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1!!!'''[[SimilarlyNamedWorks You may be looking]] for ''VideoGame/SuperMarioBrosTheLostLevels'', the original Japanese sequel to ''VideoGame/SuperMarioBros1'' which is known as ''Super Mario Bros. 2'' in Japanese.'''
2[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3304b37f_b563_471e_a38e_4c345f23ef30.jpeg]]
3[[caption-width-right:350:Mario and his friends have the adventure of their dreams. Note that [[OddballInTheSeries Bowser isn't there]].]]
4
5->''"You've never seen creatures like these! You've never had an adventure like this! It's everything you've dreamed of, and worlds more! It's ''Super Mario 2''!"''
6-->-- [[https://youtu.be/mMFdeYwPEQQ American commercial]]
7
8[[JustForFun/DescribeTopicHere Describe Doki Doki Panic, uh... Super Mario USA, um... Super Mario Bros. 2 here.]]
9
10''Super Mario Bros. 2'' is the third[[labelnote:*]]Explained in details below.[[/labelnote]] overall installment in the ''Franchise/SuperMarioBros'' series. It revolves around Mario, Luigi, Toad and Princess Peach (known in the West as Princess Toadstool back in the day) travelling to the land of Subcon to save it from the tyranny of Wart, which has turned it into a land of nightmares. In a literal sense, because he gained his power by corrupting the Dream Machine. Interestingly, this mission was entrusted to Mario by way of a strange dream, in which one of the land's inhabitants begged the famed plumber for his help. This means that Subcon is a DreamLand, to which Mario and company access through a gateway identical to the one seen in the aforementioned dream; hence why many of the events and situations they'll experience, as well as the enemies they'll face (especially ''how'' they're faced, since GoombaStomp no longer works), differ greatly from what Mario and his friends were used to until that point.
11
12Of course, if you've been into the history of video games, you'll know the ''bigger'' reason why this dream has come into Mario's mind all of a sudden.
13
14In Japan as well as North America, ''VideoGame/SuperMarioBros1'' turned out to be a blockbuster hit, and the KillerApp that Nintendo needed to get the Platform/NintendoEntertainmentSystem (and the Famicom, the Japanese version) into the homes of game players. Nintendo of Japan decided to strike while the iron was hot, and push out a sequel as quickly as possible, using both newly designed levels and levels originally created for the arcade version, ''VS. Super Mario Bros.'' - the result was titled ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros. 2]]'' (and later released internationally as ''Super Mario Bros.: The Lost Levels''). But while the designers and Japanese videogame fans thought it was fun for being even harder than NintendoHard, [[http://www.kickstarter.com/projects/1358562997/gamemaster-howards-know-it-all/posts/326815 Howard Phillips of Nintendo of America playtested the game]] and just found it punishing to play, not fun at all. It was decided that the original ''Super Mario Bros. 2'' just wouldn't work for American gamers, since it was both [[MissionPackSequel basically a retread of the first game]] and [[PlatformHell just]] too [[SequelDifficultySpike hard]], traits that would negatively impact a video game market still recovering from [[UsefulNotes/TheGreatVideoGameCrashOf1983 the crash]]. Furthermore, Nintendo feared the graphics of ''The Lost Levels'' would be seen as outdated in the face of new competing games coming from [[VideoGame/TheLegendOfZeldaI both]] their [[VideoGame/Metroid1 own developers]] and [[Creator/{{Konami}} those of]] [[VideoGame/CastlevaniaI their]] [[Creator/{{Capcom}} third-party]] [[VideoGame/MegaMan1 partners]].
15
16Meanwhile, 1987's ''[[VideoGame/DokiDokiPanic Yume Kōjō: Doki Doki Panic]]'' (Dream Factory: Heart-Pounding Panic) [[http://www.wired.com/2011/04/super-mario-bros-2/ started life as a prototype based on]] ''[[Franchise/SuperMarioBros Mario]]'' being made by the same team in charge of ''Mario'' games, having a primary focus on vertical levels and co-op multiplayer; but when Nintendo netted a licensing agreement with Fuji TV, it was revived and rebranded with the mascot characters of Fuji's ''[[https://www.youtube.com/watch?v=KL9o9zzCUsQ Yume Kōjō]]'' ("Dream Factory" or "Dream Machine") promotional event. When Nintendo of America rejected the Japanese sequel and needed a new one for western markets in a hurry (especially since ''Super Mario Bros. 3'' was already on the way), they ''re-''rebranded ''Doki Doki Panic'' to match the ''VideoGame/SuperMarioBros1'' characters, ported it from the Family Computer Disk System to the Platform/NintendoEntertainmentSystem, and gave the game a few additional visual upgrades (mostly redone animation), as well as quality-of-life features like adding a run button, improved music and a new boss character. As a result, Nintendo of America unintentionally fulfilled their Japanese sister branch's original intentions regarding the prototype, albeit without the co-op multiplayer; that wouldn't be introduced in its intended form until ''VideoGame/NewSuperMarioBrosWii'', 21 years later.
17
18This game introduced many of the 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 Peach her ability to float, and actually codifying Mario as the JackOfAllStats for the first time). The game also received a RecursiveImport to Japan in 1992 with the Japanese title ''Super Mario USA'', thus fully wrapping up the canonization process (the only difference is that, in that country, the game is officially listed as the ''fifth'' console game and sixth overall, due to the release order). So it may have been a dream, but one that marked an important addition to the series.
19
20This American version of ''Super Mario Bros. 2'' was released in its home country and Canada on October 9, 1988, Europe and Australia in the spring of 1989, and finally in Japan as ''Super Mario USA'' in 1992.
21
22The game was later [[VideoGameRemake remade]] for the Platform/SuperNintendoEntertainmentSystem as part of the ''VideoGame/SuperMarioAllStars'' CompilationRerelease in 1993, and then with further [[UpdatedRerelease updates]] as the first of the individual ''Super Mario Advance'' line for the Platform/GameBoyAdvance in 2001.
23
24The game also received a Japan-exclusive "sequel" in 1996 with ''VideoGame/BSSuperMarioUSA'', based on the [=SNES=] version released for the Platform/{{Satellaview}} add-on, and its story confirmed that the original game's events are indeed real, as in this follow-up the characters return to Subcon to protect it once again from Wart. The concept of Mario, Luigi, Peach, and Toad all being playable characters with differing stats and abilities in a PlatformGame would resurface in ''VideoGame/SuperMario3DWorld'' and reappear in ''VideoGame/SuperMarioRun''. Lastly, despite not having a dedicated game style in ''VideoGame/SuperMarioMaker'' or [[VideoGame/SuperMarioMaker2 its sequel]], the former added several Mystery Mushroom costumes based on enemies and characters from this game, while the latter added assets from it via updates (Pokey[[note]]including both the modern yellow incarnation and its original green design[[/note]], a game mode involving Ninjis, a powerup allowing Mario to grab and throw enemies, and keys guarded by Phanto).
25----
26!!This game provides examples of:
27[[foldercontrol]]
28[[folder:A-D]]
29* AchillesHeel: Wart ''hates'' vegetables.
30* ActionBomb: This game marks Bob-Omb's debut. They're usually thrown away by Albatosses from the sky to harm Mario and company; some castle levels also have vases that unleash them with the same purpose in mind. Unlike in future games, Bob-Ombs will explode after a few seconds even if they're not being attacked.
31* ActionGirl: This game is notable for being Princess Peach's [[PromotedToPlayable playable debut]]. Her royal upbringing and demure experience compared to the Mario Bros., plus not being dressed for adventure, means she isn't quite as athletic or powerful (she's the slowest runner, takes a bit to pick things up, and doesn't jump very high), but her talent to float for a few seconds makes platforming a cinch and lets her avoid enemies and obstacles easily.
32* AdaptationExplanationExtrication: In ''Doki Doki Panic'', twins Poki and Piki fought over the book the story takes place in and accidentally ripped out the last page in which [[DubNameChange Mamu (Wart)]] was defeated, explaining why World 7 only has two levels when all other worlds have three.
33%%* AdiposeRex: Wart, the usurper of Subcon.
34* AirborneMook: Albatosses slowly fly through a horizontal line (almost always to the left, but the ones appearing at the start of World 6-2 soar to the right), while the Beezos fly faster (to the point that characters can only stand over them for a brief moment). Pidgits use carpets to fly in an oscillating pattern until they aim at the player's character to harm them (in ''VideoGame/SuperMarioWorld'', they replace Bullet Bills upon completion of the Special World and can fly just fine without a carpet).
35* AllDesertsHaveCacti: Cacti are present in all of the desert levels. Thankfully they are harmless platforms for Mario and crew to jump on. The same can't be said for Pokey, a multi-segmented cactus creature that tries to move into the characters to damage them with its spiky body. Unlike their later appearances in the series as a [[TheSpiny spiny]], you can safely jump on their heads and ride them.
36* AllJustADream: [[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. However, the instruction manual also explicitly says that Wart terrorizes dreams. 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]].
37* AllThereInTheManual: The manual gives more detail on the story, and subtly drops Wart's weakness[[note]]"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.
38* AlwaysNight: Unlike the rest of the worlds which are in broad daylight, Worlds 2 and 5 are set at night, though the latter has daytime levels in ''All-Stars'' and ''Advance''.
39* AmbiguousGender: Birdo's sex was originally male (according to the instruction manual, "He thinks he is a girl" and would rather be called "birdetta"), but was later described as female and then "indeterminate gender", depending on the source. However, Birdo was also shown to be an entire species on occasion, so it could be that all previous descriptions are correct.
40* AmbiguousSituation: Why does the nightmare-producing machine spit out vegetables in the final battle with Wart? Was there a malfunction? A glitch? Or did it somehow grow sentience and rebel against Wart with his own worst fear?
41* AnimatedAdaptation: ''Series/TheSuperMarioBrosSuperShow'' adapts elements of both this and ''VideoGame/SuperMarioBros1''
42* {{Antepiece}}:
43** The very first screens of the game establish right off the bat that the game mechanics are different from the first game [[ShowDontTell in three visual ways]]:
44*** First, you drop down from a high vertical height down and scroll through several screens, unlike the original game, which only had horizontal scrolling.
45*** 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 they can attack it by throwing the Shyguy they're holding. Naturally, this new discovery may encourage the player to see if they can grab other objects, such as the nearest patch of grass, which gives you a throwable vegetable.
46*** Third, moving left to right on the screen will loop you around to the other side, immediately tipping off the player that the RatchetScrolling of the original game has been dropped, and alerts the player that the only way to exit the screen is by figuring out how to use the nearby door.
47** The game also visually demonstrates how its Boss Battles work. At the end of the first level, they face their first encounter with the Pink Birdo. There are no items or even enemies to grab in her boss room. After being taught that enemies can be defeated by grabbing and throwing things at them, the player has to figure out how to defeat Birdo without nearby things to throw. They will discover that they can only defeat Birdo by [[TennisBoss grabbing the eggs she spits at them and throwing them back at her]], which showcases the very different and dynamic boss battles the game offers. And each level will gradually increase the complexity of the Birdo fights so the player needs to hone their combat skills: The fight in World 1-2 reduces the space of the battlefield (thus requiring quicker reflexes to grab the eggs), the fight in 2-1 takes place in a perilous area where both end sides have BottomlessPits, the fight in 2-2 pits you against Red Birdo (who is now red and will shoot both eggs and fireballs, hence why the use of Mushroom Blocks to attack her is advised), the fight in 3-1 has Red Birdo ''and'' a bottomless pit, 4-2 removes the Mushroom Blocks ''and'' brings back the pit while also adding slippery ice, 5-1 has Green Birdo (shoots fireballs only) and only one Mushroom Block, etc.
48* AntiFrustrationFeatures:
49** If a player uses a WarpZone to reach another world from a level where they had previously collected coins in Subspace, those coins will be carried over to the new world's first level. This allows players to use those coins alongside whichever ones they find afterwards at the end of that level in the BettingMiniGame, which not only prevents the old coins from going to waste, but also provides a greater number of chances to farm extra lives.
50** In the original version, you were stuck with the character you chose for a level until you complete it or get a game over. The ''All-Stars'' and ''Super Mario Advance'' releases allow you to reselect a character whenever you die, just in case your initial pick isn't a good suit for the level.
51* AquaticMook: Trouters are red fish with large eyes that perform large jumps in waterfalls. By way of CraniumRide, Mario and his friends can use them as platforms to quickly move to further areas in a level; this is exploited in World 5-1.
52* ArtEvolution: Many subtle changes were made to several sprites from the ''Doki Doki Panic'' version to improve their quality, along with other visual changes:
53** Objects like Cherries, POW Blocks, the crystal ball, and vegetable tufts in the ground are animated. The tufts in particular were recolored to red to make them stand out more.
54** The slots mini-game has a proper background. The original version was a featureless green screen.
55** The Albatoss enemy was given several more animation frames, making its wing flaps look a lot smoother. The ''Doki Doki Panic'' version had only two frames.
56** Mouser's damaged/hurt sprite rapidly shifts left to right. The original did not move when he got hurt.
57** Phanto's face was changed to look more menacing.
58** The Overworld theme was given an additional section so that the song would play longer before looping back.
59* AsteroidsMonster: Fryguy. After being hit three times (which would normally indicate the defeat of a boss in most ''Mario'' games), it'll be fragmented into four living parts. The battle will only end after none of them remain.
60* BackThatLightUp: When it gets featured in ''VideoGame/SuperMarioAllStars'', ports of most of those titles account for the original GBA's lack of a backlight. The middle and bottom rows of [[http://www.spriters-resource.com/resources/sheets/4/4340.gif this image]] depict the specific palette shift involved from SNES to GBA.
61* BalancePowerSkillGimmick: Mario is balanced, Luigi has jump height on his side, Toad has movement speed and lifting power on his side, and Peach is different from all three in that she can hover for a short period of time. They use the same set up in ''VideoGame/SuperMario3DWorld,'' but lifting power is standardized (and instantaneous) since it's no longer a core game mechanic.
62* BeatingADeadPlayer: Some of the more aggressive behaving enemies, like the Ostros, Pansers and Pokeys will keep moving into the spot where the player fell off the screen after dying. The Bosses also keep attacking even after you're dead.
63* BettingMiniGame: The Bonus Chance after completing a level through a Mask Gate and not by warping. In the original game you bet one coin at a time. In ''Advance'', the player can wager multiple coins at once to earn a multiplied amount of lives.
64* BigBad: Wart. He has conquered the world of dreams and is filling it with monsters created by the dream machine. It's up to Mario and friends to stop him.
65* BigCreepyCrawlies: Hoopsters are giant labybugs that constantly clamber up and down trees and vines. They're especially prevalent in 5-2 and 6-3, where they impede the quartets' attempts to climb up vines. They're generally harmless when they are below the player, but cause damage when they climb down from above. They move quicker when Mario and friends are nearby, who have to jump to another vine to avoid the Hoopster.
66* BigFancyCastle: 7-2, the final level. A literal dream factory with two branching pathways, filled with SpikesOfDoom and conveyor belts, and [[BossBonanza four different boss fights]], including a final confrontation with Wart.
67* BiggerOnTheInside: Certain vases have large insides, including one that has sand, making its innards ''much'' taller than its outer size.
68* BigNo: In the ''Advance'' version: Tryclyde when you hit him the first two times, Wart when you defeat him.
69* BlownUpwardByABlowhole: One screen of World 4-2 features a pod of whales that sporadically spurt water from their blowholes. The player can jump on the tops of these water spouts to reach the other platforms in the area. It also doubles as a SteamVentObstacle, because the spouts are apparently so high pressure that if you touch the sides of them, you'll take damage.
70* BombardierMook: Albatosses are large birds that carry bombs in their talons, dropping them when they pass above a player.
71* {{Bookends}}: At the beginning of Level 3-2, you can see the door to the end of the level right below you. In order to get there, you have to travel all the way across the grassland to the right to get access to the underground tunnels, and go through them back to the left. Along the way, Mario and his friends have to get though some barricades in the tunnels with bombs.
72* BootstrappedTheme:
73** The Subspace theme is the ''Super Mario Bros.'' main overworld theme, minus the recognizable seven-note intro.
74** Also, the title screen theme is a remix of the "underwater" theme from ''Super Mario Bros.'' ''Super Mario All-Stars'' took this and ran with it, remixing said underwater theme for the title screen of all of their games save ''VideoGame/SuperMarioWorld,'' and the ''Super Mario Advance'' series continued the tradition for its ''own'' games.
75* BossAlteringConsequence: In the Gameboy Advance version, you can remove Birdo's bow by jumping on top of her and yanking it off. You can even return it to her if you throw it back at her.
76* BossArenaIdiocy: Wart keeps the Dream Machine in his throne room. Which constantly [[{{Pun}} sprouts]] vegetables. His WeaksauceWeakness? ''Vegetables''.
77* BossBonanza: The game has the player facing Birdo (twice, if a certain route is chosen), then [[spoiler:a Mask Gate brought to life]] and finally Wart in the last level.
78* BossCorridor: The battles against Fryguy and Wart are preceded by a short corridor (though in the latter's case, you have to fight [[spoiler:the Mask Gate]] as well before gaining access to Wart's chamber). The other boss rooms are accessed after either crossing a path filled with enemies, or defeating Birdo ([[BreadEggsBreadedEggs or, as seen in World 5, both]]).
79* {{Bowdlerise}}:
80** The instruction manual of the NES game described Birdo as "[thinking] he's a girl who'd rather be called Birdetta". This line was removed in the instruction manual of the game's rereleases, and other games featuring Birdo simply refer to her as female. Whether this was to acknowledge her gender identity or her sex was outright changed is up to interpretation.
81** During the conversion from ''VideoGame/DokiDokiPanic'', the Big Face item (a ganguro head) was changed to a Koopa shell due to its high resemblance to {{Blackface}}.
82* BubbleGun: This is [[FinalBoss Wart's]] weapon of choice. Spitting bubbles that fly outward before falling rapidly. The character has to weave between where they fall to avoid getting struck.
83* BuildLikeAnEgyptian: Mario and crew have to venture inside a pyramid in [[ShiftingSandLand 2-1 and 2-3]].
84* BusmansHoliday: The game starts off with [[AllThereInTheManual the heroes falling asleep while on a nice outing]], only for them to enter the dream world of Subcon, which has been taken over by Wart. The heroes must defeat him to wake up.
85* 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, Bob-Ombs and Shyguys. The exception is Sparks, because they already appeared in a ''Mario''-related game beforehand (''Donkey Kong Jr.''), being one of the elements from the series that were already in ''Doki Doki Panic'' (alongside the Starman powerup and the POW Blocks).[[note]]The coins were known as Medals, though their sprite, sound and animations were carried over from the coins seen in the Arcade ''Mario Bros.''[[/note]]
86* CartoonBomb:
87** Bob-Ombs are a [[WaddlingHead slightly]] [[ActionBomb anthropomorphised]] version, making their debut in this game and having appeared in nearly every game since. Many of them are either generated by cloning vases or dropped from the sky by Albatosses. In this game, they have arms and lack a windup key in their backs, and have a tendency to explode ''even if they're not provoked''. The Bob-Ombs in this game also have a specific brand name in Japanese ("Bob", or the onomatopeia of something exploding), whereas in later games we see the more common breed which, due to being part of the Koopa Troop, are known as ''Bomu-hei'' ("Bomb Soldier") in Japanese.
88** The game also has a non-living kind of bomb, which players can pull out of the ground to destroy breakable walls. These bombs are thrown by Mouser, the boss of World 1 and 3. In this game, you pull items out of the ground indicated by a tuft of grass (''not'' limited to vegetables). Many a cartoon bomb is found this way (though some Mouser encounters have no such mercy; you must catch the bombs he's throwing at you and send 'em right back before boom time!). There are some instances of a Bob-Omb being unveiled this way, but its fuse is much shorter than the ones you normally run across, so [[PoisonMushroom it's more of a trap]]; better think fast and throw it away quick!
89* CharacterCatchphrase: In the GBA remake, which like the other GBA remakes of the Super Mario Bros. series was enhanced with voice acting. For example:
90--> '''Mario/Luigi:''' ''[when defeated]'' Oh! Mama Mia!
91--> '''Peach:''' Leave it to me!
92--> '''Any character:''' ''[when collecting a cherry]'' Lucky!
93--> '''Any character:''' ''[when picking up a heart]'' Thank you!
94* ChargedAttack: When the player holds down on the directional pad, Mario (or whichever character the player controls) flashes while preparing for a super jump. This ability is also present in the GBA versions of the original ''Mario Bros.'' that come in GBA Mario games.
95* {{Checkpoint}}: The game provides a checkpoint every time the player enters a door, reaches a new area after boarding a rocket, or enters a boss room upon entering the Mask Gate's mouth. This excludes entering or exiting a vase, however.
96* CollisionDamage: Zigzagged. Enemies are generally safe to land on from the top; but running into enemies from the side or from below results in your character getting hurt and losing a hexagon/heart, and their reaction determines how much they have left (Shrinking when they have one hit point left). It's even lampshaded with the game's Stop Watch item, which [[TimeStandsStill freezes all the action]] when you pick it up. Yes, you take damage from enemies, even when they're not even ''moving''. Sparks, Porcupos, and Pansers however cannot be touched at all.
97* ColourCodedForYourConvenience: The groups of enemies in Subcon come in many different colours, some more threatening than others.
98** '''Shyguys''': Similar to the Koopa Troopas from the first game. Pink Shyguys patrol back-and-forth on the same platform, while red Shyguys walk off ledges and will turn in the direction of the player upon landing, making them particularly troublesome in the sand-digging segments. The ''All-Stars'' and ''Advance'' remakes of the game change the pink Shyguys to blue.
99** '''Snifits''': Like their Shyguy relatives, pink Snifits patrol platforms and the red Snifit (yes, ''[[UniqueEnemy the]]'' [[UniqueEnemy red one]]) will walk off platforms. Gray and green Snifits will stay in one spot and jump up and down, continually shooting bullets. The ''All-Stars'' and ''Advance'' remakes change pink Snifits to blue, and green Snifits to gray.
100** '''Beezos''': Red Beezos swoop down from the top of the screen, while gray and green ones fly in head-on swarms. The remakes change red Beezos to gold, while gray and green ones become red.
101** '''Pansers''': Gray and green Pansers (or just green in the remakes) sit in one spot and shoot fireballs straight up, red Pansers sit in one spot and shoot fireballs in an arc to the left or right depending on where the player is, and pink Pansers (blue in the remakes) move around and chase the player while shooting fire in an arc.
102** '''Birdos''': Pink Birdos shoot one egg at a time. Red Birdos shoot a few projectiles in a row, most of them eggs, but with some fireballs mixed in. Gray and green Birdos (or just green in the remakes) shoot a few fireballs in a row, requiring the use of Mushroom Blocks to defeat them.
103* CompetitiveBalance: All of the characters have different jump strengths, pickup animation speeds, and running speed while holding an item (without holding an item, all of them run at the same speed).
104* 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 original, you can only continue ''twice'' before the game kicks you all the way back to the beginning. In ''All-Stars'', you have infinite continues, but keeps the "Restart the World" penalty. Completely ''averted'' in ''Advance'', where you have infinite continues ''and'' you can start back on the stage where you got the GameOver.
105* CosmeticAward: In ''Advance'', there are changes to the title screen when you beat the game, collect all the red Ace Coins, and clear Yoshi's Challenge.
106* CraniumRide: Since this is the one game in the series that lacks the GoombaStomp, you can do this on most of the {{Mooks}}. Several areas require you to do this. [[note]][[LetsPlay/ProtonJon Move faster, Pokey!]][[/note]]
107* CuttingTheKnot: It's very easy to short circuit the fight against Wart. Just grab a vegetable, then jump behind Wart to get behind him, then throw it when he opens his mouth. Rinse and repeat. It's much easier to do with Luigi or Peach of course.
108* DeathByGluttony: [[spoiler:The way the player defeats Wart by stuffing him with vegetables.]]
109* DeathIsASlapOnTheWrist: In sharp [[ContinuingIsPainful contrast]] to the original and ''All-Stars'' versions, lives are a complete non-issue in ''Advance''. Even if you do get a GameOver, you can continue from the very same level you left off at.
110* DeathThrows: It just wouldn't be a ''Mario'' game without it! The bosses do this too.
111* DegradedBoss: The pink Birdo becomes a standard enemy in 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.
112* DevelopersForesight: The entrance door to Subcon in 1-1 is ''impossible'' for the player to re-enter, but even if you should choose to manipulate the game's code via glitches or a UsefulNotes/GameGenie to gain access, it won't crash the game (or take you to a MinusWorld), and the player simply [[EndlessCorridor emerges out the door]] again.
113* DifficultButAwesome: Toad's a crappy jumper in a PlatformGame. That said, his SuperStrength and SuperSpeed made him a favorite for speedrunners.
114* DirectionallySolidPlatforms: Quite a few, and they change thematically according to the current world's setting (grassy green in World 1, 3 and 5; arid red in 2 and 6; snowy white in 4; and white with a mushroom-like cap like those seen in ''Super Mario Bros.'' and ''The Lost Levels'' in 7. Surprisingly, sand is an example, too.
115* 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 the ''other [[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros. 2]]'', and Luigi was given a different physical appearance in ''Anime/TheGreatMissionToSavePrincessPeach''.
116* 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) give him an off-screen NoHoldsBarredBeatdown.]]
117* DolledUpInstallment: The game actually started life as a ''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 separating it from its ''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.
118* DreamLand: Subcon may or [[AllJustADream may not]] really exist. According to ''VideoGame/BSSuperMarioUSA'', it does.
119* DungeonBypass: The majority of Stage 4-3 has you climbing up one giant tower, crossing over to another, then climbing back down. If you happen to know this in advance and are playing as Luigi or Peach, you can easily jump the gap from the base of one tower to the other, thereby skipping 90% of the stage in seconds.
120[[/folder]]
121[[folder:E-K]]
122* EarlyInstallmentWeirdness:
123** The game marked the debut of several enemies that would become regulars in the ''Mario'' series, but some of them are portrayed here differently. For example, 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 or cheek-blushes. Bob-Ombs have arms and lack the familiar windup keys from their backs (from ''Super Mario Bros. 3'' onwards, it's the other way around, with some exceptions). Pokeys are colored green instead of yellow, and ''can'' be mounted safely (in ''VideoGame/SuperMarioWorld'', the only way to ride them safely is with the Spin Jump). Lastly, Shyguys have a slightly shorter height, looking more like {{Waddling Head}}s; later games made their torsos look more visible.
124** This game is the first in the series to have worlds themed around different biomes, including a more visually specific GreenHillZone (though Nintendo's original plan was to hold over this novelty until ''Super Mario Bros. 3'', given the relatively homogeneous design of the worlds in the original game and ''The Lost Levels''). However, one of these worlds, the one set [[LevelInTheClouds in the cloudy sky]], stands out for being the ''last'' (most later games opt to end with a {{Mordor}} or LethalLavaLand world, though the sky setting would be kept as the seventh in almost all ''VideoGame/NewSuperMarioBros'' games, in a nod to this one).
125** Both the English manual and the end credits refer to Birdo as "Ostro", and vice versa. The ''Magazine/NintendoPower'' guide, released at the same time as the game, does use the name "Birdo" for the pink egg-spitting character, so the manual and credits were likely a mistake. Oddly, the ''All-Stars'' version still mistakenly calls Birdo "Ostro" in the credits, though its manual does get it right. Additionally, all contemporary materials, including the manual, refer to Birdo exclusively with male pronouns.
126** Though Birdo's artwork already depicted her with a red ribbon on top of her head, the ribbon is absent in her in-game sprite, likely due to technical limitations (this was later rectified in ''VideoGame/SuperMarioAllStars'', which was released on the more powerful SNES). Also, as shown in the Japanese commercial of ''All-Stars'' itself, Birdo was originally paired with Wart, while in later ''Mario'' games she's paired with Yoshi instead (making more sense since both are dinosaurs).
127** Among the games in the ''Super Mario Advance'' line of remakes, the first game only had two title screens (one for the overall game, and another for the ''VideoGame/MarioBros'' side-game). The later games would include an additional title screen for the main campaign of the given installment.
128* EarlyInstallmentCharacterDesignDifference: In this game, Birdo opens her snout only when firing an egg. In all future appearances, Birdo's snout is open at all times.
129* EasterEgg: Landing a Cherry-7-7 in the Bonus Chance gives the player three extra coins alongside a 1-up. This "3 Coin Service" occurs once per play session. This only happens in ''All-Stars'' and ''Advance''.
130* EdibleAmmunition: Assorted vegetables and sprouts can be uprooted and thrown at enemies. Pull enough of the full-grown ones, and you get a stopwatch that freezes all enemies for a few seconds. The only way to beat Wart at the end of World 7 is by pelting him with vegetables.
131* EndGameResultsScreen: The game's ending shows the number of levels cleared by each of the playable character. There are 20 levels in total, though it's possible to clear the game with fewer by using {{Warp Zone}}s.
132* EnemyRollCall: The credits do this. Interestingly, the names "Birdo" and "Ostro" [[RougeAnglesOfSatin are switched around]] (this was fixed in all versions of ''Super Mario Advance'', though).
133* EternalEngine: The castles in 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.
134* EveryProperLadyShouldCurtsy: Peach does this in [[https://i.pinimg.com/originals/a0/8e/f4/a08ef4c99a0360abc321fa7e5a835839.jpg official artwork]].
135* EverythingTryingToKillYou: Anything that moves in Subcon is not your friend. Aside from Wart's goons, there's homicidal cactus creatures in the desert, fireball-spewing flowers, and surly porcupines. Even the passive, non-threatening whales in World 4 can hurt Mario and company if they run into a jet of water spraying up from a blowhole. (They can stand on a blowhole and be propelled safely upward, though.)
136* EvilLivingFlames: Fryguy, the flaming entity that serves as the boss of World 4. It attacks Mario and company by spewing fireballs from its own body while hovering around the boss room. It doubles as an AsteroidsMonster as, after receiving three hits, it splits into four smaller (but still sentient) flames that have to be defeated as well for true victory in the battle.
137* EvolvingTitleScreen: In ''Advance'', a red sky and a Yoshi egg are added to the title screen after Wart has been defeated. Completing the "Yoshi's Challenge" hatches the egg to a full-grown Yoshi. Depending on when all Ace Coins are collected, the egg or Yoshi turn red.
138* ExtendedGameplay: In ''Advance'', "Yoshi's Challenge" opens up after beating the game, which challenges 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.
139* FailedASpotCheck: Wart somehow doesn't notice that the Dream Machine is tossing out [[WeaksauceWeakness vegetables]] everywhere, even though it's ''right in front of him''. Either he's both blind and anosmic, or is just TooDumbToLive.
140* FakeUltimateMook: The giant Shy Guys and Ninjis in the ''Advance'' version don't pose any more of a threat than their normal-sized versions, and in fact are {{helpful|Mook}} since picking one up spawns a heart item each time.
141* FallingIntoThePlot: In the opening scene that starts the first level, the player's chosen character falls from a door in the sky. This is the door Mario and his friends entered during the story's prologue, taking them to the DreamLand of Subcon.
142* FastTunneling: Mario and his friends have to dig through sand in order to reach the bottom of a pyramid's underground chamber in two levels (2-1 and 2-3), the bottom of a regular cavern in another (2-2), and the bottom of a sand-filled vase in yet another (6-1). Toad is the fastest at digging, so these levels are best played as him.
143* FlashOfPain: Bosses when damaged. The sound effect is sligthly different from ''Doki Doki Panic'', due to the more primitive sound chip of the NES compared to that of the Famicon Disk System. The flash rapidly varies through shades of white, green and pink.
144* FlipScreenScrolling: In the vertical areas, as back then the NES was unable to provide a fluid vertical transition (''Super Mario Bros. 3'' made it possible with its enhanced chip).
145* FloatingMask: Phantos. They gain life when you attempt to take a key and carry it to open a locked door.
146* {{Foreshadowing}}:
147** In Level 5-3, the initial outside at the beginning of the level has three distinctively large trees in the background as you run by. Would you guess those trees actually have some measure of importance later and are not actually background objects? Well, [[TreeTrunkTour they do]].
148** Those Hawk masks look kind of disgusted about having to open for you, don't they? One of them eventually does something about it.
149* FranchiseCodifier: Despite not being originally planned as a ''Mario'' game, it features elements that have since become customary in the series: themed worlds other than grasslands, minibosses, the ability to carry objects and enemies, vertical level designs, and gambling minigames between levels to earn lives.
150* GameMod: There's [[VideoGame/TheBeatlesAdventuresInPepperland a mod]] of the game in 2021 called ''[[https://www.nintendoenthusiast.com/the-beatles-adventures-in-pepperland-mod-super-mario-bros-2-hack/ The Beatles Adventures in Pepperland]]'', which is based loosely on the 1968 [[Music/TheBeatles Beatles]] film ''WesternAnimation/YellowSubmarine''.
151* GameOverMan: In the ''All-Stars'' and ''Advance'' remakes, Birdo appears holding an egg on the Game over screen.
152* GasMaskMooks: The bullet-spitting Snifits. They are best known for using their masks to spit projectiles. It wasn't until ''VideoGame/PaperMarioStickerStar'', more than two decades later, that their masks were used for toxic purposes.
153* GiantEnemyCrab: Clawgrip, the boss of World 5. It throws large, heavy rocks at Mario and his friends, who have to carefully grab the rocks from above and throw them back at it (their weight means that trying to grab them from below only results in taking damage).
154* GiantMook: In ''Advance'', you can find giant Shyguys and Ninjis. Picking one up will cause them to drop a heart, effectively turning them into infinite sources of HitPoints.
155* GimmickLevel: World 6-2 is based on a bird-mounting ride (the otherwise aggressive Albatosses are simply flying in migration form, and have no Bob-Ombs to attack anyone with), instead of the usual platforming.
156* GlacierWaif: Toad, who is an interesting case. Toad has the best lifting strength, meaning he pulls up vegetables and sand extremely quickly, almost instantaneously, and he is the fastest of the four heroes...only on land, however. His jumping ability is the worst of the lot, however, so vertical adventuring slows down a lot with him as he will need to do more power jumps than the rest of the cast in order to make his way around.
157* TheGoomba: Shyguys, though the Tweeters are just as weak and nonthreatening.
158* GreenHillZone: The game has ''three'' of them in the first, third, and fifth worlds. It's played more straight with the first world as you may expect, but the third and especially the fifth world are much more challenging.
159* GrievousHarmWithABody: Throwing enemies at other enemies is the main method of attack, along with throwing vegetables (and [[ImprobableWeaponUser keys]], and [[StuffBlowingUp bombs]], and almost everything else you can get your hands on) at them.
160* GuideDangIt: While official materials indicate Toad is the fastest, they do not indicate that Toad can't get his full speed unless he's carrying something.
161* HeartsAreHealth: In ''All-Stars'' and ''Advance''. In the original, your hit points are hexagons instead. In ''all'' versions, though, grabbing a small heart restores one hit point.
162* HeartContainer: Grab mushrooms in Subspace to increase your hit points. The health extension isn't permanent though; it resets when you enter a new stage.
163* HelpfulMook: Two of them, both of the accidentally assisting type.
164** Trouters aren't actively dangerous and just jump out of the water repeatedly. Thanks to the CraniumRide, they make very useful platforms to jump on to cross long pits. They still inflict CollisionDamage however, and riding one back into the water [[SuperDrowningSkills kills you]].
165** The pink Birdo in World 4-3. The eggs it spits can still hurt Mario and co., but need to be ridden over a large bottomless pit to Fryguy's fortress. You may be tempted to clobber it, but that does no good since you can't complete the level without its help.
166* HitboxDissonance: The player characters have life energy, but in order to connect the game to the rest of the series, they shrink when they only have one hit point left. But this does not actually reduce the hitbox. Thought yourself clever by trying to duck under Birdo's attacks while small? Think again.
167* IFellForHours: The ''very first'' part of the game has you falling from a door in the sky onto a hill in Subcon. Later, in World 3-1, you can access a secret cave by falling several screens onto the bottom of the very tall waterfall (this cave has several vegetables which can be collected as coins in Subspace, plus a WarpZone to World 5). Lastly, in World 5-2, you eventually climb up a rocky area only to fall from the other side (and due to the spikes present, quick reflexes are required to avoid taking damage).
168* IcePalace: The last level of World 4 has not one, but ''two'' tall towers full of ice. The first has to be climbed upward while avoiding the incoming Flurries, while the latter is accessed for the descent and requires some CraniumRide due to the abundance of SpikesOfDoom. There's a third building shortly afterwards, but its only content is the entrance to the world's boss (Fryguy).
169* IconicSequelCharacter: This game marks the introduction of Birdo, who would go on to appear in many ''Mario'' spin-offs and become Yoshi's partner in them. Also, by way of CanonImmigrant, many enemies that are now mainstays in the franchise were born in this installment.
170* InconsistentSpelling: Shyguys and Bob-Ombs[[note]]"Bob Omb" in the in-game cast roll[[/note]] are known as "Shy Guys" and "Bob-ombs" in later games, and are rendered as such in the ''Advance'' manual; conversely, Fryguy is known as "Fry Guy" in the ''Advance'' manual, but the original spelling is still present in the in-game cast roll.
171* ImprovisedWeapon: The main gameplay gimmick of the game. Mario and his friends venture into a strange dream world where the traditional ''Mario'' GoombaStomp doesn't work, and there aren't any power-ups to be found. So players have to defend themselves from enemies by using ''anything'' they can grab as a throwable weapon. Vegetables, [=POW=] Blocks, Bombs, and [[ThrowTheMookAtThem even other enemies]] can be picked up and used as projectiles. Boss battles often require using the boss' own ammunition and [[TennisBoss throwing it back]] to damage them.
172* InconvenientlyPlacedConveyorBelt: World 7-2, the final level, has conveyor belts almost as its entire gimmick. Both boss fights against Birdo in the level are also over conveyor belts. Naturally, the conveyor belts increase the difficulty of maneuvering and dodging enemies and obstacles. Also, enemies are not affected by them, though those which don't turn back upon reaching the belts' ledges [[ConveyorBeltODoom will drop onto a bed of spikes.]]
173* InvincibilityPowerUp: The Starman appears after grabbing five cherries, which lets the player speed up the process of eliminating enemies to grab small hearts and restore a part of their LifeMeter.
174* InvincibleMinorMinion: Phanto, who begins chasing you as soon as you pick up a key. However, he stops chasing you once you put the key down. He'll start chasing you again when you pick it up, so it's mostly a game of either out-running him or drop-and-pick cycles. There's a glitch that allows you to kill it, but it's difficult to pull off.
175* {{Irony}}: Fryguy, a living flame entity, is the boss of an ice world.
176* JourneyToTheSky: The last level of World 6 has Mario and his friends climb a series of tall beanstalks that take them well above the usual ShiftingSandLand of that world, and reach a pyramid in the sky where the boss (Tryclyde) awaits. This part of the game is not only important for the conclusion of the world, but also because it leads to the next world, set in [[LevelInTheClouds the cloudy sky]], as it's there where BigBad Wart lies.
177* KaizoTrap:
178** World 7-2 has a 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.
179** Fryguy in World 4-3 splits up into smaller fireballs after you hit him a few times, which can catch first-time players off guard after being used to bosses being defeated after a few hits.
180** Unlike most defeated bosses, the final boss Wart doesn't lose his hitbox and can still damage careless players should they [[CollisionDamage touch him]] during his [[DeathThrows "defeat" animation]]. Better hope you're not down to your last hit point, [[TakingYouWithMe or you'll lose a life and have to repeat the battle.]] ''Super Mario Advance'' does away with this trap.
181* KingMook:
182** Tryclyde is a much bigger cobrat with three heads who spits flame rather than rocks.
183** Clawgrip is revealed in the ''Advance'' version to be a Sidestepper (the crustacean enemy from the arcade ''VideoGame/MarioBros'') that grows in size and strength thanks to the power of Wart's bubbles. This version also introduces Robirdo, a MechanicalMonster modeled after Birdo.
184* {{Knockback}}: A unique example in the ''Mario'' series. How your character reacts to taking a hit depends on how many hit points he or she has. Four or three hit points, they get knockback. Only two hit points, they just shrink, with no knockback.
185[[/folder]]
186[[folder:L-R]]
187* LevelInTheClouds: World 7, as well as the last parts of 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.
188* 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 stage.
189* ALizardNamedLiz: Several of the enemies, including Mouser the mouse, Ostro the ostrich, Porcupo the porcupine, and Clawgrip the crab (after its claws). Some sources also suggest that Birdo is a type of bird (despite her feather-less, reptilian appearance).
190* LockedDoor: This is the first ''Mario'' game to implement doors, including locked ones and the keys that open them. The majority of the locked doors are in the dungeon levels (the ones housing the worlds' bosses). They can be opened by taking the keys to them, but during the process, Phanto will continuously chase the characters.
191* LongSongShortScene: The subspace music is a short version of the ground level theme from ''VideoGame/SuperMarioBros1''. Because the timer in subspace is extremely short, you won't get to hear the whole song unless you exploit a glitch that lets the song continue playing after you leave subspace.
192* LordBritishPostulate: [[ImplacableMan Phanto]], the mask that pursued you when you collected a key, can be killed. You have to get four cherries, pick four large vegetables, pick the fifth to get a clock to stop time, get another cherry to get an Invincibility Star, and while you're invincible, slam Phanto. You're out of luck in ''VideoGame/SuperMarioMaker2'', because Phanto ''is'' truly invincible there.
193* LuckySeven: In the ''All-Stars'' and ''Advance'' versions, getting all 7's on the bonus reels nets you ten {{One Up}}s.
194* MagicCarpet: Pidgits sit on black-colored flying carpets, which Mario and his friends can steal to traverse BottomlessPits and reach high areas.
195* MarathonLevel:
196** The last level of World 3 is one of the longest, most labyrinthine in the game (the final level is just as large, but it's justified for being indeed the last). Usually, a castle level is about to end after the player opens the locked door with a key guarded by Phanto. But here, opening that door only means 50% of the level is completed -- the player's character still has to tackle three tall areas filled to the brim with enemies just to reach the castle's roof; only by that point will the game's boss music start hearing, signaling that the world's boss (Mouser in the original NES version and ''[[CompilationRerelease All-Stars]]'' [[VideoGameRemake remake]], [[MechanicalMonster Robirdo]] in the ''Super Mario Advance'' UpdatedRerelease for the GBA) is about to be found.
197** The last level of World 5 is a more straightforward example. It has no alternate paths or even a Phanto chase like in 3-3. 5-3 is just simply ''long'' with wide screens filled with enemies, a long underground section which takes the player's character into a vertical climb inside of a tree that is also filled with enemies. They're ''still'' not done yet, because there's another long section where the player has to hitch rides on magic carpets across the trees to a cloudy area with enemies, concluding with another fight with Red Birdo and Clawgrip.
198** 7-2, fittingly for the final stage, takes place within a massive castle labyrinth filled with conveyor belts, SpikesOfDoom, and enemies everywhere. Its the only stage in the game that has ''two'' branching pathways, both of which are required if you want to get both HeartContainer Mushrooms. The level also has a Phanto chase, and [[BossBonanza four different boss battles]], one of which includes the FinalBoss Wart.
199* MarketBasedTitle: Because ''Super Mario Bros. 2'' is actually a completely different game in Japan (''VideoGame/SuperMarioBrosTheLostLevels''), this one is called ''Super Mario USA'' over there.
200* MeaningfulName: Subcon, a land in Mario's subconscious.
201* MechaMooks: The game introduces two mechanical enemies: Bob-Ombs (round, sentient bombs that explode after a few seconds) and Autobombs (cart-like vehicles that can shoot fireballs whenever Shy Guys ride them); in subsequent games, Bob-Ombs no longer have arms but do have a windup key in their backs (though some Bob-Ombs with arms can be seen in ''VideoGame/PaperMario64''). Robirdo, who appears in the ''Advance'' version, is large enough to be a MechanicalMonster and the boss of World 3.
202* MechanicalMonster: Robirdo in ''Advance''. A huge, robotic version of Birdo that spits giant eggs, creates earthquakes by jumping, and tries to run Mario and friends over by charging at them.
203* MercyInvincibility: What happens every time you get hit, along with knockback. However, the invincibility frames still tick down as the screen scrolls vertically, which means it can run out during scrolling and you can get blindsided without any way to recover.
204* MiniBoss: The game set the tradition in itself and subsequent 2D ''Mario'' games to have a miniboss that is frequently fought over the course of the adventure, so they also qualify as {{Recurring Boss}}es. Birdo fits the role here, appearing in almost every level and in up to three variations: The pink version (who shoots one egg at a time), the green and gray versions (who shoot two-to-three fireballs at once), and the red version (who alternates between both types of projectiles). The eggs can be thrown back at them, but since the fireballs obviously can't you have to attack the green/gray variant by throwing Mushroom Blocks instead. The game has an additional miniboss appearing in the final level, right before the battle against the FinalBoss Wart: [[spoiler:The previously-harmless Mask Gate, who has to be hit three times with Mushroom Blocks as it tries to attack you so its mouth opens and you can enter]].
205* MiniDungeon: World 2 has one in 2-1 that serves as an {{Antepiece}} to the end-of-world dungeon located in 2-3. The former level begins in an outdoors ShiftingSandLand area but then takes the characters to the interior of a pyramid, which has a large sand pool that has to be dug through until reaching the whereabouts of Birdo (a MiniBoss). The latter level, analogously, begins in an outdoors desert area and takes the characters to the interior of another pyramid; however, this one has a far more elaborate inner design than its 2-1 equivalent, beginning with a large hollow to fall into, continuing with a pool of diggable sand where the characters have to find a key guarded by Phanto that opens a LockedDoor, and ending with a horizontal obstacle course that leads to Tryclyde (the world's main boss).
206* MookMaker: Certain vases throughout the game spit out a constant and endless stream of Shyguys or Bob-Ombs. Placing a Mushroom block on top of the vase stops the stream, or it can be destroyed with an explosion.
207* MooksButNoBosses: World 4-1 is unique in the aspect that Birdo does not appear at all. Instead, Mario and friends have to get past a brief obstacle course while avoiding Shyguys riding Autobombs and Flurries. The crystal ball is waiting out in the open for them at the very end.
208* MountedMook: Ostros are fast-moving ostriches first seen ridden by Shyguys to give them extra speed in an attempt to run down Mario and crew. Dislodging the Shyguy pilot causes the Ostros to run off on their own, or players can jump on them to use them as transportation themselves. There is also the Autobomb, a motorized vehicle also ridden by Shy Guys that fire projectiles at the player. When the Shy Guy is removed, Mario and his friends can ride the Autobomb but cannot control it nor does it fire projectiles.
209* MusicalSpoiler: When it's not otherwise obvious, the change to the boss theme can let the player know that a boss is coming up.
210* MythologyGag: [[spoiler:The end credits play the title screen music from ''Doki Doki Panic'']]
211* NightmareFace: Phantos, in contrast to their counterparts from ''VideoGame/DokiDokiPanic''.
212* NightOfTheLivingMooks: Phanto is a masked specter that is usually immobile and looks harmless, but is actually guarding a key. When a character grabs the key, Phanto reacts and starts chasing the character until they release the key. Chase will resume if the key is grabbed once again, but will stop appearing for good once the key is used to open a LockedDoor. They also qualify as {{Invincible Minor Minion}}s and InvincibleBoogeymen because, without an obscure glitch, it's impossible to kill them.
213* NinjaProp: Toward the end of the game, the Mask Gate which serves as your exit gate will animate and attack you.
214* NonIndicativeName:
215** Despite their name, Porcupos are actually ''hedgehogs''.
216** Despite his name, Wart is a frog, and only toads have warts.
217* {{Novelization}}: The game received an official ''Choose Your Own Adventure''-styled gamebook in 2001 to correspond with the ''Advance'' version.
218* OddballInTheSeries: One of the first video game examples, due to its departures from its predecessors and eventual successors. Despite this, many of the features that originate in ''Doki Doki Panic'' would become assimilated into later ''Mario'' titles: this game is the first to feature the standard stats for the main cast (like Luigi's low traction and Peach's float), it's the first game to feature the nigh-ubiquitous grabbing and throwing mechanics, and a number of ''Doki Doki Panic'' enemies (such as Birdo, Shy Guys, Ninji, Pokeys, and Bob-Ombs) would become staples of the ''Mario'' franchise later on.
219* PaletteSwap: There are actually two colors of Shy Guy, although the two colors are closer. The difference is exactly the same: Shy Guys in pink turn around when they hit edges; Shy Guys in red walk right off. The three kinds of Birdo have more strikingly different colors, and they indicate what they spit: eggs only, fireballs only, or both. Snifits come in even more colors with a wider variety of behavior, from walking off of cliffs to turning back to spontaneously changing directions to jumping and firing more rapidly. Also, the flicker of damaged enemies or things about to explode changes based on what character you're using. This is because all sprites on an NES screen[[note]]Actually, on a horizontal line, but [=SMB2=] can't actually take advantage of that since the throwing things play mechanic means sprites could end up ANYWHERE.[[/note]] can only make use of one of four sets of three colours (chosen from a palette of 53). In most games, the player character gets one of these sets, and in [=SMB2=], each player character uses a unique colour set. But since you don't want enemies changing colour based on which character you're playing, that only leaves 3 sets left for every single other sprite, which includes vegetables and anything else that has to move around the screen.[[note]]Though note that it's moving around the screen that matters here: tiles -- the other type of object used in NES games -- get their own four colour sets, and can be animated by flicking through a series of tiles, but they have to fit into the grid, and the NES can only have a limited number of tiles ready to use at the same time.[[/note]] You can't change the colour scheme assigned to the enemy without changing all other enemies and whatnots using that colour choice, but you can switch that particular enemy's sprite to one of the other colour sets, and the player character's colour set is about the only one that's at all predictable.[[note]]By the way, this restriction actually determines what vegetables are used in a level. The new vegetables seen in the battle against Wart use his (or his bubbles') colour scheme, for example.[[/note]]
220* ParachutePetticoat: Peach, enabling long jumps.
221* PickupHierarchy:
222** '''Primary''': Crystal Balls
223** '''Secondary''': Mushrooms, Keys, Ace Coins
224** '''Tertiary''': Hearts, enemies count due to defeating enough of them with a single vegetable rewarding a heart
225** '''Extra''': Yoshi Eggs
226* PintSizedPowerhouse: Toad is a rather short guy, but he's the fastest at picking things up and doesn't lose any running speed or jump height while carrying them. The trade-off is that he's the worst jumper of the four.
227* PipeMaze: World 6-1. At first it plays like a traditional Shifting Sand Land level, but then you enter the underground area housing 21 jars (them being the game's equivalent of pipes); almost all of them can be entered, but only one has the key that leads to the end. Among them is also one jar leading to an extra life, so it's not all bad.
228* PlantMooks:
229** Pokey, a sentient xerophyte creature made of round cacti sections; hitting its lower pieces will reduce the enemy's size but keep it alive, while hitting the head will kill it instantly. In this game, it's colored green and can be stepped onto its head; in later games, it is colored yellow or orange and is no longer safe to attempt CraniumRide on it. Both types are featured in ''VideoGame/PaperMarioStickerStar'' and ''[[VideoGame/PaperMarioColorSplash Color Splash]]''.
230** Panser is a lotus-shaped plant that shoots fireballs (bigger than those of Piranha Plants) upward. The gray and green ones simply aim skyward, the red ones lean their shots at the side closest to the player, and pink ones move sideways ''and'' intend to hit the player. A successor species (the Volcano Lotus) appears later in ''VideoGame/SuperMarioWorld'', shooting smaller fireballs but releasing up to four of them at the same time.
231* PlayingWithFire:
232** Among bosses, Birdo shoots fireballs when colored red, green or gray, though the red version also shoots eggs. Tryclyde spits {{fireball}}s en masse, being a three-headed serpent. Fryguy simply drops them off his body, being [[EvilLivingFlames a monster made of fire]].
233** Among enemies, Pansers spit the fireballs upward (how they do so depend on their color: Green ones simply shoot them up while being stationary, red ones aim at wherever Mario and his friends are, and gray ones aim at them ''while moving''). A subspecies of Panser known as Volcano Lotus appears later in ''VideoGame/SuperMarioWorld'', shooting multiple small fireballs upward at the same time. Lastly, Shy Guys shoot fireballs when riding an Autobomb.
234* PointOfNoContinues: Your game will be over with no more possibility to continue if you lose all your lives after continuing twice in the original NES version! {{Averted}} in the ''All-Stars'' and ''Advance'' remakes, which offer infinite continues.
235* 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.
236* PressXToDie: The suicide code for use in {{Unwinnable}} situations, such as the Fryguy glitch where the exit door fails to spawn.
237* PrincessesPreferPink: The debut of Peach's pink dress in an actual game (she's always had a pink dress in official artwork).
238* PreAssKickingOneLiner: The GBA version added lines for each boss.
239-->'''Birdo:''' This is as far as you go!
240-->'''Red Birdo:''' I'm gonna finish you off!
241-->'''Green Birdo:''' I am ready for you this time.
242-->'''Mouser:''' Here, have some bombs!
243-->'''Robo-Birdo:''' You have come a long way!
244-->'''Fry Guy:''' I'm too hot to touch!
245-->'''Clawgrip:''' Arr, you'll make a tasty treat!
246-->'''Tryclyde:''' Step right up, if you're ready to get... toasted.
247-->'''Wart:''' I am the great Wart. BWA HA HA!
248* PreFinalBoss: After collecting the orb to open the hawk head that leads to the final boss... it starts flashing and becomes hostile, flying around the room in an attempt to ram you.
249* {{Projeggtile}}: Birdo's only form of attack (at least until you meet the fireball-spitting variants). Picking up the eggs in mid-air and throwing them back at Birdo is also how you defeat her.
250* PromotedToPlayable: Peach and Toad, [=NPCs=] in ''Super Mario Bros.'' and ''The Lost Levels'', are now playable characters.
251* QuicksandSucks: Desert levels have two types; the first takes about 7-10 seconds to completely suck you in and is quite easy to jump out of, the second (sand ''waterfalls'') takes half as long as the first to suck you in and requires you to jump much faster to get out of, though fortunately, the first type is typically near it. There's even a shortcut late in the game that involves going in almost to your cranium. If that wasn't enough, later levels deviously place the sand waterfalls around a group of enemies, likely trapping you in a nasty situation where the enemies swarm you while you struggle to jump out.
252* RecurringBoss:
253** 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.
254** Mouser, who appears at the end of Worlds 1 and 3. In ''VideoGame/DokiDokiPanic'', Mouser also appears as the boss of World 5, but was replaced in this instance by Clawgrip for ''Super Mario Bros. 2''.
255** Tryclyde is the boss of World 2 and World 6. In ''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.
256* RedEyesTakeWarning: In the SNES and GBA versions, World 1-3 has a room with not only Phantos, but a giant Phanto in the background. When you take the key, the background Phanto's eyes glow red while the normal ones start to chase you.
257* RegionalBonus: Reskinning aside, ''Super Mario Bros 2'' has a substantial number of improvements over ''VideoGame/DokiDokiPanic''. A run button was added, the sprites are far more polished and detailed, load times were eliminated due to the move to a cartridge, and [[FakeLongevity the requirement to beat the game with every character to unlock the ending]] was mercifully nixed. The only major downside is that the ability to save the game was removed, replaced with a limited amount of continues.
258* RespawningEnemies: Enemies respawn after leaving screens in the ''NES'' and ''All-Stars'' versions, which can catch careless players off guard as they can get smacked by an enemy in a place they previously were. Downplayed in Advance, where you have to move to a new room to get enemies to respawn.
259* RodentsOfUnusualSize: Mouser, the giant, bomb-tossing mouse who appears as the boss of World 1 and World 3.
260* RougeAnglesOfSatin: In the end credits, "Hoopster" is misspelled "Hoopstar", "Tryclyde" is spelled "Tricylde", "Clawgrip" is misspelled "Clawglip", and both "Birdo" and "Ostro" have their names switched around. All of these mistakes are fixed in the localizations of ''All-Stars'' and ''Advance''.
261* RoyalsWhoActuallyDoSomething: This was the first game in which Peach is a playable character, and she's quite useful.
262* RuleOfThree: Each world minus the last concludes after the third level (the last world has only two levels).
263[[/folder]]
264[[folder:S-Z]]
265* SchmuckBait: The WebVideo/GameGrumps illustrate a good example [[https://www.youtube.com/watch?v=ehWyATm7ZVg&t=1m37s here:]] sure, you can get all those coins, but if you expect there to be bombs in any of that row of five plants, you're wrong.
266* ScoringPoints: Not present until ''Advance'', 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).
267* SequenceBreaking: Luigi's amazing jumping power sometimes allows for some equally amazing shortcuts. Some of them are very simple and maybe even intentional -- such as jumping off the Ninji up to the platform in 1-2, bypassing the locked room -- while others require a huge amount of skill to pull off -- such as jumping across all of the albatosses and beezos to bypass stage 6-2 entirely, or jumping on the small pillars to bypass the first section in 7-1.
268* ShesAManInJapan: The beginning of the bizarre saga of Birdo, though its appearance in this game is actually an aversion.
269* ShiftingSandLand: The second and sixth worlds, with the former featuring more basic elements (quicksand, desert-dwelling enemies, the need to dig through sand in the dungeons) and the latter focusing on more complex concepts. This also makes the game the first in the ''Mario'' series to have a desert-type world.
270* ShockAndAwe: Beware of the Sparks, whose [[TheSpiny spiny]] status is justified due to them being electrical beings that constantly race around platforms in the towers and castles. In ''Advance'', actually touching the Sparks causes the entire screen to flash briefly to indicate your character being shocked as they take damage.
271* SilentAntagonist: Whereas the bosses get plenty of TrashTalk in the [=GBA=] remake, the Hawkmouth guarding Wart's throne room doesn't say anything.
272* SlippySlideyIceWorld: World 4. In all 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.
273* SmartBomb: The old "POW" power block is back, and now you can carry it around and deploy it at will. This isn't an addition to the game - it was in ''VideoGame/DokiDokiPanic''.
274* SnakesAreSinister: Cobrats lurk in the desert sand and inside vases, hopping out of their hiding places to attack Mario and company when they get close. Tryclyde, one of the major bosses, is a three-headed snake.
275* {{Snowlems}}: Flurries are snowy enemies that slide on icy floors, always heading towards the player.
276* SpikesOfDoom: A frequent hazard in castles and other areas. Not the insta-kill kind, but bad to touch anyway. In World 4, you have to rely on enemies via CraniumRide to cross spiky corridors without touching them.
277* TheSpiny: Porcupo is the standard spiny, but the game also introduces Sparks as well as Pansers, spiny enemies that ''shoot''. Also, unlike Birdo, trying to jump on any of the other bosses' heads hurts you.
278* SpringJump: Any character can crouch to "charge up" a super jump. In Luigi's case, it sends him close to the top of the screen.
279* SteamVentObstacle: The geysers of water spouted by the Whales in World 4 hurts upon contact. It's still [[BlownUpwardByABlowhole safe to stand on]], however.
280* SuddenlyHarmfulHarmlessObject: At the end of World 7-2, [[spoiler:a Mask Gate, which had up until now been your gateway between stages, now comes to life and attacks you.]]
281* SuddenlyVoiced: In ''Advance'' (and ''BS Super Mario USA''). Not only do Mario and friends talk, but so do the bosses.
282* SuperDrowningSkills: There are no swimming stages in this game unlike its predecessors, and falling into the drink costs a life. It's justified, as the water you run into is in [[SlippySlideyIceWorld World 4]]. Not exactly smart swimming in water in an ice world.
283* SuperPersistentPredator: [[FloatingMask Phanto]] springs to life whenever Mario or his friends grab the key it's guarding, and will relentlessly hunt them down between rooms, and it cannot be stopped unless they drop the key.
284* SuspiciousVideoGameGenerosity: In 7-2, in the final room before Wart, you find the Mask Gate, the Crystal Ball, and two suspiciously placed ''Mushroom Blocks''. Seems like nothing, but you'll realize why they're there soon enough.
285* TacticalSuicideBoss: Wart's BossArenaIdiocy isn't bad enough, he has to keep opening his mouth to spit bubbles on top of it. Take a guess on what his weak spot is.
286* TakeYourTime: Unlike the other 2D ''Mario'' platformers, there's no time limit here.
287* TechDemoGame: ''Super Mario Advance'' was a launch title for that system, so it does a lot to show off the capabilities of the Game Boy Advance. Even the game's intro is part of this, as it starts out with a shaded box framing the older Platform/GameBoy ([[Platform/GameBoyColor Color]]) resolution that fades away to show the larger screen.
288* TennisBoss: Birdo spits eggs that you have to jump on and throw back. Mouser and Clawgrip are also defeated by catching their ammunition and throwing it back.
289* ThisCannotBe: Birdo, Mouser, Tryclyde, Robirdo, and Wart when defeated in ''Advance''.
290-->'''Mouser:''' "[[TotallyRadical No Way!]]"
291-->'''Tryclyde:''' "IM-POSSIBLE!"
292-->'''Birdo/Robirdo:''' "How could you?"
293-->'''Wart:''' NO! [[VerbalTic Ribbit!]] NOOOOOO! AHHHHH!!
294* ThrowDownTheBomblet: Pluckable bombs are a common item that are found in grass patches and can be used to blow up walls and destroy enemies. Mouser also uses Bombs as his main weapon of choice. Players have to be careful using bombs however, because they cause damage to anything caught in the blast radius (As in, where the "BOMB" graphic appears), including your own character!
295* ThrowTheMookAtThem: Aside from grabbing vegetables, the characters can also grab enemies and throw them at other enemies and bosses. Tryclyde in particular has a [[TheGoomba Tweeter]] that hangs out with him in his room. It poses no threat whatsoever, but it does make a very effective weapon to use against him if you don't want to use Mushroom Blocks.
296* TimeStandsStill: The Stop Watch item (after uprooting five ripe vegetables) stops all the action around you. CollisionDamage still applies, so be careful.
297* TooDumbToLive: Sure, Wart, fight the PlayerCharacter [[BossArenaIdiocy while the malfunctioning/rebellious Dream Machine is tossing out vegetables everywhere]] when your [[WeaksauceWeakness one weakness is vegetables]], and your primary form of attack is to [[TacticalSuicideBoss open your mouth to spit bubbles]]. How, exactly, did you think this would go well for you? Bonus idiot points for [[FailedASpotCheck the Dream Machine being]] ''[[FailedASpotCheck right in front of you]]''.
298* TookALevelInBadass: The first instance in the series where Peach and Toad are PromotedToPlayable and break from their usual [=NPC=] or DamselInDistress roles.
299* TrashTalk: The bosses deliver a one-liner before engaging Mario and co. in combat in ''Advance''.
300--> '''Pink Birdo:''' This is as far as you go! / Well, hello there!
301--> '''Red Birdo/Robirdo:''' I'm gonna finish you off! / You've come a long way!
302--> '''Green Birdo:''' I'm ready for you this time! / You got a lotta nerve!
303--> '''Mouser:''' Here, have some bombs!
304--> '''Triclyde:''' Step right up, if you're ready to get... toasted!
305--> '''Fryguy:''' I'm too hot to touch!
306--> '''Clawgrip:''' Arr, you'll make a tasty treat!
307--> '''Wart:''' I am the great Wart! [[EvilLaugh Ahahaha!]]
308* TreeTrunkTour: The last level of World 5 eventually takes Mario and his friends into an underground area that provides access to the interior of a large tree, which is explored similarly to a Tower or Castle. It's overrun by Sparks, Bob-Ombs and Pansers.
309* TremorTrampoline: Robirdo will jump up and land to create an earthquake that stuns the player character on the ground. So Robirdo can set them up for its follow up attack.
310* UndergroundLevel: Several levels have sections that take Mario and Crew inside caves or underground. All of the levels in World 2 end with the player entering an underground chamber or cavern where they need to dig through layers of sand to reach the bottom. Red Shy Guys however roam the sands where they can walk into the holes left during the dig and move in the direction of the player, potentially harming them. Other examples include Levels 3-2 (an underground maze) and 6-3 (an underground sandy cavern).
311* UnendingEndCard: The NES version sticks to Mario sleeping in his bed after the Enemy Roll Call ends and the words "The End" are written. The ''All-Stars'' remake does allow you to save and quit, though.
312* UnintentionallyUnwinnable:
313** In World 2-2 where you must dig through sand, it's possible to force yourself into a dead-end by digging up every sand block until they're out of your jumping range. Since the game has no timer, you're stuck there. The only way out without resetting the game is to use the suicide code (Up+A+B on the second controller). ''Advance'' also adds a vase to the bottom, and entering and exiting it will respawn the sand, making it impossible to trap yourself in the first place.
314** The Birdo fight in 6-1 has a couple mushrooms that can be used against her. However, there's also a corridor that is just big enough for a super-sized character to fit through. If you're supersized and you accidentally throw the mushroom while inside this corridor, you will get stuck under the mushroom, and Birdo will not be able to kill you. This is INCREDIBLY easy to do by mistake, so make sure to go ''above'' the platform.
315* UniqueEnemy:
316** There's exactly one ''red'' Snifit in the entire game. Not counting the ones on the title screen artwork and in the slot machine bonus game.
317** The ''Advance'' remake adds the Bouncing blade at the bottom of a jar in Level 5-2. It causes damage and cannot be defeated without a starman. It is seen in this single jar and it never shows up again.
318* UnsoundEffect: "BOMB!" Doubles as AccidentallyCorrectWriting, since "bomb" comes from Ancient Greek onomatopoeia referring to a booming[[labelnote:*]]or humming, but that meaning doesn't apply.[[/labelnote]]
319* UpdatedRerelease: The first in the ''Super Mario Advance'' series, making it a quasi-sequel to ''[[VideoGame/SuperMarioBros1 Super Mario Bros. Deluxe]]''. With all the upgrades from ''All-Stars'', plus a point system, collectible special coins, voice samples, giant enemies and vegetables, improved graphical effects, and Yoshi's Challenge after completing the game. It also came with ''VideoGame/MarioBros'' and a multiplayer mode!
320* VanillaUnit: Of the four main characters, Mario and Toad both count, lacking special abilities like Princess Toadstool's floating or Luigi's air kick. Mario has [[JackOfAllStats well-rounded stats,]] while Toad has faster movement and pickups at the expense of a shorter jump.
321* TheVeryDefinitelyFinalDungeon: World 7-2 starts with the drawbridge to Wart's castle completely open. Though this means World 7 only has two levels instead of three, this one more than makes up for it by being packed by enemies and hazards (including up to four boss fights, and the series' first appearance of conveyor belts), plus being ''very'' huge (almost twice as large as a standard level in this game and the majority of games in the series).
322* VideoGameRemake: In the ''Super Mario All-Stars'' compilation, with graphic and sound upgrades, and a save feature.
323* WarpZone: There are a few pipes that can warp you ahead a few worlds, but you have to use said pipes in the subspace areas (assuming you threw the potion in the right spots).
324* WeakButSkilled: Princess Peach is her own unique case. She's outclassed by the other heroes in virtually everything. She lifts objects the slowest, she is the slowest runner (when holding an object), and her jumping is mediocre, with only Toad being worse. However, her unique talent to float for few seconds offers Peach top-tier-control and precision that none of the other characters have, making any platforming and navigating obstacles in the game very easy with her.
325* WeaksauceWeakness: If Wart eats vegetables, he'll eventually [[{{Pun}} croak]].
326* WeaponizedOffspring: Birdo has this trademark move of shooting eggs from the mouth as projectiles.
327* WrapAround: A few of the vertical sequences in the game, making it the first case in the main platformer ''Mario'' series (the arcade ''VideoGame/MarioBros'' featured it first for having only one-screen stages).
328* ZergRush: Beezos are all about this when attacking Mario and friends. Either coming after them by swooping down from the top of the screen and attacking when they get in range or flying in swarms head-on. When you see a Beezo, chances are he's bringing many friends with it, too.
329[[/folder]]

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