[[quoteright:260:http://static.tvtropes.org/pmwiki/pub/images/smb2.jpg]]

'''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 prototype for Super Mario Bros. 2, 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.

The result wasn't quite as radical as ''VideoGame/ZeldaIITheAdventureOfLink'', and for many fans, it's still a beloved part of the series. In addition, the game introduced many of the [[Franchise/SuperMarioBros Mario series]]' iconic enemies (such as Shy Guys and Bob-ombs) 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 Peach her ability to float, and actually codifying Mario as the JackOfAllStats for the first time). It's also, gameplay-wise, Shigeru Miyamoto's [[http://www.ign.com/articles/2012/06/15/this-is-shigeru-miyamotos-favorite-mario-game favorite Mario game.]] So, hey, everyone pretty much came out a winner here.

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 ''Super Mario All-Stars'' CompilationRerelease, and then with further updates as the first of the ''Super Mario Advance'' remakes. 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''.
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!!Provides examples of:
* AchillesHeel: Wart ''hates'' vegetables.
* ActionBomb: This is Bob-omb's debut.
* AllJustADream: [[DoubleSubversion Doubly 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 sequel, BS Super Mario USA, implies that the events of the game did happen, and that Mario was actually within a dream world.
* AlwaysNight: World 5.
* AnimatedAdaptation: ''TheSuperMarioBrosSuperShow'' adapts this and ''VideoGame/SuperMarioBros.''
* AsteroidsMonster: Fryguy.
* BigBad: Wart.
* BiggerOnTheInside: Certain vases have large insides, including one that has sand, making it's innards ''much'' taller than its outer size.
* BigNo: In the ''Advance'' version: Triclyde 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.''
* BossBonanza: The game has the player facing Birdo (twice, if a certain route is chosen), then [[spoiler:the Hawkmouth brought to life]] and finally Wart in the last level.
* BubblyClouds: World 7.
* CanonImmigrant: Any monster or object from this game that shows up in another Mario game, considering they're all from ''DDP''. Birdo, Bob-ombs, Pokeys and the Shy Guys? Not Mario characters... at least, not ''originally''.
** Snifits to a lesser extent.
** Ninjis appear in the very last corridor of ''VideoGame/SuperMarioWorld'' before Bowser, though they become an enemy you can simply stomp on to defeat. They are also seen in the first PaperMario. While it's dubious as to how "canon" that series is, it's at least always pulling from the more accepted elements of Mario "canon".
** Pansers, which resemble fire-spitting Piranha Plants, are the first of four Piranha Plant-like fire-spitting enemy seen in the Mario series, even if these particular enemies aren't seen again. (they're the most dangerous of the four, as some of them can ''walk.)''
* CartoonBomb: Mousers throw these and you can occasionally throw them too.
* 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).
** JackOfAllStats: Mario (the debut of him being the evenly balanced character)[[note]]''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'' was just him compared to Luigi)[[/note]]
** LightningBruiser: Luigi
** MightyGlacier: Peach.
** FragileSpeedster: Toad. [[note]]Somehow, holding an item makes him FASTER.[[/note]]
* 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]]
* DarkerAndEdgier: It has a MUCH higher concentration of NightmareFuel than the first game. Phantos especially.
* TheDevTeamThinksOfEverything: The game has a suicide code in case you ever find yourself stuck. Press Up+A+B on controller 2.
* DirectionallySolidPlatforms: Quite a few. Surprisingly, sand is an example too.
* DivergentCharacterEvolution: Luigi's higher jumping skills conveniently are also introduced here, but this game also gives him his characteristic flutter jump to go with them.
* 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: One of the most famous examples.
* DreamLand: Subcon may or [[AllJustADream may not]] really exist. According to ''BS Super Mario USA'', it does.
* EdibleAmmunition: Various vegetables that can be unearthed and thrown.
* 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.
* 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.
* 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.
* 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 remakes. In the original game your hit points are Hexagons instead.
* 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 Hawkmouth 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.
** 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.
* 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.
* MeaningfulName: Subcon[[spoiler:scious]].
* 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: Peach, 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.)
* PrincessesPreferPink: The debut of Peach's pink dress in an actual game (she's always had a pink dress in official artwork).
* 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:
** 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''.
** Triclyde is the boss of World 2 and World 6.
** In the Game Boy Advance remake, Triclyde'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.
* RecursiveImport: This game would come back to Japan under the title "Super Mario USA".
* [[SequelDifficultyDrop Remake Difficulty Drop]]: The SNES version is a lot easier compared to the NES version due to the fact that you can save. The Game Boy Advance version is even easier due to the floating hearts, random large enemies that drop hearts when you throw them... as well as the fact that you can save. The levels themselves aren't any easier, though.
* RougeAnglesOfSatin: In the end credits, "Hoopster" is misspelled "Hoopstar", "Clawgrip" is spelled "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 Peach was 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).
* 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.
* SlippySlideyIceWorld: World 4.
* 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.
* SuddenlyHarmfulHarmlessObject: At the end of World 7-2, [[spoiler:the Hawkmouth, which had up until now been your gateway between levels, now comes to life and attacks you.]]
* TheSpiny: Porcupo.
* SpiritualSuccessor: Averted with ''VideoGame/NewSuperMarioBros2'' [[InNameOnly in terms of similar titles]].
** ''VideoGame/SuperMario3DWorld'', on the other hand, is this trope, minus any vegetables.
* 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.
* 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!"
* 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).
* WeaponizedOffspring: Birdo has this trademark move of shooting eggs out of her mouth as projectiles.
* WrapAround: A few of the vertical sequences in the game.
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