[[quoteright:260:http://static.tvtropes.org/pmwiki/pub/images/smb2.jpg]]
[[caption-width-right:260:Mario and his friends have the dream adventure. [[AbsenteeActor Note that Bowser isn't there.]]]]

'''If you're looking for the game titled ''Super Mario Bros. 2'' in Japan, see ''VideoGame/SuperMarioBrosTheLostLevels''.'''

[[DescribeTopicHere Describe Doki Doki Panic, uh... Super Mario USA, um... Super Mario Bros. 2 here.]]

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

Meanwhile, ''VideoGame/DokiDokiPanic'' started life as a ''Mario'' prototype, but when Nintendo needed to meet a licensing agreement with [=FujiTV=], it was rebranded with Fuji's Yume Koujou ("Dream Factory") characters. Then, when Nintendo of America rejected the Japanese [=SMB2=] and needed a new sequel for the US and European markets in a hurry, they ''re-''rebranded ''Doki Doki Panic'' to match the ''VideoGame/SuperMarioBros1'' characters and gave the game a few additional nips and tucks.

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

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

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

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!!Provides examples of:

* AchillesHeel: Wart ''hates'' vegetables.
* ActionBomb: This is Bob-omb's debut.
* AdiposeRex: Wart, the usurper of Subcon.
* AllJustADream: [[DoubleSubversion Double subverted]] The instruction manual implies that Mario first dreams up Subcon, then sees it for real on a picnic with his friends. But the game's ending explicitly shows that he dreamed it all. But the game's semi-sequel, ''BS Super Mario USA'', implies that the events of the game did happen, and that Mario was actually within a dream world.
* AllThereInTheManual: The manual gives more detail on the story, and subtly drops Wart's weakness[[note]]"[[spoiler:Remember, Wart hates vegetables.]]"[[/note]]. It also adds a touch of personality and backstory to almost all the enemies, such as Snifits making their bullets out of nightmares, Ninjis being lesser demons who invade the dreams of boys who play Nintendo, Tryclyde being a loner until Wart came in the picture, etc.
* AlwaysNight: Worlds 2 and 5, though the latter has daytime levels in the ''All-Stars'' remake.
* AmbiguousGender: Birdo's sex was originally male but was later described as female and then "indeterminate gender" depending on the source. However, Birdo was eventually shown to be an entire species on occasion, so it could be that all previous descriptions are correct.
* AnimatedAdaptation: ''Series/TheSuperMarioBrosSuperShow'' adapts elements of both this and ''VideoGame/SuperMarioBros.''
* {{Antepiece}}: The very first screens of the game establish right off the bat that the game mechanics are different from the original ''Mario'' game [[ShowDontTell in three visual ways]]:
** First, you drop down from a high vertical height down and scroll through several screens, unlike the original game, which only had horizontal scrolling.
** Second, you find out immediately that you can't hurt enemies by jumping on them, and since a player will be familiar with the run button (which worked as the Fireball button in the previous game), they will likely find out right away that you can pick up an enemy when you're moving or running on them, and since a second enemy is nearby, the player may realize he can attack him by throwing the Shy Guy they're holding. Naturally, this new discovery may encourage the player to see if he can grab other objects, such as the nearest patch of grass, which gives you a throwable vegetable.
** 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.
* 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.
* BalancePowerSkillGimmick: Mario is balanced, Luigi has jump height on his side, Toad has movement speed and lifting power on his side, and the Princess 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 its no longer a core game mechanic.
* BigBad: Wart.
* 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.
* BiggerOnTheInside: Certain vases have large insides, including one that has sand, making its innards ''much'' taller than its outer size.
* BigNo: In the ''Advance'' version: Tryclyde when you hit him the first two times, Wart when you defeat him.
* BootstrappedTheme:
** The Subspace theme is the ''Super Mario Bros.'' main overworld theme, minus the recognizable seven-note intro.
** 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.
* BossArenaIdiocy: Wart keeps the Dream Machine in his throne room. Which constantly [[{{Pun}} sprouts]] vegetables. His WeaksauceWeakness? Vegetables.
* BossBonanza: The game has the player facing Birdo (twice, if a certain route is chosen), then [[spoiler:the mask gate brought to life]] and finally Wart in the last level.
* BubblyClouds: World 7, as well as the last parts of levels 5-3 and 6-3. In them, there are enemies that can attack Mario and company from their positions, which makes jumping between clouds more difficult than usual.
* BuildLikeAnEgyptian: Mario and crew have to venture inside a pyramid in [[ShiftingSandLand 2-1 and 2-3]].
* CanonImmigrant: Being from a different series, everything in the game counts as an immigrant, save for the characters and objects that had their sprites changed. Most of the enemies have also appeared in other games in the series, most notably Pokeys and Shy Guys. Bob-ombs are the lone exception, however; they were in both ''Doki Doki Panic'' and ''Super Mario Bros. 3'' in Japan before this game came out.
* CartoonBomb: Mouser throws these and you can occasionally throw them too.
* CollisionDamage: 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 ''moving''.
* ColorCodedForYourConvenience: The Shy Guys, similar to the Koopa Troopas from the first game. Pink[[note]]blue in ''All-Stars'' and ''Advance''[[/note]] Shy Guys patrol a specific area, while red Shy Guys come straight at you.
* 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).
* ContinuingIsPainful: Getting a GameOver sends you all the way back to the start of the world you're in. It's steadily alleviated between the different versions. In the NES version you can only continue ''twice'' before the game ''[[FinalDeath kicks you all the way back to the beginning]]''. In the SNES version, you have infinite continues, but keeps the "Start the World Over" penalty. Completely ''averted'' in the GBA version, where you have infinite continues ''and'' you can start back on the stage you game overed on.
* CosmeticAward: In the GBA version, there are changes to the title screen when you beat the game, collect all the red coins, and clear Yoshi's Challenge.
* CraniumRide: Since this is the one game in the series that lacks the GoombaStomp, you could do this on most of the {{Mooks}}. Several areas required you to do this. [[note]][[LetsPlay/ProtonJon Move faster, Pokey!]][[/note]]
* DeathByGluttony: [[spoiler:The way the player kills Wart by stuffing him with vegetables.]]
* DeathThrows: It just wouldn't be a Mario game without it! The bosses do this too.
* DegradedBoss: The pink Birdo becomes a standard enemy in level 4-3. Its real purpose is to shoot eggs to let Mario and crew ride across a stretch of water they can't cross on their own, also rendering it a HelpfulMook.
* DirectionallySolidPlatforms: Quite a few. Surprisingly, sand is an example too.
* DivergentCharacterEvolution: This is the first game to depict Luigi as taller and thinner than Mario and the first to depict Luigi fluttering his legs while jumping; however, the first game to feature Luigi jumping higher than Mario was ''VideoGame/SuperMarioBrosTheLostLevels''.
* TheDogBitesBack: In the ending, [[spoiler:after the Subcons are released, their immediate first action is to crowd-surf a bruised Wart off while the Heroes are being heralded and then (implied by the symbols to the right side of the screen shortly after he disappears off-screen) is given an off-screen NoHoldsBarredBeatdown.]]
* DolledUpInstallment: The game actually started life as a ''Mario'' sequel game, until Fuji TV asked Nintendo for a game with ''Yume Koujou'' characters in it, and it got divorced from Mario and dolled-up into ''Doki Doki Panic''. After ''The Lost Levels'' was rejected for international release, ''Doki Doki Panic'' got readapted into ''Super Mario Bros 2''.
* DreamLand: Subcon may or [[AllJustADream may not]] really exist. According to ''BS Super Mario USA'', it does.
* EarlyInstallmentWeirdness: The two red dots on the Ninji sprites are depicted in both the game's official artwork and ''Series/TheSuperMarioBrosSuperShow'' as red fangs, but later Ninji portrayals reinterpret those dots as big buttons.
* EdibleAmmunition: Various vegetables that can be unearthed and thrown. This is required in the final boss battle.
* EnemyRollCall: The credits do this. Interestingly, the names "Birdo" and "Ostro" [[RougeAnglesOfSatin are switched around]] (this was fixed in the ''Super Mario Advance'' localization, though).
* EternalEngine: The castles in Levels 1-3, 3-3, and 4-3 give off this vibe. Especially in the remakes, seemingly taking place inside of factory warehouses.
* 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 are dangerous, as the geysers of water they spew out hurts Mario and crew on contact.
* EvolvingTitleScreen: In the GBA port, a Yoshi egg is added to the title screen after Wart has been defeated.
* ExtendedGameplay: In the ''Advance'' version, after beating the game you can go through "Yoshi's Challenge", which challenges you to locate two Yoshi eggs in Subspace in each stage. The tough part is that you lose your collected eggs when you die.
* FlashOfPain: Bosses when damaged.
* FlipScreenScrolling: In the vertical areas.
* FloatingMask: Phantos.
* GameOverMan: Birdo in the SNES remake.
* GasMaskMooks: The bullet-spitting Snifits.
* GiantEnemyCrab: Clawgrip, the boss of World 5.
* GiantMook: In the ''Advance'' remake, you can find giant Shy Guys and Ninjis. Picking one up will cause them to drop a heart, effectively turning them into infinite sources of HitPoints.
* 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.
* 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.
* HeartsAreHealth: In the SNES and GBA remakes. In the original game your hit points are Hexagons instead. In ''all'' versions, though, grabbing hearts restore your hit points.
* HeartContainer: Grab Mushrooms in Subspace in increase your hit points. The health extension isn't permanent though, it resets when you enter a new level.
* HelpfulMook: The Pink Birdo in Level 4-3 is the Genuinely Gentle type. You may be tempted to clobber it, but that does no good since you can't complete the level without it's help.
* 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.
* KaizoTrap:
** World 7-2 has the mask gate attack you when you pick up the crystal ball. Three whacks with the Mushroom Blocks will neutralize it and allow you to proceed afterwards (but if you take too long, you'll have to repeat the battle).
** 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.
** 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.]]
* KingKoopaCopy: The FinalBoss is not Bowser, but a grumpy, tyrannic toad named Wart. This is because the game was originally conceived as Doki Doki Panic, which happens to have borrowed many Mario elements beforehand.
* KnockBack: A very ''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.
* KooshBomb: All the explosions look like this, with "BOMB" written in the center.
* LifeMeter: One of the earliest uses of one in a Mario game. The meter initially starts at 2 units, but it can be extended up to 4 (or 5 in the GBA port) units. The extended health doesn't carry over to the next level.
* MarketBasedTitle: ''Super Mario USA'' in Japan. See the game's complicated history in the description.
* MeaningfulName: Subcon[[spoiler:scious]].
* MechanicalMonster: Robirdo in the GBA remake. A huge, robotic version of Birdo that spits giant eggs, creates earthquakes by jumping, and tries to run Mario and his Friends over by charging at them.
* 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 anyway to recover.
* NightmareFace: Phantos, in contrast to their counterparts from ''VideoGame/DokiDokiPanic''.
* OddballInTheSeries: One of the first video game examples. However, it was well enough received that many of the gameplay elements and enemies were incorporated into following games.
* ParachutePetticoat: Princess Toadstool, enabling long jumps.
* PintSizedPowerhouse: Toad is a rather short guy, but he can pick up things with lightning speed, making him the strongest playable character. (But the worst jumper, unfortunately.)
* PoisonMushroom: Some Grass patches in Subcon are booby-trapped and contain Bob-Ombs. These Bob-Ombs have a short fuse and will blow up in your face if you don't throw it away on time.
* PrincessesPreferPink: The debut of Princess Toadstool's pink dress in an actual game (she's always had a pink dress in official artwork).
* PromotedToPlayable: The Princess and Toad, [=NPCs=] in ''Mario 1'' and in ''Lost Levels'', are now playable characters.
* 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 and renders attempting to jump out a hopeless endeavor, though fortunately the first type is typically near it.
* RecurringBoss:
** 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.
** 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''.
** Tryclyde is the boss of World 2 and World 6. In the Game Boy Advance remake, Tryclyde's second appearance was replaced with the second Mouser appearance, whose place was taken by the new boss Robirdo, leaving Mouser as the only recurring boss.
* RougeAnglesOfSatin: In the end credits, "Hoopster" is misspelled "Hoopstar", "Tryclyde" is spelled "Tricylde" (which actually makes more sense), "Clawgrip" is misspelled "Clawglip", and both "Birdo" and "Ostro" have their names switched around. All of these mistakes are fixed in the GBA remake.
* RoyalsWhoActuallyDoSomething: This was the first game in which the Princess is a playable character, and she's quite useful.
* SchmuckBait: The WebVideo/GameGrumps illustrate a good example [[http://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.
* ScoringPoints: Not present until the GBA version, which added in a scoring system similar to that of other Mario games (in which beating several enemies with the same attack earns progressively more points).
* SequelDifficultyDrop: The game is less difficult than the first ''Super Mario Bros'', in contrast to ''The Lost Levels'' which is far harder than both. This also applies for the remake: The SNES version is a lot easier compared to the NES version as you can save, and you have infinite continues. The Game Boy Advance version is even easier due to the floating hearts, random large enemies that drop hearts when you throw them, and you can still save. The levels themselves aren't any easier, though.
* ShesAManInJapan: The beginning of the bizarre saga of Birdo, though its appearance in this game is actually an aversion.
* 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.
* SlippySlideyIceWorld: World 4. In all levels, Mario and company have to walk through very slippy ice platforms, which increases the difficulty of dodging enemies as well as avoiding falling into the cold water.
* SmartBomb: The old POW Block is back, and now you can carry it around and deploy it at will. And ''it was in DDP''. Creator/ShigeruMiyamoto did make DDP, after all.
* SpikesOfDoom: Here, they make appearances. Not the insta-kill kind, but bad to touch anyway.
* SuddenlyHarmfulHarmlessObject: At the end of World 7-2, [[spoiler:the mask gate, which had up until now been your gateway between levels, now comes to life and attacks you.]]
* SuddenlyVoiced: The GBA version. Not only do Mario and friends talk, but so do the bosses.
* SuperDrowningSkills: There are no swimming stages in this game unlike it's predecessors, and falling into the drink costs a life. Somewhat justified, as the water you run into is in [[SlippySlideyIceWorld World 4]]. Not exactly smart swimming in water in an ice world.
* 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.
* SpiritualSuccessor: Averted with ''VideoGame/NewSuperMarioBros2'' [[InNameOnly in terms of similar titles]]. ''VideoGame/SuperMario3DWorld'', on the other hand, is this trope, minus any vegetables.
* 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.
* TakeYourTime: Unlike the other 2D ''Mario'' platformers, there's no time limit here.
* TechDemoGame: The GBA version was a launch title for that system, so it does a lot to show off the capabilities of the GBA. Even the game's intro is part of this, as it starts out with a shaded box framing the older Game Boy resolution that fades away to show the larger screen.
* 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.
* ThisCannotBe: Mouser, Tryclyde, Robirdo, and Wart when defeated in the GBA version.
* TimeStandsStill: The Stop Watch item (after uprooting five ripe vegetables) stops all the action around you. CollisionDamage still applies, so be careful.
* TrashTalk: The bosses deliver a one-liner before engaging Mario and co. in combat in the GBA version.
* UniqueEnemy: 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.
* UnsoundEffect: "BOMB!"
* VideoGameRemake:
** On the ''Super Mario All-Stars'' compilation for the SNES, with graphic and sound upgrades, and a save feature.
** The first in the ''Super Mario Advance'' series of remakes for the GBA. With all the upgrades from the SNES version, plus a point system, collectible special coins, voice samples, giant enemies and vegetables, and a Yoshi Egg Challenge after completing the game.
* 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).
* WeaksauceWeakness: If Wart eats vegetables, he'll eventually [[{{Pun}} croak]].
* WeaponizedOffspring: Birdo has this trademark move of shooting eggs from the mouth as projectiles.
* WombLevel: World 5-3. Your character has to make his or her way up a giant tree.
* WrapAround: A few of the vertical sequences in the game.
* 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.
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