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** The reason the game wasn't released internationally was due to the game simply being the first game again, only more difficult, which had Nintendo worried that the game would not sell and cause people to not buy video games again (this was part of the reason why the video game crash occurred). Fast forward 20 years later, ''VideoGame/SuperMarioGalaxy2'' is released and it's basically the first ''Galaxy'' game again with more gimmicks (some that were cut from the first game) and harder difficulty. While the game did get some criticism for it (principally for removing the beloved story elements from the first game in favor of a much simplified ExcusePlot), most people enjoyed the game and it sold fairly well.

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** The reason the game wasn't released internationally was due to the game simply being the first game again, only more difficult, which had Nintendo worried that the game would not sell and cause people to not buy video games again (this was part of the reason why the [[MediaNotes/TheGreatVideoGameCrashOf1983 video game crash crash]] occurred). Fast forward 20 years later, ''VideoGame/SuperMarioGalaxy2'' is released and it's basically the first ''Galaxy'' game again with more gimmicks (some that were cut from the first game) and harder difficulty. While the game did get some criticism for it (principally for removing the beloved story elements from the first game in favor of a much simplified ExcusePlot), most people enjoyed the game and it sold fairly well.



** 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.

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** Playing the game in ''Deluxe'' makes it ''even harder'' via FakeDifficulty; ScreenCrunch; 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.

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* OlderThanTheyThink:

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* OlderThanTheyThink: NintendoHard: 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.
* OlderThanTheyThink:

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Probably fits better here.


* CondemnedByHistory: Back when the game was developed and released, developers generally focused on making a game as hard as it could be and making a challenging game was seen by and in itself as a notable main feature/selling point. Nowadays however, things have changed, and developers have switched from that to trying appeal to both veteran gamers and newcomers, adding both accessibility and challenging features to a game; and generally neither one is seen as being enough alone to qualify as a notable main feature/selling point anymore.



* OnceOriginalNowCommon: Back when the game was developed and released, developers generally focused on making a game as hard as it could be and making a challenging game was seen by and in itself as a notable main feature/selling point. Nowadays however, things have changed, and developers have switched from that to trying appeal to both veteran gamers and newcomers, adding both accessibility and challenging features to a game; and generally neither one is seen as being enough alone to qualify as a notable main feature/selling point anymore.
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Still applies.

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* OnceOriginalNowCommon: Back when the game was developed and released, developers generally focused on making a game as hard as it could be and making a challenging game was seen by and in itself as a notable main feature/selling point. Nowadays however, things have changed, and developers have switched from that to trying appeal to both veteran gamers and newcomers, adding both accessibility and challenging features to a game; and generally neither one is seen as being enough alone to qualify as a notable main feature/selling point anymore.
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* SeinfeldIsUnfunny:
** While nobody thinks this game is ''easy'', younger gamers who discover or play this game decades after its release have stated they don't get this game's infamous reputation as "the first game, but harder", or why Mario fans complain of its difficulty, especially since the advent of ''VideoGame/SuperMarioMaker''. It helps that much of the difficulty can be alleviated by save slots and other modern day emulation features offered through the 3DS and Wii U Virtual Consoles and Nintendo Switch Online (which is how most younger players are likely to access the game today).
** Back when the game was developed and released, developers generally focused on making a game as hard as it could be and making a challenging game was seen by and in itself as a notable main feature/selling point. Nowadays however, things have changed, and developers have switched from that to trying appeal to both veteran gamers and newcomers, adding both accessibility and challenging features to a game; and generally neither one is seen as being enough alone to qualify as a notable main feature/selling point anymore.

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* SeinfeldIsUnfunny: While nobody thinks this game is ''easy'', younger gamers who discover or play this game decades after its release have stated they don't get this game's infamous reputation as "the first game, but harder", or why Mario fans complain of its difficulty, especially since the advent of ''VideoGame/SuperMarioMaker''. It helps that much of the difficulty can be alleviated by save slots and other modern day emulation features offered through the 3DS and Wii U Virtual Consoles and Nintendo Switch Online (which is how most younger players are likely to access the game today).

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* SeinfeldIsUnfunny: SeinfeldIsUnfunny:
**
While nobody thinks this game is ''easy'', younger gamers who discover or play this game decades after its release have stated they don't get this game's infamous reputation as "the first game, but harder", or why Mario fans complain of its difficulty, especially since the advent of ''VideoGame/SuperMarioMaker''. It helps that much of the difficulty can be alleviated by save slots and other modern day emulation features offered through the 3DS and Wii U Virtual Consoles and Nintendo Switch Online (which is how most younger players are likely to access the game today).today).
** Back when the game was developed and released, developers generally focused on making a game as hard as it could be and making a challenging game was seen by and in itself as a notable main feature/selling point. Nowadays however, things have changed, and developers have switched from that to trying appeal to both veteran gamers and newcomers, adding both accessibility and challenging features to a game; and generally neither one is seen as being enough alone to qualify as a notable main feature/selling point anymore.
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The game saves the player's progress.


* AudienceAlienatingPremise: This game basically being "[[ItsTheSameNowItSucks the original]], [[ItsHardSoItSucks but way harder]]" ended up contributing to why Nintendo of America chose to [[NoExportForYou not release the game in the West]] when it was first developed, only releasing it as part of ''Super Mario All-Stars'' [[LateExportForYou years later]]. Most Western gamers, in hindsight, agree with the sentiment and think Nintendo made the right call in releasing ''VideoGame/SuperMarioBros2'' first. The game has also remained fairly less popular compared to the other mainline ''Mario'' games.

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* AudienceAlienatingPremise: This game basically being "[[ItsTheSameNowItSucks the original]], [[ItsHardSoItSucks but way harder]]" ended up contributing to why Nintendo of America chose to [[NoExportForYou not release the game in the West]] when it was first developed, only releasing it as part of ''Super Mario All-Stars'' [[LateExportForYou years later]]. Most Western gamers, in hindsight, agree with the sentiment and think Nintendo made the right call in releasing ''VideoGame/SuperMarioBros2'' first.instead. The game has also remained fairly less popular compared to the other mainline ''Mario'' games.



** Do you want the four extra worlds and the true ending in the original version? You have to beat the game ''[[FakeLongevity eight times]]'', without powering the system off! The ''All-Stars'' remake loosens the condition to "just beat the game once", and thanks to save files, once you get to the special worlds you can quickly return to to them whenever you want.

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** Do you want the four extra worlds and the true ending in the original version? You have to beat the game ''[[FakeLongevity eight times]]'', without powering the system off! times]]''! The ''All-Stars'' remake loosens the condition to "just beat the game once", and thanks to save files, once you get to the special worlds you can quickly return to to them whenever you want.
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** This game introduced the concept of Luigi being more slippery to control than Mario, but takes it to such an extreme that you will be guaranteed to slide into an enemy and fall off of short platforms a number of times. It is strongly recommended to play as Mario on your first playthrough and only use Luigi once you've gotten familiar with the level design.

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** This game introduced the concept of Luigi being more slippery to control than Mario, but takes it to such an extreme that you will be guaranteed to slide into an enemy enemies and fall off of short platforms at least a number of few times. It is strongly recommended to play as Mario on your first playthrough and only use Luigi once you've gotten familiar with the level design.
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** This game introduced the concept of Luigi being more slippery to control than Mario, but takes it to such an extreme that you will be guaranteed to slide into an enemy and fall off of short platforms a number of times. It is strongly recommended to play as Mario on your first playthrough and only use Luigi once you've gotten familiar with the level design.
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This is certainly the case though.


* AudienceAlienatingPremise: This game basically being "[[ItsTheSameNowItSucks the original]], [[ItsHardSoItSucks but way harder]]" ended up contributing to why Nintendo of America chose to [[NoExportForYou not release the game in the West]] when it was first developed, only releasing it as part of ''Super Mario All-Stars'' [[LateExportForYou years later]]. Most Western gamers, in hindsight, agree with the sentiment and think Nintendo made the right call in releasing ''VideoGame/SuperMarioBros2'' first.

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* AudienceAlienatingPremise: This game basically being "[[ItsTheSameNowItSucks the original]], [[ItsHardSoItSucks but way harder]]" ended up contributing to why Nintendo of America chose to [[NoExportForYou not release the game in the West]] when it was first developed, only releasing it as part of ''Super Mario All-Stars'' [[LateExportForYou years later]]. Most Western gamers, in hindsight, agree with the sentiment and think Nintendo made the right call in releasing ''VideoGame/SuperMarioBros2'' first. The game has also remained fairly less popular compared to the other mainline ''Mario'' games.
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SMB standalone re-releases (the same number as Lost Levels re-releases bar separate special versions like SMB 35) aren't particularly hot sellers either (despite the game being one of the best selling games ever), so this isn't unique to SMBTLL, it's something general to the Virtual Console. The game also did fairly well when it was first released overseas on the VC, almost as well as SMB.


* AudienceAlienatingPremise: This game basically being "[[ItsTheSameNowItSucks the original]], [[ItsHardSoItSucks but way harder]]" ended up contributing to why Nintendo of America chose to [[NoExportForYou not release the game in the West]] when it was first developed, only releasing it as part of ''Super Mario All-Stars'' [[LateExportForYou years later]]. Most Western gamers, in hindsight, agree with the sentiment. What few standalone rereleases (i.e. not part of ''Super Mario All-Stars'' or ''Super Mario Bros. Deluxe'') the game has gotten since aren't exactly hot sellers.

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* AudienceAlienatingPremise: This game basically being "[[ItsTheSameNowItSucks the original]], [[ItsHardSoItSucks but way harder]]" ended up contributing to why Nintendo of America chose to [[NoExportForYou not release the game in the West]] when it was first developed, only releasing it as part of ''Super Mario All-Stars'' [[LateExportForYou years later]]. Most Western gamers, in hindsight, agree with the sentiment. What few standalone rereleases (i.e. not part of ''Super Mario All-Stars'' or ''Super Mario Bros. Deluxe'') sentiment and think Nintendo made the game has gotten since aren't exactly hot sellers. right call in releasing ''VideoGame/SuperMarioBros2'' first.



* BrokenBase: With the international ''VideoGame/SuperMarioBros2'', various opinions revolve on whether which one deserves to be the "real" sequel (similar gameplay with improvements and increased challenge vs. unique yet stylistically-familiar gameplay and innovation). There are also those who do like both games, considering both to be good additions to the franchise and both being worthy sequels.

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* BrokenBase: With the international ''VideoGame/SuperMarioBros2'', various opinions revolve on whether which one deserves to be the "real" sequel (similar gameplay with improvements and increased challenge vs. unique yet stylistically-familiar gameplay and innovation). There are also those who do like both games, considering both to be good additions to the franchise and both being worthy sequels.sequels in their own different ways.
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Doesn't apply to remakes/ports


* SequelDifficultyDrop:
** The ''[[VideoGame/SuperMarioAllStars All-Stars]]'' version makes slight adjustments to make this game much easier and bearable than its 8-bit counterpart. The game was included with a save feature, and the ability to continue from any stage you want, instead of at the beginning of every world to compensate for the insane difficulty. You also do not have to beat the game eight times to access Worlds A through D, you only need to beat it once. The levels themselves are still nearly as nasty as they've ever been, though, with the main differences here being the removal of some (though not all) invisible blocks that frequently caused unintentional player deaths, plus some added power-ups.
** As with the [[VideoGame/SuperMarioBros1 first game]], the ''All-Stars'' version adds an audio cue in the maze castles to indicate if you've taken the correct path.
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** Do you want the four extra worlds and the true ending in the original version? You have to beat the game ''[[FakeLongevity eight times]]!'' The ''All-Stars'' remake loosens the condition to "just beat the game once", and thanks to save files, once you get to the special worlds you can quickly return to to them whenever you want.

to:

** Do you want the four extra worlds and the true ending in the original version? You have to beat the game ''[[FakeLongevity eight times]]!'' times]]'', without powering the system off! The ''All-Stars'' remake loosens the condition to "just beat the game once", and thanks to save files, once you get to the special worlds you can quickly return to to them whenever you want.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AudienceAlienatingPremise: This game basically being "[[ItsTheSameNowItSucks the original]], [[ItsHardSoItSucks but way harder]]" ended up contributing to why Nintendo of America chose to [[NoExportForYou not release the game in the West]] when it was first developed, only releasing it as part of ''Super Mario All-Stars'' [[LateExportForYou years later]]. Most Western gamers, in hindsight, agree with the sentiment. What few standalone rereleases (i.e. not part of ''Super Mario All-Stars'' or ''Super Mario Bros. Deluxe'') the game has gotten since aren't exactly hot sellers.
Is there an issue? Send a MessageReason:
None


* BrokenBase: With the international ''VideoGame/SuperMarioBros2'', various opinions revolve on whether which one is the "real" sequel (similar gameplay with improvements and increased challenge vs. unique yet stylistically-familiar gameplay and innovation).
* ContestedSequel: 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 [[ItsHardSoItSucks too difficult]] and [[MissionPackSequel doesn't really change much]].

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* BrokenBase: With the international ''VideoGame/SuperMarioBros2'', various opinions revolve on whether which one is deserves to be the "real" sequel (similar gameplay with improvements and increased challenge vs. unique yet stylistically-familiar gameplay and innovation).
innovation). There are also those who do like both games, considering both to be good additions to the franchise and both being worthy sequels.
* ContestedSequel: Fans either like this game for being an enhanced version of the original with unique a number of improvements/differences and more difficult levels, levels providing a good challenge "for super players" that had mastered the original game, or dislike it because it's [[ItsHardSoItSucks too extremely difficult]] and [[MissionPackSequel doesn't too similar not really change much]].changing much overall]].
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* SophomoreSlump: Sitting between the well-regarded [[VideoGame/SuperMarioBros1 first]] entry and the cult classic American ''VideoGame/SuperMarioBros2'', ''The Lost Levels'' is received less positively due to is difficulty spike and not adding many new elements to the ''Mario'' franchise. And in Japan (where the Western ''Super Mario Bros. 2'' wasn't released until 1992 as ''Super Mario USA''), it was pushed further the the wayside with the release of its next follow-up, ''VideoGame/SuperMarioBros3'', which was acclaimed for its wide array of improvements and additions to the first game's template, while also having a more forgiving difficulty curve.

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* SophomoreSlump: Sitting between the well-regarded [[VideoGame/SuperMarioBros1 first]] entry and the cult classic American ''VideoGame/SuperMarioBros2'', ''The Lost Levels'' is received less positively due to is difficulty spike and not adding many new elements to the ''Mario'' franchise. And in Japan (where the Western ''Super Mario Bros. 2'' wasn't released until 1992 as ''Super Mario USA''), it was pushed further the by the wayside with the release of its next follow-up, ''VideoGame/SuperMarioBros3'', which was acclaimed for its wide array of improvements and additions to the first game's template, while also having a more forgiving difficulty curve.

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