Super Mario Bros. 2

Last updated

Super Mario Bros. 2
Super Mario Bros 2.jpg
North American box art
Developer(s) Nintendo R&D4
Nintendo R&D2 (GBA)
Publisher(s) Nintendo
Fujisankei Communications Group (original Japanese release, as Yume Kōjō)
Director(s) Kensuke Tanabe
Producer(s) Shigeru Miyamoto
Designer(s) Kensuke Tanabe
Yasuhisa Yamamura
Hideki Konno
Programmer(s) Toshihiko Nakago
Yasunori Taketani
Toshio Iwawaki
Artist(s) Tadashi Sugiyama
Yōichi Kotabe
Composer(s) Koji Kondo
Series Super Mario
Platform(s) Nintendo Entertainment System, Super Nintendo Entertainment System, Game Boy Advance
Release
September 1988
  • NES/Famicom
    • NA: September 1988
    • EU: April 28, 1989
    • AU: May 4, 1989
    • JP: September 14, 1992
    Game Boy Advance
    • JP: March 21, 2001
    • NA: June 11, 2001
    • PAL: June 22, 2001
Genre(s) Platform
Mode(s) Single-player

Super Mario Bros. 2 is a platform game developed and published by Nintendo for the Nintendo Entertainment System. It was first released in North America in September 1988, and in the PAL region in 1989.

Contents

After the smash hit Super Mario Bros. in 1985, Nintendo quickly released a minor adaptation of the original with advanced difficulty titled Super Mario Bros. 2 , for its mature market in Japan in 1986. However, Nintendo of America found this sequel too similar to its predecessor, and its difficulty too frustrating, for the nascent American market. This prompted a second Super Mario Bros. sequel based on Yume Kōjō: Doki Doki Panic, [lower-alpha 1] Nintendo's 1987 Family Computer Disk System game which had been based on a prototype platforming game and released as an advergame for Fuji Television's Yume Kōjō '87 media technology expo. The characters, enemies, and themes in Doki Doki Panic have the mascots and theme of the festival, and were adapted into the Super Mario theme to make a second Super Mario Bros. sequel.

Super Mario Bros. 2 was a resounding success, becoming the fifth-best-selling game on the NES, and was critically well-received for its design aspects and for differentiating the Super Mario series. It was re-released in Japan for the Famicom as Super Mario USA [lower-alpha 2] (1992), and has been remade twice, first included in the Super Mario All-Stars (1993) collection for the Super NES, and as Super Mario Advance (2001) for the Game Boy Advance. It is included as part of the Virtual Console and Nintendo Switch Online services.

Gameplay

Super Mario Bros. 2 features some enemies and items from Yume Kojo: Doki Doki Panic. The playable characters can now also lift and throw things to defeat enemies. Smb2 comparison.png
Super Mario Bros. 2 features some enemies and items from Yume Kōjō: Doki Doki Panic. The playable characters can now also lift and throw things to defeat enemies.

Super Mario Bros. 2 is a 2D side-scrolling platform game. The objective is to navigate the player's character through the dream world Subcon and defeat the main antagonist Wart. [1] :3–4 Before each stage, the player chooses one of four protagonists: Mario, Luigi, Toad, and Princess Toadstool. All four characters can run, jump, and climb ladders or vines, but each character possesses a unique strength that causes them to be controlled differently. For example, Luigi can jump the highest; Princess Toadstool can float because of her dress; Toad's strength allows him to pick up items quickly; and Mario represents the best balance between jumping and strength. Unlike Super Mario Bros. , this game has no multiplayer functionality, and no time limit. The original only scrolls from left to right, but this game can also scroll right to left, and even vertically in some areas. Unlike other Mario games, the characters cannot defeat enemies by jumping on them, but can stand on, pick up and throw most enemies at each other to defeat them. Other objects that can be thrown at enemies include vegetables pulled from the ground and mushroom blocks. [1] :13–16

The game consists of 20 different levels across the seven worlds comprising Subcon. Each world has three levels, except World 7, which has two. [1] :6 Each world has a particular theme that dictates the obstacles and enemies encountered in its levels, such as desert areas with dangerous quicksand and snowy areas with slippery surfaces. Levels contain multiple sections or rooms that are connected via doors or ladders. Some rooms are accessible by entering certain jars. Magic potions found in each level are used to temporarily access "Sub-space", a reflected, unscrollable area where the player can collect coins and Mushrooms that increase the character's maximum health. In addition, certain jars, when entered in Sub-space, will warp the player to the later worlds, skipping levels altogether. Other items available include cherries, which are collected in order to acquire a Star; and the POW Block, which can be used to quickly destroy all the enemies visible on the screen. [1] :17–21 The player must defeat a boss enemy at the end of each of the first six worlds, then defeat Wart himself at the end of World 7 to complete the game.

The player starts Super Mario Bros. 2 with three lives, one of which is lost each time the player's character loses all health from enemy or hazard damage or when the character falls off the screen. The player can replenish health by collecting floating hearts that appear upon defeating a certain number of enemies. The player will receive a Game Over upon losing the last life, though the player may continue up to twice in one game. Extra lives may be obtained by collecting hidden 1-Up Mushrooms or by using the coins collected from Sub-space to play the Bonus Chance minigame between the levels. [1] :9–10,19,22

Plot

Mario has a dream of a staircase leading to a mysterious door to a mysterious place. A voice identifies the world as the dreamland of Subcon, and asks for Mario's help in defeating the villainous frog named Wart, a tyrant who has cursed Subcon and its people. Mario suddenly awakes and decides to tell Luigi, Toad, and Princess Toadstool, who all report experiencing the same dream. The group goes on a picnic, but discovers a cave with a long staircase. Through a door at the top, they are transported to Subcon, revealing their dreams to have been real. After defeating Wart, the people of Subcon are freed and everyone celebrates. Mario suddenly awakes in his bed, unsure if these events were a dream. He soon goes back to sleep.

Development

Background and conception

The idea was that you would have people vertically ascending, and you would have items and blocks that you could pile up to go higher, or you could grab your friend that you were playing with and throw them to try and continue to ascend ... the vertical-scrolling gimmick wasn't enough to get us interesting gameplay.

Kensuke Tanabe at Game Developers Conference 2011, on the gameplay mechanics that were later used for Yume Kōjō: Doki Doki Panic and Super Mario Bros. 2. [2]

Nintendo originally released a different game called Super Mario Bros. 2 on Japan's Family Computer Disk System in 1986 (later released as Super Mario Bros.: The Lost Levels for Super NES as part of Super Mario All-Stars ). Its engine is an enhanced Super Mario Bros. , with the same gameplay and more complex level designs, character features, and weather features. Some of the advanced level content had been culled from Vs. Super Mario Bros. , a 1986 coin-operated arcade version of the original Super Mario Bros. for NES. [2] [3] :3 All of these factors combined to yield an incremental game design with significantly higher difficulty.

Also that year, the young subsidiary Nintendo of America was just beginning its launch of the new Nintendo Entertainment System and its flagship game, Super Mario Bros. This international adaptation of the Famicom platform had been deliberately rebranded in the wake of the American video game crash of 1983, a regional market recession which had not directly affected the mature Japanese market. Nintendo of America did not want the increasingly popular Mario series to be too difficult to a recovering, transfiguring, and expanding market — nor to be stylistically outdated by the time the Japanese Super Mario Bros. 2 could be eventually converted to the NES's cartridge format, localized, and mass-produced for America. Utilizing its regional autonomy to avoid risking the franchise's popularity in this nascent market, Nintendo of America declined the Japanese sequel's localization to America and instead requested a newer and more player-friendly Super Mario Bros. sequel for release outside Japan. [3] :3

Doki Doki Panic

An early prototype with vertical scrolling was developed by Kensuke Tanabe, [4] [5] designed by a team led by Shigeru Miyamoto, and programmed by Nintendo's frequent partner, SRD, shortly after Tanabe was hired in April 1986. [2] The first prototype's gameplay emphasizes vertically scrolling levels with two-player cooperative action: lifting, carrying, and throwing each other; lifting, carrying, throwing, stacking, and climbing objects; and incrementally scrolling the screen upward when reaching the top. Dissatisfied so far, Miyamoto then added the traditional horizontal scrolling, saying to "make something a little bit more Mario-like", [6] and saying "Maybe we need to change this up ... As long as it's fun, anything goes". However, the prototype software was too complex for Famicom hardware at the time, and the gameplay was still considered lacking, especially in single-player mode. [2]

Unwilling to compromise on gameplay, Tanabe suspended development of the prototype until eventually receiving instruction to use the Yume Kōjō festival mascots in a game. He recalls, "I remember being pulled over to Fuji Television one day, being handed a sheet with game characters on it and being told, 'I want you to make a game with this'." Tanabe re-implemented that prototype's elements in his new game, and released the advergame-themed Yume Kōjō: Doki Doki Panic for the Family Computer Disk System [2] in Japan on July 10, 1987. [7]

The title Yume Kōjō: Doki Doki Panic [lower-alpha 3] is derived from "doki doki", a Japanese onomatopoeia for the sound of a quickly beating heart. The title and character concept were inspired by a license cooperation between Nintendo and Fuji Television to promote the broadcaster's Yume Kōjō '87 event, which showcased several of its latest TV shows and consumer products. [2] The Yume Kōjō festival's mascots became the game's protagonists: a family consisting of the boy Imajin, his girlfriend Lina, and his parents Mama and Papa. The rest of the game's characters, including the main villain named Mamu, were created by Nintendo for the project. Yume Kōjō: Doki Doki Panic takes place within a book with an Arabian setting. All four characters are optionally playable, though the game is not fully completed until the player clears all levels using each protagonist.

Conversion to Super Mario Bros. 2

Nintendo of America's Gail Tilden recalls that president Minoru Arakawa's request to convert the thematically unrelated Yume Kōjō: Doki Doki Panic into a Mario sequel was "odd" at first but not unusual for Nintendo, which had already converted a canceled Popeye prototype into Donkey Kong and reconceived that into Donkey Kong Jr. and Donkey Kong 3 . [8] Summarizing Tanabe's recollections within a 2011 interview, Wired said "Although the initial concept for the game had been scrapped, the development of that original two-player cooperative prototype inspired all the innovative gameplay of Super Mario Bros. 2". [2]

For the international conversion into Super Mario Bros. 2, many graphical changes were made to the look, animation, and identity of the scenery and characters. [9] [10] The R&D4 staff modified the character likenesses of Mario, Luigi, Princess Toadstool, and Toad, building them over their respective counterpart models of Imajin, Mama, Lina, and Papa. This marked the first time that Mario and Luigi had noticeably different heights, [3] and Miyamoto originated the scuttling animation of Luigi's legs, to justify the enhanced jumping ability seen in the corresponding Mama character. [11] Yume Kōjō: Doki Doki Panic needed only a few alterations for its conversion into the Mario series because its gameplay elements were already so heavily rooted in it: Starman for invincibility, the sound effects of coins and jumps, POW blocks, warp zones, and a soundtrack by Super Mario Bros. composer Koji Kondo. [12] [13] To reduce the game's overall difficulty, the designers made minor technical changes. They opted not to retain Yume Kōjō: Doki Doki Panic's ultimate requirement to complete each level using each protagonist; therefore, this new Super Mario Bros. 2 can be completed in only one pass by any combination of characters. A late prototype of the game covering these changes was exhibited in the first issue of Nintendo Power, dated July/August 1988. [14] In the tradition of the Mario series, they added the ability to run by holding the B button.

Japanese logo, released as Super Mario USA SMB-USA-logo.png
Japanese logo, released as Super Mario USA

Super Mario Bros. 2 was first released in North America in September 1988. [15] [16] In PAL regions, the game released the following year. [17] It was such a commercial success and its contributions so substantial over Yume Kōjō: Doki Doki Panic, that it was eventually re-released in Japan in 1992 with the title Super Mario USA. [2] Likewise, Nintendo later re-released the Japanese Super Mario Bros. 2 in America in the form of Super Mario Bros.: The Lost Levels, a part of the 1993 re-release compilation Super Mario All-Stars on the Super NES. Nintendo has continued to re-release both games, each with the official sequel title of Super Mario Bros. 2 in their respective regions.

Re-releases

Super Mario All-Stars

In 1993, [18] Nintendo released an enhanced Super Nintendo Entertainment System compilation titled Super Mario All-Stars. It includes the Super Mario Bros. games released for the Famicom/NES. The version of Super Mario Bros. 2 included in the compilation has modernized graphics and sound to match the Super NES's 16-bit capabilities, as well as minor alterations in some collision mechanics. It is possible to change the character after losing a single life, while the original version allows changing it only after completing a level or when the player loses all their lives and chooses "Continue", making the game more forgiving when choosing a character not adept at some specific level. The player begins with five lives instead of three, and the slot game gains an additional bonus: if the player obtains three sevens, the player wins 10 lives which is something that was not featured in the original NES version of the game. However, the game has a 99-life limit.

BS Super Mario USA Power Challenge

In March–April 1996, Nintendo's partnership with the St.GIGA satellite radio station released an ura or gaiden version of the game for the Satellaview system, titled BS Super Mario USA Power Challenge [lower-alpha 4] . Like all Satellaview games, it was released episodically in a number of weekly volumes, [19] only in Japan, and only in this format. [19]

It features 16-bit audiovisual enhancements to the 8-bit original in the fashion of Super Mario All-Stars, plus "SoundLink" narration (radio drama-style streaming voice data intended to guide players through the game and give helpful hints and advice) and broadcast CD-quality music. Due to the nature of SoundLink broadcasts, these games were only broadcast to players between 6:00 and 7:00 PM on broadcast dates, at which times players could download the game from the Events Plaza on the BS-X application cartridge. [19] A single rerun of the broadcasts was conducted in the same weekly format from June 3, 1996, to June 29, 1996, at 5:00 to 6:00 PM. The BS-X download location for the rerun changed to Bagupotamia Temple. [19]

While the underlying gameplay itself is largely similar, new and arranged content has been added. For instance, the BS version newly featured a score counter. Furthermore, at the beginning of the game, Mario is the only playable character. Later in the game, time-dependent events occur triggering, among other things, the possibility of using other characters. Another feature unique to the game is the inclusion of gold Mario statues (ten in total for each chapter) that are hidden in various locations (including Sub-Space). Collection of the statues in-game grants the player an extra life and refills the life meter. After clearing a level, the player could press "Select" to see some statistics such as the number of statues, coins, cherries, and mushrooms collected, as well as displaying which bosses had been defeated.

As a 4-volume broadcast, each week bore a different subtitle. These are the names of the volumes:

Super Mario Advance

On March 21, 2001, Super Mario Bros. 2 received another release, based on the All-Stars remake, as part of Super Mario Advance, which also contains a remake of Mario Bros. Super Mario Advance was developed by Nintendo Research & Development 2, [21] and was a launch title for the Game Boy Advance. The Super Mario Advance version of Super Mario Bros. 2 includes several new features such as the addition of the enemy Robirdo, a robotic Birdo, replacing Mouser as the boss of World 3; the addition of the Yoshi Challenge, in which players may revisit stages to search for Yoshi Eggs; and a new point-scoring system, similar to that used in the aforementioned BS Super Mario USA Power Challenge. Graphical and audio enhancements appear in the form of enlarged sprites, multiple hit combos, digital voice acting, and such minor stylistic and aesthetic changes as an altered default health-meter level, boss-order, backgrounds, the size of hearts, Princess Toadstool being renamed to the now-standard "Princess Peach", and the inclusion of a chime to announce Stars. [22] The game was released for the Wii U Virtual Console on July 16, 2014, in Japan and later in North America on November 6, 2014. [23] It was released for the Nintendo Switch as a part of the Nintendo Switch Online + Expansion Pack membership plan on May 26, 2023. [24]

Super Mario Advance received a "Gold" sales award from the Entertainment and Leisure Software Publishers Association (ELSPA), [25] indicating sales of at least 200,000 copies in the United Kingdom. [26]

Reception

Upon release, Super Mario Bros. 2 was the top-selling video game in the United States for fourteen consecutive months, from October 1988 [41] through late 1988, [42] [43] [44] into 1989 [45] [46] [47] through spring [48] [49] [50] and summer, [51] [52] [53] to November 1989. [54] [55] [56] By early 1990, 3.5 million copies were sold in the United States, [57] eventually totaling 7.46 million copies worldwide, making it the fourth highest-selling game ever released on the Nintendo Entertainment System. [58] Although only the fourth highest-selling NES game overall, it is the best-selling standalone NES game which was never a pack-in game.

Although The Lost Levels was considered too difficult to play, Super Mario Bros. 2 received critical acclaim. [59] Nintendo Power listed it as the eighth best Nintendo Entertainment System video game, mentioning that regardless of its predecessor not being in the Super Mario franchise, it was distinguished on its own merits and its unique takes on the franchise's signature format. [60] GamesRadar ranked it the 6th best NES game ever made. The staff complimented it and other third-generation games for being a greater improvement than sequels around 2012, which they thought had seen only small improvements. [61] Entertainment Weekly picked the game as the #6 greatest game available in 1991, saying: "The second and still the best of the Super Mario franchise". [62] In 1997 Electronic Gaming Monthly ranked the All-Stars edition as the 14th best console video game of all time, calling the level designs "unlike anything you've seen before" and highly praising the boss challenges. [63] In the Pak Source edition of Nintendo Power , which rated all NES games released in North America from October 1985 to March 1990, Super Mario Bros. 2 was among the only three games (aside Metroid and Mega Man 2 ) to receive the maximum score of 5 in at least one of the categories evaluated, which was not awarded to either Super Mario Bros. nor Super Mario Bros. 3 . [64] It was awarded the score of 5 for both "Challenge" and "Theme Fun". [64]

The re-release as Super Mario Advance in 2001 received generally positive reviews, garnering an aggregate score of 84/100 on Metacritic. [65] One reviewer concluded "all nostalgia and historical influence aside, Super Mario Bros. 2 is still a game worth playing on the merits of its gameplay alone", and that "the only reason you may not want to pick it up is if ... you already own it in another form." [37] However, GameSpot thought that Super Mario Bros. 3 or Super Mario World would have been a better choice for a launch game considering their respective popularity; [66] both games were eventually also remade as part of the Super Mario Advance series. Conversely, IGN praised the choice, calling it "one of the most polished and creative platformers of the era". [22] The game was named one of the best NES games ever by IGN, saying that the game offers greater diversity in graphics and gameplay than the original, making it a great bridge game between the other NES Mario games. [67] ScrewAttack named Wart's battle theme in a list of the top ten best 8-Bit Final Boss Themes. [68] Game Informer placed the game 30th on their top 100 video games of all time in 2001. [69] In 2009, Official Nintendo Magazine ranked the game 27th on a list of greatest Nintendo games. [70]

Next Generation reviewed the Game Boy Advance version of the game, rating it three stars out of five, and stated that "This classic probably shouldn't have been brought back. It's well translated but hasn't aged gracefully." [30]

Legacy

Many elements in Super Mario Bros. 2 have endured in subsequent sequels and in related franchise. The ability to lift and toss enemies and objects—a defining feature of its earliest prototype [2] —has become part of the permanent repertoire of the Super Mario franchise, appearing in numerous subsequent Super Mario games. The Wii U game Super Mario 3D World features the same playable characters with the same basic physical abilities from Super Mario Bros. 2. [37] [71] [72] [73]

Many characters and features of Super Mario Bros. 2 have been assimilated into the greater Mario universe, such as Birdo, Pokey, Bob-omb, and Shy Guy. [37] This is the first game in which Princess Toadstool and Toad are playable characters. Princess Toadstool established a floating jump and stars in later Mario games such as Super Princess Peach . [37] Toad stars in later Mario games like Wario's Woods , New Super Mario Bros. Wii , and Captain Toad: Treasure Tracker . In Super Mario Bros. 2, Luigi became distinguished from Mario's form, especially his tall stature and scuttle jump. [3] [37] The Super Smash Bros. series gained many direct homages to this game. The 1989 cartoon television show The Super Mario Bros. Super Show! is based on characters, settings, and music from Super Mario Bros. 2.

Notes

  1. Japanese: 夢工場ドキドキパニック, Hepburn: Yume Kōjo Doki Doki Panikku, lit. Dream Machine: Heartbeat Panic
  2. Japanese: スーパーマリオUSA, Hepburn: Sūpā Mario USA
  3. Japanese: 夢工場ドキドキパニック, Hepburn: Yume Kōjo Doki Doki Panikku, lit. Dream Machine: Heartbeat Panic
  4. BSスーパーマリオUSA パワーチャレンジ, Bī Essu Sūpā Mario USA Pawā Charenji
  5. 「あたしたち、スーパーキャサリンズ」, "Atashitachi, Sūpā Kyasarinzu"
  6. 「ガブチョもびっくり流砂の秘密」, "Gabucho Mobikkuri Ryūsa no Himitsu"
  7. 「氷の海でヒーボーボー」, Kōri no Umi de Hībōbō
  8. 「マムーの罠,危うしマリオブラザーズ」, Mamū no Wana, Abunaushi Mario Burazāzu

Related Research Articles

<span class="mw-page-title-main">Platformer</span> Video game genre

A platformer is a sub-genre of action video games in which the core objective is to move the player character between points in an environment. Platform games are characterized by levels with uneven terrain and suspended platforms of varying height that require jumping and climbing to traverse. Other acrobatic maneuvers may factor into the gameplay, such as swinging from vines or grappling hooks, jumping off walls, gliding through the air, or bouncing from springboards or trampolines.

<span class="mw-page-title-main">Shigeru Miyamoto</span> Japanese video game designer (born 1952)

Shigeru Miyamoto is a Japanese video game designer, producer and game director at Nintendo, where he serves as one of its representative directors as an executive since 2002. Widely regarded as one of the most accomplished and influential designers in video games, he is the creator of some of the most acclaimed and best-selling game franchises of all time, including Mario,The Legend of Zelda, Donkey Kong, Star Fox and Pikmin. More than 1 billion copies of games featuring franchises created by Miyamoto have been sold.

<i>Mario Bros.</i> 1983 video game

Mario Bros. is a platform game developed and published by Nintendo as an arcade video game in 1983. It was designed by Shigeru Miyamoto and Gunpei Yokoi, Nintendo's chief engineer. Italian twin brother plumbers Mario and Luigi exterminate creatures, like turtles (Koopas) and crabs emerging from the sewers by knocking them upside-down and kicking them away. The Famicom/Nintendo Entertainment System version is the first game produced by Intelligent Systems. It is part of the Mario franchise, but originally began as a spin-off from the Donkey Kong series.

<i>Super Mario Bros. 3</i> 1988 video game

Super Mario Bros. 3 is a 1988 platform game developed and published by Nintendo for the Nintendo Entertainment System (NES). It was released for home consoles in Japan on October 23, 1988, in North America on February 12, 1990 and in Europe on August 29, 1991. It was developed by Nintendo Entertainment Analysis and Development, led by Shigeru Miyamoto and Takashi Tezuka.

<i>Super Mario World</i> 1990 video game

Super Mario World, known in Japanese marketing as Super Mario World: Super Mario Bros. 4, is a platform game developed by Nintendo EAD and published by Nintendo for the Super Nintendo Entertainment System (SNES). It was released in Japan in 1990, North America in 1991 and Europe and Australia in 1992. The player controls Mario on his quest to save Princess Peach and Dinosaur Land from the series' antagonist Bowser and the Koopalings. The gameplay is similar to that of earlier Super Mario games; players control Mario through a series of levels in which the goal is to reach the goalpost at the end.

<span class="mw-page-title-main">Luigi</span> Video game character

Luigi is a fictional character featured in video games and related media released by Nintendo. Created by Japanese video game designer Shigeru Miyamoto, Luigi is portrayed as an Italian plumber and the younger fraternal twin brother and sidekick of Mario. Defined by his kind-hearted, yet cowardly demeanor, Luigi appears in many games throughout the Mario franchise, oftentimes accompanying his brother.

<span class="mw-page-title-main">Mario</span> Video game character

Mario is a character from the Mario franchise. Created by the Japanese video game designer Shigeru Miyamoto, he is the mascot of the video game company Nintendo. Mario is an Italian plumber who resides in the Mushroom Kingdom with his younger twin brother, Luigi. Their adventures generally center on rescuing Princess Peach from the villain Bowser while using power-ups that give them different abilities.

<i>Super Mario Bros.: The Lost Levels</i> 1986 video game

Super Mario Bros.: The Lost Levels is a 1986 platform game developed by Nintendo R&D4 and published by Nintendo. A sequel to Super Mario Bros. (1985), the game was originally released in Japan for the Family Computer Disk System as Super Mario Bros. 2 on June 3, 1986. Nintendo of America deemed it too difficult for its North American audience and instead released an alternative sequel, also titled Super Mario Bros. 2, in 1988. The game was renamed The Lost Levels and first released internationally in the 1993 Super Nintendo Entertainment System compilation Super Mario All-Stars. The game has since been ported to the Game Boy Color and Game Boy Advance, along with being re-released through emulation for the Wii, Wii U, Nintendo 3DS, and Nintendo Switch.

<span class="mw-page-title-main">Famicom Disk System</span> Video game console peripheral

The Family Computer Disk System, commonly shortened to the Famicom Disk System, or just Disk System, is a peripheral for Nintendo's Family Computer home video game console, released only in Japan on February 21, 1986. It uses proprietary floppy disks called "Disk Cards" for cheaper data storage and it adds a new high-fidelity sound channel for supporting Disk System games.

<span class="mw-page-title-main">Koji Kondo</span> Japanese composer and pianist (born 1961)

Koji Kondo is a Japanese music composer, pianist, and sound director for the video game company Nintendo. He is best known for his many contributions to the Super Mario and The Legend of Zelda series of video games, among others produced by the company. Kondo was hired by Nintendo in 1984, becoming the first person hired by them to specialize in video game music. His work in the Mario and Zelda series have been cited as the most memorable in video games, such as the Super Mario Bros. overworld theme.

<i>Ice Climber</i> 1985 video game

Ice Climber is a platform game developed and published by Nintendo. It was released in 1985 for both the arcade VS. System and the Famicom / Nintendo Entertainment System console. The characters Popo and Nana, collectively known as the Ice Climbers, scale 32 vertically scrolling, ice-covered mountains to recover stolen vegetables from a giant condor. In some European countries, Ice Climber was bundled with the Nintendo Entertainment System.

<span class="mw-page-title-main">Birdo</span> Fictional character in the Mario franchise

Birdo, known in Japanese as Catherine, is a character in the Mario franchise. Her first appearance was as an enemy in Yume Kōjō: Doki Doki Panic, which was localized for English-language audiences as Super Mario Bros. 2. Since then, Birdo has been a recurring character in various franchise spin-offs. Initially, she was depicted as an antagonist, but has since been depicted as an ally. Birdo has also made several cameos and playable appearances, particularly in the Mario Kart series and other Super Mario spin-off games.

1988 saw many sequels and prequels in video games, such as Dragon Quest III, Super Contra, Super Mario Bros. 2, Mega Man 2, Double Dragon II: The Revenge, and Super Mario Bros. 3, along with new titles such as Assault, Altered Beast, Capcom Bowling, Ninja Gaiden, RoboCop, Winning Run and Chase H.Q.

<i>Super Mario</i> Video game series

Super Mario is a platform game series created by Nintendo starring their mascot, Mario. It is the central series of the greater Mario franchise. At least one Super Mario game has been released for every major Nintendo video game console. However, there have also been a number of Super Mario video games released on non-Nintendo gaming platforms. There are more than 20 games in the series.

Doki Doki or doki-doki is a term for the sound of a beating heart in Japanese sound symbolism.

<i>Metroid</i> (video game) 1986 video game

Metroid is an action-adventure game developed and published by Nintendo. The first installment in the Metroid series, it was originally released in Japan for the Family Computer Disk System in August 1986. North America received a release in August 1987 on the Nintendo Entertainment System in the Game Pak ROM cartridge format, with the European release following in January 1988. Set on the planet Zebes, the story follows Samus Aran as she attempts to retrieve the parasitic Metroid organisms that were stolen by Space Pirates, who plan to replicate the Metroids by exposing them to beta rays and then use them as biological weapons to destroy Samus and all who oppose them.

<i>Mario</i> (franchise) Video game franchise

Mario is a Japanese multimedia franchise created by Japanese game designer Shigeru Miyamoto for video game company Nintendo which produces and publishes its installments. Starring the titular Italian plumber Mario, it is primarily a video game franchise, but has extended to other forms of media, including television series, comic books, a 1993 feature film, a 2023 animated film and theme park attractions. The series' first installment was 1983's Mario Bros., although Mario had made his first appearance in 1981's arcade game Donkey Kong, and had already been featured in several games of the Donkey Kong and Game & Watch series. The Mario games have been developed by a wide variety of developers including Nintendo, Hudson Soft, and AlphaDream. Mario games have been released almost exclusively for Nintendo's various video game consoles and handhelds, from the third generation onward.

<span class="mw-page-title-main">Kensuke Tanabe</span> Japanese video game designer, producer and director

Kensuke Tanabe is a Japanese video game producer and designer working for Nintendo, where he currently is Senior Officer at Nintendo EPD.

<i>Super Mario All-Stars</i> 1993 game compilation

Super Mario All-Stars is a 1993 compilation of platform games for the Super Nintendo Entertainment System (SNES). It contains remakes of Nintendo's four Super Mario games released for the Nintendo Entertainment System (NES) and the Famicom Disk System: Super Mario Bros. (1985), Super Mario Bros.: The Lost Levels (1986), Super Mario Bros. 2 (1988), and Super Mario Bros. 3 (1988). As in the original games, players control the Italian plumber Mario and his brother Luigi through themed worlds, collecting power-ups, avoiding obstacles, and finding secrets. The remakes feature updated graphics—including the addition of parallax scrolling—and music, modified game physics, a save feature, and bug fixes.

<i>Super Mario Bros.</i> 1985 video game

Super Mario Bros. is a platform game developed and published in 1985 by Nintendo for the Famicom in Japan and for the Nintendo Entertainment System (NES) in North America. It is the successor to the 1983 arcade game Mario Bros. and the first game in the Super Mario series. Following a US test market release for the NES, it was converted to international arcades on the Nintendo VS. System in early 1986. The NES version received a wide release in North America that year and in PAL regions in 1987.

References

  1. 1 2 3 4 5 Super Mario Bros. 2 (U) instruction manual (PDF) (First ed.). United States: Nintendo of America Inc. 1988. Archived (PDF) from the original on October 26, 2019. Retrieved February 16, 2020.
  2. 1 2 3 4 5 6 7 8 9 Kohler, Chris (April 3, 2011). "The Secret History of Super Mario Bros. 2". Wired . Archived from the original on April 5, 2011. Retrieved May 6, 2019 via Ars Technica.
  3. 1 2 3 4 McLaughlin, Rus (September 14, 2010). "IGN Presents The History of Super Mario Bros". IGN. Archived from the original on November 9, 2019. Retrieved April 9, 2014.
  4. Tanabe, Kensuke (May 18, 2004). "Interview – Kensuke Tanabe Talks Metroid Prime 2: Echoes" (Interview). Interviewed by Jonathan Metts; Daniel Bloodworth; Matt Cassamassina. Nintendo World Report. Archived from the original on November 5, 2013. Retrieved January 11, 2014.
  5. "クリエイターズファイル 第101回". Gpara.com. February 10, 2003. Archived from the original on September 30, 2011. Retrieved January 11, 2011.
  6. Kohler, Chris. "The Secret History of Super Mario Bros. 2". Wired. Archived from the original on December 28, 2016. Retrieved July 2, 2021.
  7. "夢工場ドキドキパニック" [Dream Factory Pounding Panic]. Media Arts Database. Agency for Cultural Affairs. Archived from the original on June 24, 2021. Retrieved June 17, 2021.
  8. Irwin, Jon (2014). Super Mario Bros. 2. Boss Fight Books. Howard Phillips, foreword. Los Angeles: Boss Fight Books. ISBN   978-1-940535-05-0. OCLC   992145732.
  9. Mike (January 24, 2003). "Doki Doki Panic: The strange truth behind Super Mario Bros. 2". Progressive Boink. Archived from the original on June 22, 2007. Retrieved February 8, 2015.
  10. "From Doki Doki Panic to Super Mario Bros. 2". The Mushroom Kingdom. Archived from the original on July 25, 2008. Retrieved August 1, 2014.
  11. "Konno discusses how Luigi got his infamous leg flutter jump". GoNintendo. June 18, 2013. Archived from the original on October 13, 2013. Retrieved June 18, 2013.
  12. Nintendo Entertainment Analysis & Development (July 10, 1987). Yume Kōjō: Doki Doki Panic. Nintendo. Scene: staff credits.
  13. Nintendo Sound Selection vol.3 Luigi: B-Side Music (Media notes). Scitron Digital Contents Inc. 2005. Archived from the original on June 20, 2010. Retrieved September 11, 2010.
  14. "Nintendo Power Issue #1". Nintendo Power . Nintendo of America. July–August 1988. p. 6 via the Internet Archive.
  15. "The Complete NES Game Pak Directory (special edition)". Nintendo Power . Nintendo of America. March–April 1989. p. A5. Archived from the original on March 31, 2023. Retrieved March 31, 2023.
  16. "Availability Update" (PDF). Computer Entertainer . Vol. 7, no. 7. October 15, 1988. p. 8.
  17. Nintendo Power 2010 calendar. Nintendo. 2009.{{cite book}}: |magazine= ignored (help)
  18. "SNES: Super Mario All-Stars". GameSpot . Archived from the original on July 2, 2012. Retrieved August 27, 2008.
  19. 1 2 3 4 Kameb (February 12, 2008). スーパーファミコンアワー番組表 (in Japanese). The Satellaview History Museum. Archived from the original on April 1, 2012. Retrieved March 29, 2009.
  20. 1 2 3 4 Andou, N. スーパーファミコン タイトル (in Japanese). Famicom House. Archived from the original on January 27, 2012. Retrieved March 10, 2008.
  21. "Joining Nintendo After Super Mario". Iwata Asks: Super Mario Bros. 25th Anniversary. Nintendo of America, Inc. September 13, 2010. Archived from the original on February 17, 2011. Retrieved January 19, 2011.
  22. 1 2 Nix, Marc (June 14, 2001). "Super Mario Bros. 2: Super Mario Advance – Game Boy Advance Review at IGN". IGN. Archived from the original on September 18, 2009. Retrieved February 26, 2010.
  23. "Super Mario Advance Wii U Virtual Console footage (Japan)". Nintendo Everything. July 15, 2014. Archived from the original on August 21, 2017. Retrieved July 16, 2014.
  24. "Game Boy Advance – May 2023 Game Updates – Nintendo Switch Online + Expansion Pack - YouTube". www.youtube.com. Retrieved June 4, 2023.
  25. "ELSPA Sales Awards: Gold". Entertainment and Leisure Software Publishers Association . Archived from the original on March 19, 2009.
  26. Caoili, Eric (November 26, 2008). "ELSPA: Wii Fit, Mario Kart Reach Diamond Status In UK". Gamasutra . Archived from the original on September 18, 2017.
  27. "Console Wars" (PDF). ACE . No. 26 (November 1989). October 1989. p. 144. Archived (PDF) from the original on June 10, 2021. Retrieved June 10, 2021.
  28. Mühl, Ulrich (March 1989). "Super Mario Bros. 2". Video Games . Archived from the original on October 10, 2022. Retrieved July 10, 2021.
  29. Rignall, Julian (July 1989). "Super Mario II". Computer and Video Games . No. 93. pp. 98–99. Retrieved July 10, 2021.
  30. 1 2 "GBA Games". Next Generation . Vol. 4, no. 7. Imagine Media. July 2001. p. 68.
  31. "Nintendo: Super Mario Bros. 2". The Games Machine . No. 19 (June 1989). May 18, 1989. pp. 19–20.
  32. Steve (May 1992). "Super Mario Bros. 2". Total! . No. 5. pp. 26–27. Retrieved July 10, 2021.
  33. Julian; Matt (October 1990). "Super Mario Bros. II". Mean Machines . No. 1. pp. 52–53. Retrieved July 10, 2021.
  34. "Super Mario Bros. 2 for NES". GameRankings. Archived from the original on December 9, 2019. Retrieved January 6, 2021.
  35. Whitehead, Dan (June 2, 2007). "Virtual Console Roundup". Eurogamer . Archived from the original on July 14, 2019. Retrieved July 10, 2021.
  36. Navarro, Alex (July 5, 2007). "Super Mario Bros 2 Review". GameSpot . Archived from the original on May 20, 2013. Retrieved December 6, 2012.
  37. 1 2 3 4 5 6 "Super Mario Bros. 2 Review". IGN. IGN Entertainment, Inc. July 5, 2007. Archived from the original on August 9, 2007. Retrieved August 25, 2009.
  38. Thomas, Lucas M. (July 5, 2007). "Super Mario Bros. 2 Review". IGN . Archived from the original on January 25, 2018. Retrieved April 19, 2018.
  39. OldSchoolBobby (February 2, 2011). "Test de Super Mario Bros. 2 sur Wii". Jeuxvideo.com (in French). Archived from the original on February 23, 2011. Retrieved July 10, 2021.
  40. Duyn, Marcel van (May 25, 2007). "Super Mario Bros 2 – Overview". Nintendo Life . Archived from the original on October 10, 2022. Retrieved April 1, 2019.
  41. "U.S.A. TOP 10: 10月28日" [U.S.A. Top 10: October 28]. Famicom Tsūshin (in Japanese). Vol. 1988, no. 22. November 11, 1988. p. 10.
  42. "Top Ten Videogames" (PDF). Computer Entertainer. Vol. 7, no. 9. December 1988. p. 1. Archived (PDF) from the original on December 7, 2021. Retrieved September 13, 2021.
  43. "Top Ten Videogames" (PDF). Computer Entertainer. Vol. 7, no. 10. January 1989. p. 1. Archived (PDF) from the original on January 31, 2022. Retrieved September 13, 2021.
  44. "U.S.A. TOP 10: 1月20日" [U.S.A. Top 10: January 20]. Famicom Tsūshin (in Japanese). Vol. 1989, no. 3. February 3, 1989. p. 14.
  45. "Top Fifteen Videogames" (PDF). Computer Entertainer. Vol. 7, no. 11. February 1989. p. 1.
  46. "U.S.A. TOP 10: 1月20日" [U.S.A. Top 10: January 20]. Famicom Tsūshin (in Japanese). Vol. 1989, no. 3. February 3, 1989. p. 14. Archived from the original on September 13, 2021. Retrieved September 13, 2021.
  47. "Top Fifteen Videogames" (PDF). Computer Entertainer. Vol. 7, no. 12. March 1989. p. 1. Archived (PDF) from the original on January 31, 2022. Retrieved September 13, 2021.
  48. "Top Fifteen Videogames" (PDF). Computer Entertainer. Vol. 8, no. 1. April 1989. p. 1. Archived (PDF) from the original on November 30, 2021. Retrieved September 13, 2021.
  49. "Top Fifteen Videogames" (PDF). Computer Entertainer. Vol. 8, no. 2. May 1989. p. 1. Archived (PDF) from the original on January 31, 2022. Retrieved September 13, 2021.
  50. "Top Fifteen Videogames" (PDF). Computer Entertainer. Vol. 8, no. 3. June 1989. p. 1. Archived (PDF) from the original on January 31, 2022. Retrieved September 13, 2021.
  51. "Top Fifteen Videogames" (PDF). Computer Entertainer. Vol. 8, no. 4. July 1989. p. 1. Archived (PDF) from the original on January 31, 2022. Retrieved September 13, 2021.
  52. "Top Fifteen Videogames" (PDF). Computer Entertainer. Vol. 8, no. 5. August 1989. p. 1. Archived (PDF) from the original on January 31, 2022. Retrieved September 13, 2021.
  53. "Top Fifteen Videogames" (PDF). Computer Entertainer. Vol. 8, no. 6. September 1989. p. 1. Archived (PDF) from the original on December 7, 2021. Retrieved September 13, 2021.
  54. "Top Fifteen Videogames" (PDF). Computer Entertainer. Vol. 8, no. 7. October 1989. p. 1. Archived (PDF) from the original on December 2, 2021. Retrieved September 13, 2021.
  55. "Top 15 Videogames" (PDF). Computer Entertainer. Vol. 8, no. 8. November 1989. p. 1.
  56. "Top 15 Videogames" (PDF). Computer Entertainer. Vol. 8, no. 9. December 1989. p. 2. Archived (PDF) from the original on January 31, 2022. Retrieved September 13, 2021.
  57. Rothstein, Edward (April 26, 1990). "Electronics Notebook; Adventures in Never-Never Land". The New York Times . Archived from the original on December 9, 2021. Retrieved September 23, 2021.
  58. O'Malley, James (September 11, 2015). "30 Best-Selling Super Mario Games of All Time on the Plumber's 30th Birthday". Gizmodo . Univision Communications. Archived from the original on September 14, 2015. Retrieved April 22, 2017.
  59. "See How Super Mario Bros. Changed Over 30 Years". Time. September 12, 2015. Retrieved October 16, 2023.
  60. "NP Top 200". Nintendo Power . Vol. 231. August 2008. p. 71.
  61. "Best NES Games of all time". GamesRadar . April 16, 2012. Archived from the original on July 25, 2012. Retrieved December 5, 2013.
  62. Strauss, Bob (November 22, 2018). "Video Games Guide". Entertainment Weekly. Archived from the original on February 19, 2017. Retrieved November 3, 2018.
  63. "100 Best Games of All Time". Electronic Gaming Monthly . No. 100. Ziff Davis. November 1997. pp. 148, 152. Note: Contrary to the title, the intro to the article (on page 100) explicitly states that the list covers console video games only, meaning PC games and arcade games were not eligible.
  64. 1 2 "Pak Source". Nintendo Power . Nintendo of America. January 1990.
  65. "Super Mario Advance for Game Boy Advance Reviews". Metacritic. Archived from the original on February 24, 2021. Retrieved January 6, 2021.
  66. "Super Mario Advance for the Game Boy Advance review". GameSpot . Archived from the original on January 29, 2010. Retrieved February 26, 2010.
  67. "18. Super Mario Bros. 2". IGN. June 11, 2001. Archived from the original on April 8, 2010. Retrieved April 10, 2010.
  68. "ScrewAttack – Top Ten 8-Bit Boss Themes". ScrewAttack's Top 10 . ScrewAttack. Archived from the original on January 5, 2012. Retrieved April 11, 2010.
  69. Cork, Jeff. "Game Informer's Top 100 Games Of All Time (Circa Issue 100)". Game Informer. Archived from the original on September 24, 2020. Retrieved November 30, 2020.
  70. East, Tom (February 24, 2009). "100 Best Nintendo Games: Part 4". Official Nintendo Magazine . Future plc. Archived from the original on February 26, 2009. Retrieved September 9, 2022.
  71. "Mario's Basic Moves". Nintendo Power: Strategy Guide. Vol. SG1, no. 13. Nintendo. 1990. p. 4.
  72. "Full Coverage — Super Mario 64". Nintendo Power . No. 88. Nintendo. September 1996. pp. 14–23.
  73. Miller, Skyler. "Super Mario World – Review". Allgame. Archived from the original on February 16, 2010. Retrieved July 13, 2009.