[[quoteright:256: http://static.tvtropes.org/pmwiki/pub/images/Super_Mario_Bros__2_005_8914.png]]
[[caption-width-right:256:''[-[[WelcomeToHell People have hope because they don't see Death standing behind them]]-]''.]]

-> ''It's like ''VideoGame/SuperMarioBros1'', except you '''die.''' ''
-->-- [[http://www.youtube.com/user/SolarisParadox Solaris Paradox]] of '''WebVideo/BrainScratchCommentaries'''

''Super Mario Bros. 2'', also known worldwide as ''Super Mario Bros.: The Lost Levels'', is the second game in the ''Franchise/SuperMarioBros'' series. Following the success of ''[[VideoGame/SuperMarioBros1 Super Mario Bros.]]'', Creator/{{Nintendo}} decided to follow it up with a MissionPackSequel. There were four main differences between the original and the sequel: the two-player mode was replaced by the option to play the game as either Mario or Luigi, Luigi was given higher jumps but inferior traction, some of the graphics were updated, and the game was about as close to PlatformHell as one gets short of a [[GameMod ROM hack]].

The game came into existence when Creator/ShigeruMiyamoto and his crew were working on ''VS. Super Mario Bros.'' (an arcade version of the first ''Super Mario Bros.'') and were modifying the game to make it suitable for the arcade's pay-per-play model (i.e. the game was made harder and many bugs and infinite lives exploits were removed). Among the changes made to ''VS. Super Mario Bros.'' was replacing some of the HardModeFiller stages from the latter half of the game by making the earlier versions of these stages hard from the get-go and replacing the later versions with new stages (that would later be integrated into ''The Lost Levels'' itself). Miyamoto decided to create an alternate home version of ''Super Mario Bros'' composed entirely of new stages aimed specifically at hardcore fans of the original, resulting in the production of ''Super Mario Bros. 2'' for the [[UsefulNotes/NintendoEntertainmentSystem Family Computer Disk System]].

Even though this was back when every game - including the first installment - was NintendoHard, the insane difficulty of this game infuriated many players, making Nintendo of America decide [[NoExportForYou not to release it overseas]]. In fact, it wasn't until 2007, twenty-one years after the game was released, that the original version was made available via the UsefulNotes/{{Wii}}'s UsefulNotes/VirtualConsole. Still, the game sold well in Japan, it sold 2.5 million units, and was the all-time best-selling on the Family Computer Disk System. However, Nintendo of America needed a western ''Mario'' sequel in record time, so Nintendo [[DolledUpInstallment Dolled-Up]] another Nintendo game, ''[[VideoGame/DokiDokiPanic Yume Kōjō: Doki Doki Panic]]'', and called it ''VideoGame/SuperMarioBros2'' (''Super Mario USA'' in Japan so the Japanese wouldn't be confused when that game got released over there).

When the original ''Super Mario Bros. 2'' was finally released in North America and Europe as part of the ''VideoGame/SuperMarioAllStars'' CompilationRerelease, it was instead titled ''Super Mario Bros.: The Lost Levels''. It was also included as the [[UnlockableContent Unlockable]] "''Super Mario Bros.: For Super Players''" in ''Super Mario Bros. Deluxe'' for UsefulNotes/GameBoyColor (though in both ''All-Stars'' and ''Deluxe'', it shares the same graphics as its predecessor, losing some of its uniqueness). Keep in mind that these versions, as hard as they are, ease up the difficulty greatly from the original version; the game can be saved after every level rather than every world, and invisible power-up blocks were added to every dungeon level.

!!Tropes differing from the first game:
* AWinnerIsYou: Reach World 9-4 and you get a message made of blocks that reads "アリガトウ!" (''Arigatou!'', or "Thank you!")
* AllThereInTheManual: The original manual is basically an update of the predecessor, with one noticeable addition: [[http://imaikami.sakura.ne.jp/mario2/2m54.jpg an entire message from "Mario's Staff" directed to Super Players,]] in which it is explained that setting is a "[[AlternateUniverse Parallel World]]" to the original game.
* AntiFrustrationFeatures:
** The original ''Super Mario Bros.'' requires a hidden code to start a new game at the beginning of the World you last got a GameOver on. This game, on the other hand, allows you to do so via a menu at the game over screen rather than having to look up a guide.
** Both ''All-Stars'' and ''Deluxe'' allow you to save the game per level, and you get infinite continues, which makes a grueling game much more tolerable.
** In 7-2, one of the trickiest levels in the game, each time you loop around the first part, a new mushroom block will always pop in, in case you lost a hit trying to get up to the level's Warp Pipe.
** Some of the backwards Warp Zones have bottomless pits allowing you to kill yourself instead of just letting the timer count down to 0 (on the other hand, warping backwards and completing any missed worlds would mean World 9 isn't LostForever).
* ArtEvolution
** While the Mario Bros. and enemy designs remain unchanged, the backgrounds now look different: the ground is now made from rock instead of brick, the clouds and bushes now have faces, mountains now look more jagged in appearance, trees are now drawn more realistically, the fence posts are replaced with mushrooms, lifts are now made of mushrooms instead of metal, bricks now have shading, the giant mushroom platforms are now replaced with cloud platforms, mushroom powerups now have eyes for the first time, and Princess Peach now has a redesigned sprite. Drop shadows were also added to the text so they are easier to read against the bright blue backgrounds.
** This also applies to the [[http://disk-kun.com/node/85 promotional art]], which depicted the characters (particularly King Koopa and Princess Peach) much closer to their now standard designs (here's [[http://imaikami.sakura.ne.jp/mario2/mario02f.html a comparison between the manuals for this game and the original]]) than they did in the first game. However, Mario is still drawn with red overalls and blue shirt, instead of the blue overalls and red shirt ensemble he has from ''VideoGame/SuperMarioBros3'' and onward.
* ArtifactMook: Played straight with the Bloopers above water and earth mooks in underwater stages.
* AscendedGlitch: World 9 was inspired by a glitch in the previous game on the Family Computer (that is impossible to reproduce on the initial NES model due to the different hardware design) that was reported by publications such as ''Family Computer Magazine''. The glitch involved removing the ''Super Mario Bros.'' cartridge during mid-play and switching with a copy of ''Tennis'', playing a few rounds after resetting the game and then switching back to ''Super Mario Bros.'' (resetting the game again) and using the continue code. All of this is done without turning off the system. The World 9 in question is an underwater version of World 6-2 and World 1-4 with random enemies and crashes.
* BilingualBonus: [[spoiler:The message spelt out in blocks in World 9-4 reads "Thank You!" in Japanese]].
* BossCorridor: The last stretch prior to King Koopa in World 8-4 is a long corridor.
* BossInMookClothing: In 8-4, 9-3, and D-4, there are fake King Koopas that appear prior to where the real King Koopa would be (except for 9-3, where only the flagpole is behind it).
* BrutalBonusLevel: The game itself is hard enough but Worlds A to D take it to a whole other level. World 9 as well, especially in the original Disk System version where you're only given ''one life'' to get through it.
* BubblyClouds: In addition to the "Coin Heaven" bonus areas from the first game, a few levels (the end of 8-2, 8-3, and A-3) take place in the clouds.
* ColorCodedForYourConvenience:
** In addition to red and green Koopa Troopas, this game also introduced red Piranha Plants, which pop in and out of pipes faster than the original green ones and emerge even if you're standing next to their pipe.
** Also applies to the PoisonMushroom. Its color palette matches the background in the 8-bit versions (brown in overworld levels, blue underground, gray in castles). The ''All-Stars'' version went even farther to distinguish it, making it purple with a large skull on it.
* CosmeticAward: In the FCD version, every time the game is cleared, a star appears on the title screen. While eight stars is needed to access Worlds A through D, anything over that (the maximum being twenty-four) is nothing but bragging rights.
* DivergentCharacterEvolution: Luigi gets his distinctive abilities here (higher jumps, doesn't stop on a dime), [[OlderThanTheyThink predating the]] [[VideoGame/SuperMarioBros2 US/EU sequel]].
* DoubleUnlock: In the Disk System version of the game, to get access to Worlds A to D, you had to beat the game ''eight times in a row''. This was changed in the All-Stars port where you just have to beat the game once to play the rest of the worlds.
* EasterEgg: Like the first game, if you wait long enough on the title screen, then a [[AttractMode brief demo]] will start to play. It also explains why you shouldn't touch Poison Mushrooms in the first place.
* EndlessGame: In the original, if you beat the game without warping, you can play World 9. But when you play through World 9 it just continues to loop, until you die or give up. However, in ''All-Stars'', beating world 9-4 leads to world A-1 instead of looping.
* FakeLongevity: Want to access Worlds A through D in the original version? Beat the game eight times! This is alleviated lots in ''All-Stars'', which only requires completing World 8-4 once, or 9-4 if you unlocked World 9.
* GameBreakingBug:
** An important springboard in World D-2 can sometimes fail to spawn, making it impossible to jump across the wide gap to the flagpole.
** World C-3, where the fifth green spring (after the first three Piranha Plants) won't appear at times, and you need it to cross a very long gap.
* GameMod: An ''official'' one, ''All Night Nippon Super Mario Bros.''. Here, some of the enemy characters and all of the Toads were changed into Japanese celebrities. It was given out as a raffle prize on the Japanese radio show "All Night Nippon".
* GoombaSpringboard: This play mechanic makes its debut in the ''Mario'' series here. Also the TropeNamer. For some reason, this mechanic is removed in ''Deluxe'', playing more like its predecessor, although levels were edited to compensate the removal.
* GuideDangIt:
** Worlds 2-2 and 8-2. Because of the large gap that Mario cannot jump across by himself, World 2-2 is the first level that requires hitting an invisible block to win.
-->'''[[https://www.youtube.com/watch?v=WojvlJ_xibE&index=4&list=PLMBTl5yXyrGQ68Ny1mXCAaSwbjpcVwm49 Dunkey]]''': This is the world's first [[TrollFic troll game]].
** World 8-2 will repeat itself if a player tries to beat it like they would any other level. The only way to beat this level is to hit a block which spawns a vine to climb up to the flagpole in the sky.
* HardModeFiller: Several levels are almost identical, such as [[http://vgmaps.com/Atlas/NES/SuperMarioBros2(J)-World7-4.png 7-4]] and [[http://vgmaps.com/Atlas/NES/SuperMarioBros2(J)-WorldC-4.png C-4]], [[http://www.vgmaps.com/Atlas/NES/SuperMarioBros2(J)-World7-3.png 7-3]] and [[http://www.vgmaps.com/Atlas/NES/SuperMarioBros2(J)-WorldC-3.png C-3]]. 7-3 is just a level where you have to use several springboards to get across long gaps; C-3 literally does nothing but add a Lakitu (but just that single addition makes the level much, ''much'' more frustrating). C-3 also has no checkpoint, unlike 7-3. Die at any point, especially during the wind section near the end which requires very precise timed jumps, and you're doing the whole stage over again.
* InvisibleBlock: Sure, the first game has them, but ''The Lost Levels'' places them with the express intention to kill you. Good luck trying to jump past the Hammer Brothers in world 8-3 without hitting invisible blocks and dying on your [[TrialAndErrorGameplay first few attempts.]] And many of them contain a PoisonMushroom.
* JackOfAllStats: The first time that Mario does this -- he manages to average out from only ''one'' other character.
* LightningBruiser: Luigi was this for the first time.
* LostForever: In ''All-Stars'', your save file is permanently locked out of World 9 if you used a warp zone prior to when you would start World 9, ''even if you warped backwards''. Not only that, but if you ever use a warp zone ''after'' getting World 9, you retroactively lose it for that save file. If you're unfortunate enough to save, that is. This was not the case in the original.
* MeaninglessLives: The ''All-Stars'' edition, because it allows you to save after clearing a level rather than a world. The only punishment for getting a game over in this edition is that you have to restart the stage from the beginning (which is only even a problem if you've passed the CheckPoint, which many levels lack anyway).
* MinusWorld: World 9 uses mismatched tile sets similar to "World -1" in the [=FCD=] UpdatedRerelease of the first game, and infinitely loops like the FC/NES "World -1" (except in the ''All-Stars'' version).
* MissionPackSequel: Most of the game is reusing sprites and tilesets from the first game, with just a few extra ones. This and the difficulty were the two biggest factors as to why Nintendo choose not to release it overseas until ''All-Stars''.
* MoodWhiplash: The fortress in D-4. Halfway through, you're outside in grassland again, then down in a coin-filled bonus room before returning to the fortress. Even more so in ''All Stars'', where cheery bonus music is played in bonus rooms.
* MythologyGag[=/=]{{Metagame}}: Several points in the game qualify. Consider the first set of ? blocks in World 1-1, where the Mushroom is instead a PoisonMushroom, the first of many.
* NintendoHard:
** It's no ''VideoGame/KaizoMarioWorld'', but this is definitely the hardest 2D ''Mario'' game to date. Notably, every updated version of the game has done something to make it slightly easier. Even the ''All-Stars'' and ''Deluxe'' ports save the game on a per level basis, rather than a per world basis as is the case with every other game it includes. It also removed a number of {{Invisible Block}}s specifically designed to cause unintended player deaths (although many were still left in), particularly in later stages, then added invisible blocks containing power-ups elsewhere. It ''also'' makes Worlds 9 and A-D much easier to get to.
** Playing the game in ''Deluxe'' makes it ''even harder'' via FakeDifficulty; since the Game Boy Color has a smaller screen, you can hardly see what's ahead. Sometimes you can't even tell if there's a pit or solid ground below you. This version also removes the wind and GoombaSpringboard mechanics, making some jumps extremely difficult. On the flipside, the wind jumps have their platforms re-arranged to be closer than the original, and since there are several levels where the wind isn't required to make jumps and is just there to mess with you as you attempt to keep your footing on small platforms and avoid hazards, these levels tend to be a lot simpler on ''Deluxe'', somewhat making up for the small screen.
** In ''VideoGame/NESRemix 2'', most of the challenges either involve the easiest levels in the game, or are very short.
* OddlyNamedSequel2ElectricBoogaloo: The Japanese version of ''Super Mario All-Stars'' (''Super Mario Collection'') calls it ''Super Mario Bros. 2: For Super Players'', whose subtitle was the slogan on the original box art. ''Super Mario Bros. Deluxe'' also uses this full title, just without the ''2''. Eventually, Nintendo used their first localized title for the worldwide Virtual Console release, although the title screen is unchanged.
* PlatformHell: One of the few commercial releases.
* PoisonMushroom:
** The TropeNamer and its first appearance in the series. As its original incarnation, they are ''almost indistinguishable from Super Mushrooms''. It is very easy to die at the start of 1-1 if you aren't expecting it. Which, considering that Poison Mushrooms hadn't been seen before this game, most players weren't. However, if you stick around to watch the game demo, you can clearly see Mario trying to get the Poison Mushroom and dying, allowing this type of death to be averted by patient players. This says nothing, however, about Poison Mushrooms in Underground and Castle levels, since [[GoodBadBugs the mushrooms' colors change]] and thus may lead a less GenreSavvy player to conclude that it's a different kind of mushroom.
** ''All-Stars'' makes the Poison Mushrooms a completely and totally unmistakable solid purple with a skull on the cap of the mushroom and gave them angry eyes. If you still picked one of these up, [[YetAnotherStupidDeath you deserved it]].
** ''The Lost Levels'' also has backwards {{Warp Zone}}s. Even though there are two in the game (one in 3-1, which takes you back to World 1, and one in 8-1, which takes you back to World 5), they are a major pain for players, since not only do they warp you back to the previous world, they also make access to World 9 impossible (in ''All-Stars'').
* RecycledSoundtrack: Most of Creator/KojiKondo's classic compositions from the last game were recycled here. In addition, a "Burning Rubber" sound (later recycled in ''VideoGame/SuperMarioBros3'') was added, as was a "Wind blowing" sound. The ending theme was also given a complete makeover, similar to ''VS.'', only with an extended bridge and octave change.
* SecretLevel: Worlds 9, A, B, C, and D. Some bordering on BrutalBonusLevel (even in relation to the rest of the game).
* SequelDifficultySpike: It's much more difficult than the first game, and more difficult than all subsequent games as well.
* SoundtrackDissonance: in ''Super Mario All-Stars''. Of course they'd give the hardest ''Mario'' game in history a title screen with gentle harp and string music.
* SuspiciousVideoGameGenerosity: Frequently, if this game gives you a star, you don't actually want to take it. Either it will prevent you from getting one-ups from using Koopa Shells on enemies ([[PlatformHell which you'll need]]) or you won't even be able to complete the level (8-2 is an example of this, although the level loops so you get as many chances as you want to do it right).
* ThisWasHisTrueForm: Just like in the first game, all the King Koopas but the last one will reveal themselves to be minor enemies in disguise if defeated with fireballs. The ''All-Stars'' version adds new enemies for World A-C and makes the King Koopa in World D the real one. (Note that getting to some of these King Koopas with fireballs requires glitching through levels).
* TrueFinalBoss: The real King Koopa of D-4, who can only be reached by unlocking and completing the four bonus worlds.
* UndergroundMonkey: The new red Piranha Plants pop out of their pipes even if Mario is standing next to them. (If you're standing directly over them, the ones from ground-based pipes won't emerge, but if you're standing on the edge of the pipe, they will. However, the ones that emerge from upside-down pipes will emerge regardless of where Mario stands).
* WarpZone: Just like in the first game, except there's some which send you backwards. Using any of them prevents you from getting to World 9. In many instances of reaching backwards Warp Zones, [[AntiFrustrationFeatures there's a conveniently-placed pit where you can kill yourself to avoid warping back.]] If it doesn't, such as the one in 8-1, you can always just wait for the [[TimedMission timer]] to expire.
-> ''WELCOME TO [[WarpZone WARP ZONE]]!'' \\
'''[[VideoGame/SuperMarioBrosTheLostLevels 1]]'''