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* BusmansHoliday: The game starts off with [[AllThereInTheManual the heroes falling asleep while on a nice outing]], only for them to enter the dream world of Subcon, which has been taken over by Wart. The heroes must defeat him to wake up.
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* ThrowDownTheBomblet: Pluckable Bombs are a common item that are found in grass patches and can be used to blow up walls and destroy enemies. Mouser also uses Bombs as his main weapon of choice. Players have to be careful using bombs however, because they cause damage to anything in the blast radius, including [[HoistByHisOwnPetard your own character]]!

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* ThrowDownTheBomblet: Pluckable Bombs bombs are a common item that are found in grass patches and can be used to blow up walls and destroy enemies. Mouser also uses Bombs as his main weapon of choice. Players have to be careful using bombs however, because they cause damage to anything caught in the blast radius, radius (As in, where the "BOMB" graphic appears), including [[HoistByHisOwnPetard your own character]]!character!
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* ThrowDownTheBomblet: Pluckable Bombs are a common item that are found in grass patches and can be used to blow up walls and destroy enemies. Mouser also uses Bombs as his main weapon of choice. Players have to be careful using bombs however, because they cause damage to anything in the blast radius, including [[HoistByYHisOwnPetard your own character]]!

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* ThrowDownTheBomblet: Pluckable Bombs are a common item that are found in grass patches and can be used to blow up walls and destroy enemies. Mouser also uses Bombs as his main weapon of choice. Players have to be careful using bombs however, because they cause damage to anything in the blast radius, including [[HoistByYHisOwnPetard [[HoistByHisOwnPetard your own character]]!
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* ThrowDownTheBomblet: Pluckable Bombs are a common item that are found in grass patches and can be used to blow up walls and destroy enemies. Mouser also uses Bombs as his main weapon of choice. Players have to be careful using bombs however, because they cause damage to anything in the blast radius, including [[HoistByYourOwnPetard your own character]]!

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* ThrowDownTheBomblet: Pluckable Bombs are a common item that are found in grass patches and can be used to blow up walls and destroy enemies. Mouser also uses Bombs as his main weapon of choice. Players have to be careful using bombs however, because they cause damage to anything in the blast radius, including [[HoistByYourOwnPetard [[HoistByYHisOwnPetard your own character]]!
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* ThrowDownTheBomblet: Pluckable Bombs are a common item that are found in grass patches and can be used to blow up walls and destroy enemies. Mouser also uses Bombs as his main weapon of choice. Players have to be careful using bombs however, because they cause damage to anything in the blast radius, including [[HoistByYourOwnPetard your own character]]!
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* TooDumbToLive: Sure Wart, fight the PlayerCharacter [[BossArenaIdiocy while the malfunctioning/rebellious Dream Machine is tossing out vegetables everywhere]] when your [[WeaksauceWeakness one weakness is vegetables]], and your primary form of attack is to [[TacticalSuicideBoss open your mouth to spit bubbles]]. How, exactly, did you think this would go well for you? Bonus idiot points for the Dream Machine being ''right in front of you''.

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* TooDumbToLive: Sure Wart, fight the PlayerCharacter [[BossArenaIdiocy while the malfunctioning/rebellious Dream Machine is tossing out vegetables everywhere]] when your [[WeaksauceWeakness one weakness is vegetables]], and your primary form of attack is to [[TacticalSuicideBoss open your mouth to spit bubbles]]. How, exactly, did you think this would go well for you? Bonus idiot points for [[FailedASpotCheck the Dream Machine being ''right being]] ''[[FailedASpotCheck right in front of you''.you]]''.
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* UnintentionallyUnwinnable: In World 2-2 where you must dig through sand, it's possible to force yourself into a dead-end by digging up every sand block until they're out of your jumping range. Since the game has no timer, you're stuck there. The only way out without resetting the game is to use the suicide code (Up+A+B on the second controller). This provides the trope image. ''Advance'' also adds a vase to the bottom, and entering and exiting it will respawn the sand, making it impossible to trap yourself in the first place.

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* UnintentionallyUnwinnable: In World 2-2 where you must dig through sand, it's possible to force yourself into a dead-end by digging up every sand block until they're out of your jumping range. Since the game has no timer, you're stuck there. The only way out without resetting the game is to use the suicide code (Up+A+B on the second controller). This provides the trope image. ''Advance'' also adds a vase to the bottom, and entering and exiting it will respawn the sand, making it impossible to trap yourself in the first place.

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* FlashOfPain: Bosses when damaged. The sound effect is sligthly different from ''Doki doki Panic'', due to the more primitive sound chip of the NES compared to that of the Famicon Disk System. The flash rapidly varies through shades of white, green and pink.

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* FastTunneling: Mario and his friends have to dig through sand in order to reach the bottom of a pyramid's underground chamber in two levels (2-1 and 2-3), the bottom of a regular cavern in another (2-2), and the bottom of a sand-filled vase in yet another (6-1). Toad is the fastest at digging, so these levels are best played as him.
* FlashOfPain: Bosses when damaged. The sound effect is sligthly different from ''Doki doki Doki Panic'', due to the more primitive sound chip of the NES compared to that of the Famicon Disk System. The flash rapidly varies through shades of white, green and pink.

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* BettingMiniGame: The Bonus Chance after completing a level through a Mask Gate and not by warping. In ''Advance'', the player can wager multiple coins at once to earn a multiplied amount of lives.

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* BettingMiniGame: The Bonus Chance after completing a level through a Mask Gate and not by warping. In the original game you bet one coin at a time. In ''Advance'', the player can wager multiple coins at once to earn a multiplied amount of lives.



** The instruction manual of the NES game described Birdo as "[thinking] he's a girl who'd rather be called Birdetta". This line was removed in the instruction manual of the game's rereleases, and other games featuring Birdo simply refer to her as female to properly acknowledge her gender identity.

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** The instruction manual of the NES game described Birdo as "[thinking] he's a girl who'd rather be called Birdetta". This line was removed in the instruction manual of the game's rereleases, and other games featuring Birdo simply refer to her as female female. Whether this was to properly acknowledge her gender identity.identity or her sex was outright changed is up to interpretation.



* KingMook: Clawgrip is revealed in the ''Advance'' version to be a Sidestepper (the crustacean enemy from the arcade ''VideoGame/MarioBros'') that grows in size and strength thanks to the power of Wart's bubbles. This version also introduces Robirdo, a MechanicalMonster modeled after Birdo.

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* KingMook: KingMook:
** Tryclyde is a much bigger cobrat with three heads who spits flame rather than rocks.
**
Clawgrip is revealed in the ''Advance'' version to be a Sidestepper (the crustacean enemy from the arcade ''VideoGame/MarioBros'') that grows in size and strength thanks to the power of Wart's bubbles. This version also introduces Robirdo, a MechanicalMonster modeled after Birdo.
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* NightOfTheLivingMooks: Phanto is a masked specter that is usually immobile and looks harmless, but is actually guarding a key. When a character grabs the key, Phanto reacts and starts chasing the character until they release the key. Chase will resume if the key is grabbed once again, but will stop appearing for good once the key is used to open a LockedDoor. They also qualify as {{Invincible Minor Minion}}s and InvincibleBoogeymen because, without an obscure glitch, it's impossible to kill them.
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* ImprovisedWeapon: The main gameplay gimmick of the game. Mario and his friends venture into a strange dream world where the traditional ''Mario'' GoombaStomp doesn't work, and there aren't any power-ups to be found. So players have to defend themselves from enemies by using ''anything'' they can grab as a throwable weapon. Vegetables, [=POW=] Blocks, Bombs, and [[ThrowTheMookAtThem even other enemies]] can be picked up and used as projectiles. Boss battles often require using the boss' own ammunition and [[TennisBoss throwing it back]] to damage them.
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[[DescribeTopicHere Describe Doki Doki Panic, uh... Super Mario USA, um... Super Mario Bros. 2 here.]]

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[[DescribeTopicHere [[JustForFun/DescribeTopicHere Describe Doki Doki Panic, uh... Super Mario USA, um... Super Mario Bros. 2 here.]]
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* PaletteSwap: There are actually two colors of Shy Guy, although the two colors are closer. The difference is exactly the same: Shy Guys in pink turn around when they hit edges; Shy Guys in red walk right off. The three kinds of Birdo have more strikingly different colors, and they indicate what they spit: eggs only, fireballs only, or both. Snifits come in even more colors with a wider variety of behavior, from walking off of cliffs to turning back to spontaneously changing directions to jumping and firing more rapidly. Also, the flicker of damaged enemies or things about to explode changes based on what character you're using. This is because all sprites on an NES screen[[note]]Actually, on a horizontal line, but [=SMB2=] can't actually take advantage of that since the throwing things play mechanic means sprites could end up ANYWHERE.[[/note]] can only make use of one of four sets of three colours (chosen from a palette of 53). In most games, the player character gets one of these sets, and in [=SMB2=], each player character uses a unique colour set. But since you don't want enemies changing colour based on which character you're playing, that only leaves 3 sets left for every single other sprite, which includes vegetables and anything else that has to move around the screen.[[note]]Though note that it's moving around the screen that matters here: tiles -- the other type of object used in NES games -- get their own four colour sets, and can be animated by flicking through a series of tiles, but they have to fit into the grid, and the NES can only have a limited number of tiles ready to use at the same time.[[/note]] You can't change the colour scheme assigned to the enemy without changing all other enemies and whatnots using that colour choice, but you can switch that particular enemy's sprite to one of the other colour sets, and the player character's colour set is about the only one that's at all predictable.[[note]]By the way, this restriction actually determines what vegetables are used in a level. The new vegetables seen in the battle against Wart use his (or his bubbles') colour scheme, for example.[[/note]]


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* PipeMaze: World 6-1. At first it plays like a traditional Shifting Sand Land level, but then you enter the underground area housing 21 jars (them being the game's equivalent of pipes); almost all of them can be entered, but only one has the key that leads to the end. Among them is also one jar leading to an extra life, so it's not all bad.

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* IconicSequelCharacter: This game marks the introduction of Birdo, who would go on to appear in many ''Mario'' spin-offs and become Yoshi's partner in them. Also, by way of CanonImmigrant, many enemies that are now mainstays in the franchise were born in this installment.



* OddballInTheSeries: One of the first video game examples. However, [[Administrivia/TropesAreTools it was well enough received]] that many of the gameplay elements and enemies were incorporated into following games.

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* OddballInTheSeries: One of the first video game examples. examples, due to its departures from its predecessors and eventual successors. However, [[Administrivia/TropesAreTools it was well enough received]] that many of the its gameplay elements and enemies were incorporated into following games.
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* AllDesertsHaveCacti: Cacti are present in all of the desert levels. Thankfully they are harmless platforms for Mario and crew to jump on. The same can't be said for Pokey, an multi-segmented cactus creature that tries to move into the characters to damage them with its spikey body. Unlike their later appearances in the series as a [[TheSpiny spiny]], you can safely jump on their heads and ride them.

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--> '''Mouser:''' "[[TotallyRadical No Way!]]"
--> '''Tryclyde:''' "IM-POSSIBLE!"
--> '''Birdo/Robirdo:''' "How could you?"
--> '''Wart:''' NO! [[VerbalTic Ribbit!]] NOOOOOO!

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--> '''Mouser:''' -->'''Mouser:''' "[[TotallyRadical No Way!]]"
--> '''Tryclyde:''' -->'''Tryclyde:''' "IM-POSSIBLE!"
--> '''Birdo/Robirdo:''' -->'''Birdo/Robirdo:''' "How could you?"
--> '''Wart:''' -->'''Wart:''' NO! [[VerbalTic Ribbit!]] NOOOOOO!


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* TooDumbToLive: Sure Wart, fight the PlayerCharacter [[BossArenaIdiocy while the malfunctioning/rebellious Dream Machine is tossing out vegetables everywhere]] when your [[WeaksauceWeakness one weakness is vegetables]], and your primary form of attack is to [[TacticalSuicideBoss open your mouth to spit bubbles]]. How, exactly, did you think this would go well for you? Bonus idiot points for the Dream Machine being ''right in front of you''.
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* SteamVentObstacle: The geysers of water spouted by the Whales in World 4 hurts upon contact. It's still [[BlownUpwardsByABlowhole safe to stand on]], however.

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* SteamVentObstacle: The geysers of water spouted by the Whales in World 4 hurts upon contact. It's still [[BlownUpwardsByABlowhole [[BlownUpwardByABlowhole safe to stand on]], however.
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* BlownUpwardByABlowhole: One screen of World 4-2 features a pod of whales that sporadically spurt water from their blowholes. The player can jump on the tops of these water spouts to reach the other platforms in the area. The spouts are apparently so high pressure that if you touch the sides of them, you'll take damage.

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* BlownUpwardByABlowhole: One screen of World 4-2 features a pod of whales that sporadically spurt water from their blowholes. The player can jump on the tops of these water spouts to reach the other platforms in the area. The It also doubles as a SteamVentObstacle, because the spouts are apparently so high pressure that if you touch the sides of them, you'll take damage.



* SteamVentObstacle: The geysers of water spouted by the Whales in World 4 hurts upon contact. It's still safe to stand on, however.

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* SteamVentObstacle: The geysers of water spouted by the Whales in World 4 hurts upon contact. It's still [[BlownUpwardsByABlowhole safe to stand on, on]], however.
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*** Second, you find out immediately that you can't hurt enemies by jumping on them, and since a player will be familiar with the run button (which worked as the fireball button in the previous game), they will likely find out right away that you can pick up an enemy when you're moving or running on them, and since a second enemy is nearby, the player may realize he can attack him by throwing the Shyguy they're holding. Naturally, this new discovery may encourage the player to see if he can grab other objects, such as the nearest patch of grass, which gives you a throwable vegetable.

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*** Second, you find out immediately that you can't hurt enemies by jumping on them, and since a player will be familiar with the run button (which worked as the fireball button in the previous game), they will likely find out right away that you can pick up an enemy when you're moving or running on them, and since a second enemy is nearby, the player may realize he they can attack him it by throwing the Shyguy they're holding. Naturally, this new discovery may encourage the player to see if he they can grab other objects, such as the nearest patch of grass, which gives you a throwable vegetable.
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* BlownUpwardByABlowhole: One screen of World 4-2 features a pod of whales that sporadically spurt water from their blowholes. The player can jump on the tops of these water spouts to reach the other platforms in the area. The spouts are apparently so high pressure that if you touch the sides of them, you'll take damage.
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* GimmickLevel: World 6-2 is based on a bird-mounting ride (the otherwise aggressive Albatosses are simply flying in migration form, and have no Bob-Ombs to attack anyone with), instead of the usual platforming.
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* MiniBoss: The game set the tradition in itself and subsequent 2D ''Mario'' games to have a miniboss that is frequently fought over the course of the adventure, so they also qualify as {{Recurring Boss}}es. Birdo fits the role here, appearing in almost every level and in up to three variations: The pink version (who shoots one egg at a time), the green and gray versions (who shoot two-to-three fireballs at once), and the red version (who alternates between both types of projectiles). The eggs can be thrown back at them, but since the fireballs obviously can't you have to attack the green/gray variant by throwing Mushroom Blocks instead. The game has an additional miniboss appearing in the final level, right before the battle against the FinalBoss Wart: [[spoiler:The previously-harmless Mask Gate, who has to be hit three times with Mushroom Blocks as it tries to attack you so its mouth opens and you can enter]].

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Over the course of my history at TV Tropes, I added numerous examples in trope articles, but almost never crosswicked them into work pages. My resolve for 2022 is to amend this. =) (I'm not sure if these are ALL the tropes to which I added examples from this work, though)


* AbsenteeActor: One of the few ''Mario'' platform games to not have Bowser as the BigBad, and one of the very few in the whole ''franchise'' where he doesn't appear at all.

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* AbsenteeActor: One of the few ''Mario'' platform games to not have Bowser as the BigBad, and one of the very few in the whole ''franchise'' where he doesn't appear at all. For this same reason, none of the original members of the Koopa Troop appear either, as Wart has his own army (the 8 Bits); later games bring back Bowser and his army, but also incorporate enemies from the 8 Bits into the Koopa Troop.



* AirborneMook: Albatosses slowly fly through a horizontal line (almost always to the left, but the ones appearing at the start of World 6-2 soar to the right), while the Beezos fly faster (to the point that characters can only stand over them for a brief moment). Pidgits use carpets to fly in an oscillating pattern until they aim at the player's character to harm them (in ''VideoGame/SuperMarioWorld'', they replace Bullet Bills upon completion of the Special World and can fly just fine without a carpet).



* AquaticMook: Trouters are red fish with large eyes that perform large jumps in waterfalls. By way of CraniumRide, Mario and his friends can use them as platforms to quickly move to further areas in a level; this is exploited in World 5-1.



* {{Bowdlerise}}: During the conversion from ''VideoGame/DokiDokiPanic'', the Big Face item (a ganguro head) was changed to a Koopa shell due to its high resemblance to {{Blackface}}.

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* {{Bowdlerise}}: {{Bowdlerise}}:
** The instruction manual of the NES game described Birdo as "[thinking] he's a girl who'd rather be called Birdetta". This line was removed in the instruction manual of the game's rereleases, and other games featuring Birdo simply refer to her as female to properly acknowledge her gender identity.
**
During the conversion from ''VideoGame/DokiDokiPanic'', the Big Face item (a ganguro head) was changed to a Koopa shell due to its high resemblance to {{Blackface}}.



* CartoonBomb: Mouser throws these and you can occasionally throw them too.

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* CartoonBomb: CartoonBomb:
** Bob-Ombs are a [[WaddlingHead slightly]] [[ActionBomb anthropomorphised]] version, making their debut in this game and having appeared in nearly every game since. Many of them are either generated by cloning vases or dropped from the sky by Albatosses. In this game, they have arms and lack a windup key in their backs, and have a tendency to explode ''even if they're not provoked''. The Bob-Ombs in this game also have a specific brand name in Japanese ("Bob", or the onomatopeia of something exploding), whereas in later games we see the more common breed which, due to being part of the Koopa Troop, are known as ''Bomu-hei'' ("Bomb Soldier") in Japanese.
** The game also has a non-living kind of bomb, which players can pull out of the ground to destroy breakable walls. These bombs are thrown by Mouser, the boss of World 1 and 3. In this game, you pull items out of the ground indicated by a tuft of grass (''not'' limited to vegetables). Many a cartoon bomb is found this way (though some
Mouser throws these encounters have no such mercy; you must catch the bombs he's throwing at you and send 'em right back before boom time!). There are some instances of a Bob-Omb being unveiled this way, but its fuse is much shorter than the ones you can occasionally normally run across, so [[PoisonMushroom it's more of a trap]]; better think fast and throw them too.it away quick!



%%* GasMaskMooks: The bullet-spitting Snifits.

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%%* * GasMaskMooks: The bullet-spitting Snifits.Snifits. They are best known for using their masks to spit projectiles. It wasn't until ''VideoGame/PaperMarioStickerStar'', more than two decades later, that their masks were used for toxic purposes.


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* KingMook: Clawgrip is revealed in the ''Advance'' version to be a Sidestepper (the crustacean enemy from the arcade ''VideoGame/MarioBros'') that grows in size and strength thanks to the power of Wart's bubbles. This version also introduces Robirdo, a MechanicalMonster modeled after Birdo.


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* MechaMooks: The game introduces two mechanical enemies: Bob-Ombs (round, sentient bombs that explode after a few seconds) and Autobombs (cart-like vehicles that can shoot fireballs whenever Shy Guys ride them); in subsequent games, Bob-Ombs no longer have arms but do have a windup key in their backs (though some Bob-Ombs with arms can be seen in ''VideoGame/PaperMario64''). Robirdo, who appears in the ''Advance'' version, is large enough to be a MechanicalMonster and the boss of World 3.


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* PlantMooks:
** Pokey, a sentient xerophyte creature made of round cacti sections; hitting its lower pieces will reduce the enemy's size but keep it alive, while hitting the head will kill it instantly. In this game, it's colored green and can be stepped onto its head; in later games, it is colored yellow or orange and is no longer safe to attempt CraniumRide on it. Both types are featured in ''VideoGame/PaperMarioStickerStar'' and ''[[VideoGame/PaperMarioColorSplash Color Splash]]''.
** Panser is a lotus-shaped plant that shoots fireballs (bigger than those of Piranha Plants) upward. The gray and green ones simply aim skyward, the red ones lean their shots at the side closest to the player, and pink ones move sideways ''and'' intend to hit the player. A successor species (the Volcano Lotus) appears later in ''VideoGame/SuperMarioWorld'', shooting smaller fireballs but releasing up to four of them at the same time.
* PlayingWithFire:
** Among bosses, Birdo shoots fireballs when colored red, green or gray, though the red version also shoots eggs. Tryclyde spits {{fireball}}s en masse, being a three-headed serpent. Fryguy simply drops them off his body, being [[EvilLivingFlames a monster made of fire]].
** Among enemies, Pansers spit the fireballs upward (how they do so depend on their color: Green ones simply shoot them up while being stationary, red ones aim at wherever Mario and his friends are, and gray ones aim at them ''while moving''). A subspecies of Panser known as Volcano Lotus appears later in ''VideoGame/SuperMarioWorld'', shooting multiple small fireballs upward at the same time. Lastly, Shy Guys shoot fireballs when riding an Autobomb.
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BTW, I removed Womb Level because botanical examples of anatomy levels are covered under Tree Trunk Tour, which is already listed here

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Is there an issue? Send a MessageReason:
Over the course of my history at TV Tropes, I added numerous examples in trope articles, but almost never crosswicked them into work pages. My resolve for 2022 is to amend this. =) (I'm not sure if these are ALL the tropes to which I added examples from this work, though)


* {{Checkpoint}}: The game provides a checkpoint every time the player enters a door, reaches a new area after boarding a rocket, or enters a boss room upon entering the Mask Gate's mouth. This excludes entering or exiting a vase, however.



* IcePalace: The last level of World 4 has not one, but ''two'' tall towers full of ice. The first has to be climbed upward while avoiding the incoming Flurries, while the latter is accessed for the descent and requires some CraniumRide due to the abundance of SpikesOfDoom. There's a third building shortly afterwards, but its only content is the entrance to the world's boss (Fryguy).
* IFellForHours: The ''very first'' part of the game has you falling from a door in the sky onto a hill in Subcon. Later, in World 3-1, you can access a secret cave by falling several screens onto the bottom of the very tall waterfall (this cave has several vegetables which can be collected as coins in Subspace, plus a WarpZone to World 5). Lastly, in World 5-2, you eventually climb up a rocky area only to fall from the other side (and due to the spikes present, quick reflexes are required to avoid taking damage).



* RuleOfThree: Each world minus the last concludes after the third level (the last world has only two levels).



* TheVeryDefinitelyFinalDungeon: World 7-2 starts with the drawbridge to Wart's castle completely open. Though this means World 7 only has two levels instead of three, this one more than makes up for it by being packed by enemies and hazards (including up to four boss fights, and the series' first appearance of conveyor belts), plus being ''very'' huge (almost twice as large as a standard level in this game and the majority of games in the series).



* WombLevel: World 5-3. Your character has to make his or her way up the insides of a giant tree.
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Minor grammar and spelling fixes


''Super Mario Bros. 2'', originally released in 1988 in North America, 1989 in Europe and Australia, and 1992 in Japan, is the third installment in the ''Franchise/SuperMarioBros'' series. It revolves about Mario, Luigi, Toad and Princess Peach (known in the West as Princess Toadstool back in the day) travelling to the land of Subcon to save it from the tyranny of Wart, which has turned it into a land of nightmares. In a literal sense, because he gained his power by corrupting the Dream Machine. Interestingly, this mission was entrusted to Mario by way of a strange dream, in which one of the land's inhabitants begged the famed plumber for his help. This means that Subcon is a DreamLand, to which Mario and company access through a gateway identical to the one seen in the aforementioned dream; hence why many of the events and situations they'll experience, as well as the enemies they'll face (especially ''how'' they're faced, since GoombaStomp no longer works), differ greatly from what Mario and his friends were used to until that point.

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''Super Mario Bros. 2'', originally released in 1988 in North America, 1989 in Europe and Australia, and 1992 in Japan, is the third installment in the ''Franchise/SuperMarioBros'' series. It revolves about around Mario, Luigi, Toad and Princess Peach (known in the West as Princess Toadstool back in the day) travelling to the land of Subcon to save it from the tyranny of Wart, which has turned it into a land of nightmares. In a literal sense, because he gained his power by corrupting the Dream Machine. Interestingly, this mission was entrusted to Mario by way of a strange dream, in which one of the land's inhabitants begged the famed plumber for his help. This means that Subcon is a DreamLand, to which Mario and company access through a gateway identical to the one seen in the aforementioned dream; hence why many of the events and situations they'll experience, as well as the enemies they'll face (especially ''how'' they're faced, since GoombaStomp no longer works), differ greatly from what Mario and his friends were used to until that point.



* CollisionDamage: Running into enemies results in your character losing a hexagon/heart, and their reaction determines how much they have left (Shrinking when they have one hit point left). Its even lampshaded with the game's Stop Watch item, which [[TimeStandsStill freezes all the action]] when you pick it up. Yes, you take damage from enemies, even when they're not even ''moving''.

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* CollisionDamage: Running into enemies results in your character losing a hexagon/heart, and their reaction determines how much they have left (Shrinking when they have one hit point left). Its It's even lampshaded with the game's Stop Watch item, which [[TimeStandsStill freezes all the action]] when you pick it up. Yes, you take damage from enemies, even when they're not even ''moving''.



** Though Birdo's artwork already despicted her with a red ribbon on top of her head, the ribbon is absent in her in-game sprite, likely due to technical limitations (this was later rectified in ''VideoGame/SuperMarioAllStars'', which was released on the more powerful SNES). Also, as shown in the Japanese commercial of ''All-Stars'' itself, Birdo was originally paired with Wart, while in later ''Mario'' games she's paired with Yoshi instead (making more sense since both are dinosaurs).

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** Though Birdo's artwork already despicted depicted her with a red ribbon on top of her head, the ribbon is absent in her in-game sprite, likely due to technical limitations (this was later rectified in ''VideoGame/SuperMarioAllStars'', which was released on the more powerful SNES). Also, as shown in the Japanese commercial of ''All-Stars'' itself, Birdo was originally paired with Wart, while in later ''Mario'' games she's paired with Yoshi instead (making more sense since both are dinosaurs).



* EverythingTryingToKillYou: Anything that moves in Subcon is not your friend. Aside from Wart's goons, there's homicidal cactus creatures in the desert, fireball-spewing flowers, and surly porcupines. Even the passive, non-threatening whales in World 4 are dangerous, as the geysers of water they spew out hurts Mario and crew on contact.

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* EverythingTryingToKillYou: Anything that moves in Subcon is not your friend. Aside from Wart's goons, there's homicidal cactus creatures in the desert, fireball-spewing flowers, and surly porcupines. Even the passive, non-threatening whales in World 4 are dangerous, as the geysers of water they spew out hurts hurt Mario and crew on contact.



* EvolvingTitleScreen: In ''Advance'', a red sky and a Yoshi egg are added to the title screen after Wart has been defeated. Completing the "Yoshi's Challenge" hatches the egg to a full-grown Yoshi. Depending when all Ace Coins are collected, the egg or Yoshi turn red.

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* EvolvingTitleScreen: In ''Advance'', a red sky and a Yoshi egg are added to the title screen after Wart has been defeated. Completing the "Yoshi's Challenge" hatches the egg to a full-grown Yoshi. Depending on when all Ace Coins are collected, the egg or Yoshi turn red.



* GiantEnemyCrab: Clawgrip, the boss of World 5. It throws large, heavy rocks at Mario and his friends, who have to carefully grab the rocks from above and throw threm back at it (their weight means that trying to grab them from below only results in taking damage).

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* GiantEnemyCrab: Clawgrip, the boss of World 5. It throws large, heavy rocks at Mario and his friends, who have to carefully grab the rocks from above and throw threm them back at it (their weight means that trying to grab them from below only results in taking damage).



* TheGoomba: Shyguys, though the Tweeters are just as weak and non threatening.

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* TheGoomba: Shyguys, though the Tweeters are just as weak and non threatening.nonthreatening.



** 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.

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** Fryguy in World 4-3 splits up into smaller fireballs after you hit him a few times, which can catch first time first-time players off guard after being used to bosses being defeated after a few hits.



* LockedDoor: This is the first ''Mario'' game to implement doors, including locked ones and the keys that open them. The majority of the locked doors are in the dungeon levels (the ones housing the worlds' bosses). They can be opened by taking the keys to them, but during the process Phanto will continuously chase the characters.

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* LockedDoor: This is the first ''Mario'' game to implement doors, including locked ones and the keys that open them. The majority of the locked doors are in the dungeon levels (the ones housing the worlds' bosses). They can be opened by taking the keys to them, but during the process process, Phanto will continuously chase the characters.



* 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.
* MookMaker: Certain vases throughout the game spit out a constant and endless stream of Shyguys or Bob-Ombs. Placing a Mushroom block on top of the vase stops the stream, or it can can destroyed with a explosion.

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* 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 any way to recover.
* MookMaker: Certain vases throughout the game spit out a constant and endless stream of Shyguys or Bob-Ombs. Placing a Mushroom block on top of the vase stops the stream, or it can can be destroyed with a an explosion.



* 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. There's even a shortcut late in the game that involves going in almost to your cranium.

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* 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 fortunately, the first type is typically near it. There's even a shortcut late in the game that involves going in almost to your cranium.



* ShockAndAwe: Beware of the Sparks, whose [[TheSpiny spiny]] status is justified due them being electrical beings that constantly race around platforms in the towers and castles. In ''Advance'', actually touching the Sparks causes the entire screen to flash briefly to indicate your character being shocked as they take damage.

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* ShockAndAwe: Beware of the Sparks, whose [[TheSpiny spiny]] status is justified due to them being electrical beings that constantly race around platforms in the towers and castles. In ''Advance'', actually touching the Sparks causes the entire screen to flash briefly to indicate your character being shocked as they take damage.



* UnintentionallyUnwinnable: In World 2-2 where you must dig through sand, it's possible to force yourself into a dead end by digging up every sand block until they're out of your jumping range. Since the game has no timer, you're stuck there. The only way out without resetting the game is to use the suicide code (Up+A+B on the second controller). This provides the trope image. ''Advance'' also adds a vase to the bottom, and entering and exiting it will respawn the sand, making it impossible to trap yourself in the first place.

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* UnintentionallyUnwinnable: In World 2-2 where you must dig through sand, it's possible to force yourself into a dead end dead-end by digging up every sand block until they're out of your jumping range. Since the game has no timer, you're stuck there. The only way out without resetting the game is to use the suicide code (Up+A+B on the second controller). This provides the trope image. ''Advance'' also adds a vase to the bottom, and entering and exiting it will respawn the sand, making it impossible to trap yourself in the first place.



* UnsoundEffect: "BOMB!" Doubles as AccidentallyCorrectWriting, since "bomb" comes from Ancient Greek onomotopoeia referring to a booming[[labelnote:*]]or a humming, but that meaning doesn't apply.[[/labelnote]]

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* UnsoundEffect: "BOMB!" Doubles as AccidentallyCorrectWriting, since "bomb" comes from Ancient Greek onomotopoeia onomatopoeia referring to a booming[[labelnote:*]]or a humming, but that meaning doesn't apply.[[/labelnote]]
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* {{Novelization}}: The game received an official ''Choose Your Own Adventure''-styled gamebook in 2001 to correspond with the ''Advance'' version.
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* DreamLand: Subcon may or [[AllJustADream may not]] really exist. According to ''BS Super Mario USA'', it does.

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* DreamLand: Subcon may or [[AllJustADream may not]] really exist. According to ''BS Super Mario USA'', ''VideoGame/BSSuperMarioUSA'', it does.
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* CollisionDamage: Lampshaded with the game's Stop Watch item, which [[TimeStandsStill freezes all the action]] when you pick it up. Yes, you take damage from enemies, even when they're not ''moving''.

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* CollisionDamage: Lampshaded Running into enemies results in your character losing a hexagon/heart, and their reaction determines how much they have left (Shrinking when they have one hit point left). Its even lampshaded with the game's Stop Watch item, which [[TimeStandsStill freezes all the action]] when you pick it up. Yes, you take damage from enemies, even when they're not even ''moving''.
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* TremorTrampoline: Robirdo will jump up and land to create an earthquake that stuns the player character on the ground. So Robirdo can set them up for its follow up attack.

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