YMMV: Super Mario Bros.: The Lost Levels

  • Anticlimax Boss: As if to throw the player a bone for the games infuriating difficulty, the Bowser fights are unchanged from the first game. 8-4 adds two Bowsers to the mix, but you can skip the first one, and the game gives you at least two chances to get a secret mushroom/fire flower beforehand (if you can find them and keep them). Just watch out for the warp pipe pit with Invisible blocks and the lava pit/pirahna plant combo (plus a lone buzzy beetle) preceding the real Bowser.
  • Breather Level: 3-2 and 6-2, the two main underwater levels, are tricky, but relatively easy compared to the rest of the game.
    • After the insanely grueling 7-2, the game treats you to 7-3, one of the easier levels in the game, which has very few enemies and only consists of super springs and reasonably big platforms, with just enough time for you to figure out where to land. It's tricky, but not hair pulling in difficulty. The same cannot be said for its later equivalent, C-3, which adds a single Lakitu just to make your life miserable.
  • Contested Sequel: Fans either like this game for being an enhanced version of the original with unique and more difficult levels, or dislike it because it's too difficult and doesn't really change much.
  • Cult Classic: Due to its insane difficulty and similarity to the original Super Mario Bros., it doesn't get as much universal love as the other games in the series. Those who do love it, however, love it for exactly the reasons listed prior.
  • Demonic Spiders: The Hammer Brothers in the original game were hard enough, but this one adds a variant that continually marches up towards the player. This version is even more difficult to pass without taking damage.
  • It's Hard, so It Sucks: Part of why the game wasn't exported, and why it had poor reception amongst Western players after it was Remade for the Export. Even Miyamoto himself disliked the Sequel Difficulty Spike. The other reason is that...
  • It's the Same, Now It Sucks: Wasn't just a fan reaction. The #1 reason Nintendo decided not to export the Famicom version to the US was that they didn't think such an obvious Mission Pack Sequel would sell well in the States (note that simply being Nintendo Hard didn't stop them from exporting any other games back then).
  • Painful Rhyme: The poem you get after beating 8-4, which also appears in Vs. Super Mario Bros.:
    Peace is paved/With kingdom saved/Hurrah to Marionote /Our only hero/This ends your trip/Of a long friendshipnote 
  • Porting Disaster: The GBC port on Super Mario Bros. Deluxe isn't necessary unplayable, but it strips several features from the original, which is not brought up in-game or in the manual. Luigi as presented in the original is not available (you can switch between him and Mario on the world map, but he's merely a Palette Swap in this version), worlds 9 through D are absent, the game uses Super Mario Bros. 1's physics (no high bounce out of enemies) and graphics, the wind mechanic is removed, and the smaller screen introduces some serious Fake Difficulty.