclude that it's a different kind of mushroom.
12th Dec '15 12:48:23 PM EBsessed
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* MeaninglessLives: The ''All-Stars'' edition, because it allows you to save after clearing a level rather than a world. The only punishment for getting a game over in this edition is that you have to restart the stage from the beginning (which is only even a problem if you've passed the CheckPoint).
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* MeaninglessLives: The ''All-Stars'' edition, because it allows you to save after clearing a level rather than a world. The only punishment for getting a game over in this edition is that you have to restart the stage from the beginning (which is only even a problem if you've passed the CheckPoint).CheckPoint, which many levels lack anyway).
12th Dec '15 12:44:35 PM EBsessed
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Not a pirhana plant, just a normal vine
** World 8-2 will repeat itself if a player tries to beat it like they would any other level. The only way to beat this level is to hit a block which spawns a Piranha Plant vine to climb up to the flagpole in the sky.
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** World 8-2 will repeat itself if a player tries to beat it like they would any other level. The only way to beat this level is to hit a block which spawns a Piranha Plant vine to climb up to the flagpole in the sky.
24th Nov '15 11:20:54 AM MissConception
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The second game in the ''Franchise/SuperMarioBros'' series. Following the success of ''VideoGame/SuperMarioBros1'', Creator/{{Nintendo}} decided to follow it up with a MissionPackSequel, titled ''Super Mario Bros 2''. There were four main differences between the original and the sequel: the two-player mode was replaced by the option to play the game as either Mario or Luigi, Luigi was given higher jumps but inferior traction, some of the graphics were updated, and the game was about as close to PlatformHell as one gets short of a romhack. The game came into existence when [[Creator/ShigeruMiyamoto Miyamoto]] and his crew were working on ''Vs. Super Mario Bros.'' (an arcade version of the first ''Super Mario'') and were modifying the game to make it suitable for the arcade's pay-per-play model (i.e. the game was made harder and many bugs and infinite lives exploits were removed). Among the changes made to ''Vs. Super Mario'' was replacing some of the HardModeFiller stages from the latter half of the game by making the earlier versions of these stages hard from the get-go and replacing the later versions with new stages (that would later be integrated into ''Lost Levels'' itself). Miyamoto decided to create an alternate home version of ''Super Mario Bros'' composed entirely of new stages aimed specifically at hardcore fans of the original, resulting in the production of ''Super Mario Bros. 2'' for the Disk System. Even though this was back when every game - including the first installment - was NintendoHard, the insane difficulty of this game infuriated many players, making Nintendo decide [[NoExportForYou not to release it in America nor Europe]]. Still, the game sold well in Japan, it sold 2.5 million units, and was the all-time best-selling on the Family Computer Disk System. However, Nintendo of America needed a Western Mario sequel in record time, so Nintendo put Mario sprites into another Nintendo game, ''VideoGame/DokiDokiPanic'', and called it ''VideoGame/SuperMarioBros2'' (''Super Mario USA'' in Japan so the Japanese wouldn't be confused when that game got released over there). When the original ''Super Mario Bros. 2'' was finally released in America and Europe as part of the ''VideoGame/SuperMarioAllStars'' CompilationRerelease, it was instead titled ''Super Mario Bros.: The Lost Levels''. It was also included in the GameBoyColor remake of the first game, ''Super Mario Bros. Deluxe'' (though in both ''All-Stars'' and ''Deluxe'', it shares the same graphics as its predecessor, losing some of its uniqueness).
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''Super Mario Bros. 2'', also known worldwide as ''Super Mario Bros.: The Lost Levels'', is the second game in the ''Franchise/SuperMarioBros'' series. Following the success of ''VideoGame/SuperMarioBros1'', ''[[VideoGame/SuperMarioBros1 Super Mario Bros.]]'', Creator/{{Nintendo}} decided to follow it up with a MissionPackSequel, titled ''Super Mario Bros 2''.MissionPackSequel. There were four main differences between the original and the sequel: the two-player mode was replaced by the option to play the game as either Mario or Luigi, Luigi was given higher jumps but inferior traction, some of the graphics were updated, and the game was about as close to PlatformHell as one gets short of a romhack. The game came into existence when [[Creator/ShigeruMiyamoto Miyamoto]] and his crew were working on ''Vs. Super Mario Bros.'' (an arcade version of the first ''Super Mario'') Mario Bros.'') and were modifying the game to make it suitable for the arcade's pay-per-play model (i.e. the game was made harder and many bugs and infinite lives exploits were removed). Among the changes made to ''Vs. Super Mario'' Mario Bros.'' was replacing some of the HardModeFiller stages from the latter half of the game by making the earlier versions of these stages hard from the get-go and replacing the later versions with new stages (that would later be integrated into ''Lost Levels'' itself). Miyamoto decided to create an alternate home version of ''Super Mario Bros'' composed entirely of new stages aimed specifically at hardcore fans of the original, resulting in the production of ''Super Mario Bros. 2'' for the Family Computer Disk System. Even though this was back when every game - including the first installment - was NintendoHard, the insane difficulty of this game infuriated many players, making Nintendo decide [[NoExportForYou not to release it in America nor Europe]]. Still, the game sold well in Japan, it sold 2.5 million units, and was the all-time best-selling on the Family Computer Disk System. However, Nintendo of America needed a Western Mario western ''Mario'' sequel in record time, so Nintendo put Mario sprites into another Nintendo game, ''VideoGame/DokiDokiPanic'', and called it ''VideoGame/SuperMarioBros2'' (''Super Mario USA'' in Japan so the Japanese wouldn't be confused when that game got released over there). When the original ''Super Mario Bros. 2'' was finally released in America and Europe as part of the ''VideoGame/SuperMarioAllStars'' CompilationRerelease, it was instead titled ''Super Mario Bros.: The Lost Levels''. It was also included as "''Super Mario Bros.: For Super Players''" in the GameBoyColor remake of the first game, ''Super Mario Bros. Deluxe'' (though in both ''All-Stars'' and ''Deluxe'', it shares the same graphics as its predecessor, losing some of its uniqueness).

** Some of the backwards warp zones have bottomless pits allowing you to kill yourself instead of just letting the timer count down to 0 (or, heaven forbid, actually warping backwards with the result that world 9 is LostForever).
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** Some of the backwards warp zones have bottomless pits allowing you to kill yourself instead of just letting the timer count down to 0 (or, heaven forbid, actually warping backwards with the result that world World 9 is LostForever).

* AscendedGlitch: World 9 was inspired by a glitch in the Famicom version of the first ''Super Mario'' (that is impossible to reproduce on the NES version due to the different hardware design) that was reported by publications such as ''Family Computer Magazine''. The glitch involved removing the ''Super Mario'' cartridge during mid-play and switching with a copy of ''Tennis'', playing a few rounds after resetting the game and then switching back to ''Super Mario'' (resetting the game again) and using the continue code. All of this is done without turning off the system. The World 9 in question is an underwater version of World 6-2 and World 1-4 with random enemies and crashes.
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* AscendedGlitch: World 9 was inspired by a glitch in the Famicom version of the first ''Super Mario'' (that is impossible to reproduce on the NES version due to the different hardware design) that was reported by publications such as ''Family Computer Magazine''. The glitch involved removing the ''Super Mario'' Mario Bros.'' cartridge during mid-play and switching with a copy of ''Tennis'', playing a few rounds after resetting the game and then switching back to ''Super Mario'' Mario Bros.'' (resetting the game again) and using the continue code. All of this is done without turning off the system. The World 9 in question is an underwater version of World 6-2 and World 1-4 with random enemies and crashes.

* BrutalBonusLevel: The game itself is hard enough but worlds A to D take it to a whole other level. World 9 as well, especially in the original Famicom version where you're only given ''one life'' to get through it.
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* BrutalBonusLevel: The game itself is hard enough but worlds A to D take it to a whole other level. World 9 as well, especially in the original Famicom Family Computer version where you're only given ''one life'' to get through it.

** In addition to red and green Koopas, this game also introduced red Piranha Plants, which pop in and out of pipes faster than the original green ones and emerge even if you're standing next to their pipe.
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** In addition to red and green Koopas, Koopa Troopas, this game also introduced red Piranha Plants, which pop in and out of pipes faster than the original green ones and emerge even if you're standing next to their pipe.

* CosmeticAward: In the [=FDS=] version, every time the game is cleared, a star appears on the title screen. While eight stars is needed to access Worlds A through D, anything over that (the maximum being twenty-four) is nothing but bragging rights.
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* CosmeticAward: In the [=FDS=] [=FCD=] version, every time the game is cleared, a star appears on the title screen. While eight stars is needed to access Worlds A through D, anything over that (the maximum being twenty-four) is nothing but bragging rights.

* DoubleUnlock: In the Famicom version of the game, to get access to worlds A to D, you had to beat the game ''eight times in a row''. This was changed in the All-Stars port where you just have to beat the game once to play the rest of the worlds.
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* DoubleUnlock: In the Famicom Disk System version of the game, to get access to worlds A to D, you had to beat the game ''eight times in a row''. This was changed in the All-Stars port where you just have to beat the game once to play the rest of the worlds.

** An important springboard in world D-2 can sometimes fail to spawn, making it impossible to jump across the wide gap to the flagpole.
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** An important springboard in world World D-2 can sometimes fail to spawn, making it impossible to jump across the wide gap to the flagpole.

* GameMod: An ''official'' one, ''All Night Nippon Super Mario Bros.''. Here, some of the enemy characters and all of the Mushroom Retainers were changed into Japanese celebrities. It was given out as a raffle prize on the Japanese radio show "All Night Nippon".
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* GameMod: An ''official'' one, ''All Night Nippon Super Mario Bros.''. Here, some of the enemy characters and all of the Mushroom Retainers Toads were changed into Japanese celebrities. It was given out as a raffle prize on the Japanese radio show "All Night Nippon".

* MinusWorld: World 9 uses mismatched tile sets similar to the minus world in the FDS UpdatedRerelease of ''SMB 1'', and infinitely loops like the original World -1 (except in the ''All-Stars'' version).
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* MinusWorld: World 9 uses mismatched tile sets similar to the minus world in the FDS [=FCD=] UpdatedRerelease of ''SMB 1'', the first ''SMB'', and infinitely loops like the original World -1 (except in the ''All-Stars'' version).

* OddlyNamedSequel2ElectricBoogaloo: The Japanese version of ''Super Mario All-Stars'' calls it ''Super Mario Bros. 2: For Super Players'', which was the slogan in the original [=FDS=] box. ''Super Mario Bros. Deluxe'' also uses the title, just without the ''2''.
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* OddlyNamedSequel2ElectricBoogaloo: The Japanese version of ''Super Mario All-Stars'' calls it ''Super Mario Bros. 2: For Super Players'', which was the slogan in the original [=FDS=] [=FCD=] box. ''Super Mario Bros. Deluxe'' also uses the title, just without the ''2''. Eventually, Nintendo used their first localized title for the worldwide Virtual Console release, although the title screen is unchanged.

* SuspiciousVideoGameGenerosity: Frequently, if this game gives you a star, you don't actually want to take it. Either it will prevent you from getting one-ups from using Koopa shells on enemies ([[PlatformHell which you'll need]]) or you won't even be able to complete the level (8-2 is an example of this). * ThisWasHisTrueForm: Just like in the first game, all the Bowsers but the last one will reveal themselves to be minor enemies in disguise if defeated with fireballs. The ''All-Stars'' version adds new enemies for World A-C and makes the Bowser in World D the real one. (Note that getting to some of these Bowsers with fireballs requires glitching through levels).
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* SuspiciousVideoGameGenerosity: Frequently, if this game gives you a star, you don't actually want to take it. Either it will prevent you from getting one-ups from using Koopa shells Shells on enemies ([[PlatformHell which you'll need]]) or you won't even be able to complete the level (8-2 is an example of this). * ThisWasHisTrueForm: Just like in the first game, all the Bowsers King Koopas but the last one will reveal themselves to be minor enemies in disguise if defeated with fireballs. The ''All-Stars'' version adds new enemies for World A-C and makes the Bowser King Koopa in World D the real one. (Note that getting to some of these Bowsers King Koopas with fireballs requires glitching through levels).
18th Oct '15 10:42:41 AM pgj1997
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* BilingualBonus: [[spoiler:The message spelt out in blocks in World 9-4 reads "Thank You!" in Japanese]].
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