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Meanwhile, 1987's ''[[VideoGame/DokiDokiPanic Yume Kōjō: Doki Doki Panic]]'' (Dream Factory: Heart-Pounding Panic) [[http://www.wired.com/2011/04/super-mario-bros-2/ started life as a prototype based on]] ''[[Franchise/SuperMarioBros Mario]]'', having a primary focus on vertical levels and co-op multiplayer; but when Nintendo netted a licensing agreement with Fuji TV, it was revived and rebranded with the mascot characters of Fuji's ''[[https://www.youtube.com/watch?v=KL9o9zzCUsQ Yume Kōjō]]'' ("Dream Factory" or "Dream Machine") promotional event. When Nintendo of America rejected the Japanese sequel and needed a new one for western markets in a hurry (especially since ''Super Mario Bros. 3'' was already on the way), they ''re-''rebranded ''Doki Doki Panic'' to match the ''[[VideoGame/SuperMarioBros1 Super Mario Bros.]]'' characters, ported it from the Family Computer Disk System to the UsefulNotes/NintendoEntertainmentSystem, and gave the game a few additional visual upgrades (mostly redone animation), as well as quality-of-life features like adding a run button, improved music and a new boss character. As a result, Nintendo of America unintentionally fulfilled their Japanese sister branch's original intentions regarding the prototype, albeit without the co-op multiplayer; that wouldn't be introduced in its intended form until ''VideoGame/NewSuperMarioBrosWii'', 21 years later.

to:

Meanwhile, 1987's ''[[VideoGame/DokiDokiPanic Yume Kōjō: Doki Doki Panic]]'' (Dream Factory: Heart-Pounding Panic) [[http://www.wired.com/2011/04/super-mario-bros-2/ started life as a prototype based on]] ''[[Franchise/SuperMarioBros Mario]]'', having a primary focus on vertical levels and co-op multiplayer; but when Nintendo netted a licensing agreement with Fuji TV, it was revived and rebranded with the mascot characters of Fuji's ''[[https://www.youtube.com/watch?v=KL9o9zzCUsQ Yume Kōjō]]'' ("Dream Factory" or "Dream Machine") promotional event. When Nintendo of America rejected the Japanese sequel and needed a new one for western markets in a hurry (especially since ''Super Mario Bros. 3'' was already on the way), they ''re-''rebranded ''Doki Doki Panic'' to match the ''[[VideoGame/SuperMarioBros1 Super Mario Bros.]]'' ''VideoGame/SuperMarioBros1'' characters, ported it from the Family Computer Disk System to the UsefulNotes/NintendoEntertainmentSystem, and gave the game a few additional visual upgrades (mostly redone animation), as well as quality-of-life features like adding a run button, improved music and a new boss character. As a result, Nintendo of America unintentionally fulfilled their Japanese sister branch's original intentions regarding the prototype, albeit without the co-op multiplayer; that wouldn't be introduced in its intended form until ''VideoGame/NewSuperMarioBrosWii'', 21 years later.



* AnimatedAdaptation: ''Series/TheSuperMarioBrosSuperShow'' adapts elements of both this and ''[[VideoGame/SuperMarioBros1 Super Mario Bros.]]''

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* AnimatedAdaptation: ''Series/TheSuperMarioBrosSuperShow'' adapts elements of both this and ''[[VideoGame/SuperMarioBros1 Super Mario Bros.]]''''VideoGame/SuperMarioBros1''



* LongSongShortScene: The subspace music is a short version of the ground level theme from ''VideoGame/SuperMarioBros''. Because the timer in subspace is extremely short, you won't get to hear the whole song unless you exploit a glitch that lets the song continue playing after you leave subspace.

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* LongSongShortScene: The subspace music is a short version of the ground level theme from ''VideoGame/SuperMarioBros''.''VideoGame/SuperMarioBros1''. Because the timer in subspace is extremely short, you won't get to hear the whole song unless you exploit a glitch that lets the song continue playing after you leave subspace.
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* KooshBomb: All the explosions look like this, with "BOMB" written in the center.
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* FakeUltimateMook: The giant Shy Guys and Ninjis in the ''Advance'' version don't pose any more of a threat than their normal-sized versions, and in fact are {{helpful|Mook}} since picking one up spawns a heart item each time.
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* MagicCarpet: Pidgits sit on black-colored flying carpets, which Mario and his friends can steal to traverse [[BottomlessPit bottomless pits]] and reach high areas.

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* MagicCarpet: Pidgits sit on black-colored flying carpets, which Mario and his friends can steal to traverse [[BottomlessPit bottomless pits]] BottomlessPits and reach high areas.
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Crosswicking

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* MagicCarpet: Pidgits sit on black-colored flying carpets, which Mario and his friends can steal to traverse [[BottomlessPit bottomless pits]] and reach high areas.
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* OddballInTheSeries: One of the first video game examples, due to its departures from its predecessors and eventual successors. However, [[Administrivia/TropesAreTools it was well enough received]] that many of its gameplay elements and enemies were incorporated into following games.

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* OddballInTheSeries: One of the first video game examples, due to its departures from its predecessors and eventual successors. However, [[Administrivia/TropesAreTools it was well enough received]] that Despite this, many of its gameplay elements the features that originate in ''Doki Doki Panic'' would become assimilated into later ''Mario'' titles: this game is the first to feature the standard stats for the main cast (like Luigi's low traction and Peach's float), it's the first game to feature the nigh-ubiquitous grabbing and throwing mechanics, and a number of ''Doki Doki Panic'' enemies were incorporated into following games.(such as Birdo, Shy Guys, Ninji, Pokeys, and Bob-Ombs) would become staples of the ''Mario'' franchise later on.
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* ArtEvolution: Many subtle changes were made to several sprites from the ''Doki Doki Panic'' version to improve their quality, along with other visual changes:
** Objects like Cherries, POW Blocks, the crystal ball, and vegetable tufts in the ground are animated. The tufts in particular were recolored to red to make them stand out more.
** The slots mini-game has a proper background. The original version was a featureless green screen.
** The Albatoss enemy was given several more animation frames, making its wing flaps look a lot smoother. The ''Doki Doki Panic'' version had only two frames.
** Mouser's damaged/hurt sprite rapidly shifts left to right. The original did not move when he got hurt.
** Phanto's face was changed to look more menacing.
** The Overworld theme was given an additional section so that the song would play longer before looping back.
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This American version of Super Mario Bros. 2 was released in its home country and Canada on October 9, 1988, Europe and Australia in the spring of 1989, and finally in Japan as ''Super Mario USA'' in 1992.

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This American version of Super ''Super Mario Bros. 2 2'' was released in its home country and Canada on October 9, 1988, Europe and Australia in the spring of 1989, and finally in Japan as ''Super Mario USA'' in 1992.

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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 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.

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''Super Mario Bros. 2'', originally released in 1988 in North America, 1989 in Europe and Australia, and 1992 in Japan, 2'' is the third overall installment in the ''Franchise/SuperMarioBros'' series. It revolves 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.



Meanwhile, ''[[VideoGame/DokiDokiPanic Yume Kōjō: Doki Doki Panic]]'' (Dream Factory: Heart-Pounding Panic) [[http://www.wired.com/2011/04/super-mario-bros-2/ started life as a prototype based on]] ''[[Franchise/SuperMarioBros Mario]]'', having a primary focus on vertical levels and co-op multiplayer; but when Nintendo netted a licensing agreement with Fuji TV, it was revived and rebranded with the mascot characters of Fuji's ''[[https://www.youtube.com/watch?v=KL9o9zzCUsQ Yume Kōjō]]'' ("Dream Factory" or "Dream Machine") promotional event. When Nintendo of America rejected the Japanese sequel and needed a new one for western markets in a hurry (especially since ''Super Mario Bros. 3'' was already on the way), they ''re-''rebranded ''Doki Doki Panic'' to match the ''[[VideoGame/SuperMarioBros1 Super Mario Bros.]]'' characters, ported it from the Family Computer Disk System to the UsefulNotes/NintendoEntertainmentSystem, and gave the game a few additional visual upgrades (mostly redone animation), as well as quality-of-life features like adding a run button, improved music and a new boss character. As a result, Nintendo of America unintentionally fulfilled their Japanese sister branch's original intentions regarding the prototype, albeit without the co-op multiplayer; that wouldn't be introduced in its intended form until ''VideoGame/NewSuperMarioBrosWii'', 21 years later.

to:

Meanwhile, 1987's ''[[VideoGame/DokiDokiPanic Yume Kōjō: Doki Doki Panic]]'' (Dream Factory: Heart-Pounding Panic) [[http://www.wired.com/2011/04/super-mario-bros-2/ started life as a prototype based on]] ''[[Franchise/SuperMarioBros Mario]]'', having a primary focus on vertical levels and co-op multiplayer; but when Nintendo netted a licensing agreement with Fuji TV, it was revived and rebranded with the mascot characters of Fuji's ''[[https://www.youtube.com/watch?v=KL9o9zzCUsQ Yume Kōjō]]'' ("Dream Factory" or "Dream Machine") promotional event. When Nintendo of America rejected the Japanese sequel and needed a new one for western markets in a hurry (especially since ''Super Mario Bros. 3'' was already on the way), they ''re-''rebranded ''Doki Doki Panic'' to match the ''[[VideoGame/SuperMarioBros1 Super Mario Bros.]]'' characters, ported it from the Family Computer Disk System to the UsefulNotes/NintendoEntertainmentSystem, and gave the game a few additional visual upgrades (mostly redone animation), as well as quality-of-life features like adding a run button, improved music and a new boss character. As a result, Nintendo of America unintentionally fulfilled their Japanese sister branch's original intentions regarding the prototype, albeit without the co-op multiplayer; that wouldn't be introduced in its intended form until ''VideoGame/NewSuperMarioBrosWii'', 21 years later.



''Super Mario Bros. 2'' was later [[VideoGameRemake remade]] for the UsefulNotes/SuperNintendoEntertainmentSystem as part of the ''VideoGame/SuperMarioAllStars'' CompilationRerelease, and then with further [[UpdatedRerelease updates]] as the first of the individual ''Super Mario Advance'' line for UsefulNotes/GameBoyAdvance. The game received a "sequel" in ''VideoGame/BSSuperMarioUSA'', based on the [=SNES=] version released for the UsefulNotes/{{Satellaview}} add-on, and its story confirmed that the original game's events are indeed real, as in this follow-up the characters return to Subcon to protect it once again from Wart. The concept of Mario, Luigi, Peach, and Toad all being playable characters with differing stats and abilities in a PlatformGame would resurface in ''VideoGame/SuperMario3DWorld''. Lastly, despite not having a dedicated game style in ''VideoGame/SuperMarioMaker'' or [[VideoGame/SuperMarioMaker2 its sequel]], the former added several Mystery Mushroom costumes based on enemies and characters from this game, while the latter added assets from it via updates (Pokey[[note]]including both the modern yellow incarnation and its original green design[[/note]], a game mode involving Ninjis, a powerup allowing Mario to grab and throw enemies, and keys guarded by Phanto).

to:

This American version of Super Mario Bros. 2 was released in its home country and Canada on October 9, 1988, Europe and Australia in the spring of 1989, and finally in Japan as ''Super Mario Bros. 2'' USA'' in 1992.

The game
was later [[VideoGameRemake remade]] for the UsefulNotes/SuperNintendoEntertainmentSystem as part of the ''VideoGame/SuperMarioAllStars'' CompilationRerelease, CompilationRerelease in 1993, and then with further [[UpdatedRerelease updates]] as the first of the individual ''Super Mario Advance'' line for UsefulNotes/GameBoyAdvance. the UsefulNotes/GameBoyAdvance in 2001.

The game also received a Japan-exclusive "sequel" in 1996 with ''VideoGame/BSSuperMarioUSA'', based on the [=SNES=] version released for the UsefulNotes/{{Satellaview}} add-on, and its story confirmed that the original game's events are indeed real, as in this follow-up the characters return to Subcon to protect it once again from Wart. The concept of Mario, Luigi, Peach, and Toad all being playable characters with differing stats and abilities in a PlatformGame would resurface in ''VideoGame/SuperMario3DWorld''. Lastly, despite not having a dedicated game style in ''VideoGame/SuperMarioMaker'' or [[VideoGame/SuperMarioMaker2 its sequel]], the former added several Mystery Mushroom costumes based on enemies and characters from this game, while the latter added assets from it via updates (Pokey[[note]]including both the modern yellow incarnation and its original green design[[/note]], a game mode involving Ninjis, a powerup allowing Mario to grab and throw enemies, and keys guarded by Phanto).
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In Japan as well as North America, ''VideoGame/SuperMarioBros1'' turned out to be a blockbuster hit, and the KillerApp that Nintendo needed to get the UsefulNotes/NintendoEntertainmentSystem (and the Famicom, the Japanese version) into the homes of game players. Nintendo of Japan decided to strike while the iron was hot, and push out a sequel as quickly as possible, using both newly designed levels and levels originally created for the arcade version, ''VS. Super Mario Bros.'' - the result was titled ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros. 2]]'' (and later released internationally as ''Super Mario Bros.: The Lost Levels''). But while the designers and Japanese videogame fans thought it was fun for being even harder than NintendoHard, [[http://www.kickstarter.com/projects/1358562997/gamemaster-howards-know-it-all/posts/326815 Howard Phillips of Nintendo of America playtested the game]] and just found it punishing to play, not fun at all. It was decided that the original ''Super Mario Bros. 2'' just wouldn't work for American gamers, since it was both [[MissionPackSequel basically a retread of the first game]] and [[PlatformHell just]] [[SequelDifficultySpike too]] NintendoHard, traits that would negatively impact a video game market still recovering from [[UsefulNotes/TheGreatVideoGameCrashOf1983 the crash]]. Furthermore, Nintendo feared the graphics of ''The Lost Levels'' would be seen as outdated in the face of new competing games coming from [[VideoGame/TheLegendOfZeldaI both their]] [[VideoGame/Metroid1 own developers]] and [[Creator/{{Konami]] [[VideoGame/CastlevaniaI their]] [[Creator/{{Capcom}} third-party]] [[VideoGame/MegaMan1 partners]].

to:

In Japan as well as North America, ''VideoGame/SuperMarioBros1'' turned out to be a blockbuster hit, and the KillerApp that Nintendo needed to get the UsefulNotes/NintendoEntertainmentSystem (and the Famicom, the Japanese version) into the homes of game players. Nintendo of Japan decided to strike while the iron was hot, and push out a sequel as quickly as possible, using both newly designed levels and levels originally created for the arcade version, ''VS. Super Mario Bros.'' - the result was titled ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros. 2]]'' (and later released internationally as ''Super Mario Bros.: The Lost Levels''). But while the designers and Japanese videogame fans thought it was fun for being even harder than NintendoHard, [[http://www.kickstarter.com/projects/1358562997/gamemaster-howards-know-it-all/posts/326815 Howard Phillips of Nintendo of America playtested the game]] and just found it punishing to play, not fun at all. It was decided that the original ''Super Mario Bros. 2'' just wouldn't work for American gamers, since it was both [[MissionPackSequel basically a retread of the first game]] and [[PlatformHell just]] [[SequelDifficultySpike too]] NintendoHard, traits that would negatively impact a video game market still recovering from [[UsefulNotes/TheGreatVideoGameCrashOf1983 the crash]]. Furthermore, Nintendo feared the graphics of ''The Lost Levels'' would be seen as outdated in the face of new competing games coming from [[VideoGame/TheLegendOfZeldaI both their]] [[VideoGame/Metroid1 own developers]] and [[Creator/{{Konami]] [[Creator/{{Konami}} those of]] [[VideoGame/CastlevaniaI their]] [[Creator/{{Capcom}} third-party]] [[VideoGame/MegaMan1 partners]].
Is there an issue? Send a MessageReason:
None


In Japan as well as North America, ''VideoGame/SuperMarioBros1'' turned out to be a blockbuster hit, and the KillerApp that Nintendo needed to get the UsefulNotes/NintendoEntertainmentSystem (and the Famicom, the Japanese version) into the homes of game players. Nintendo of Japan decided to strike while the iron was hot, and push out a sequel as quickly as possible, using both newly designed levels and levels originally created for the arcade version, ''VS. Super Mario Bros.'' - the result was titled ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros. 2]]'' (and later released internationally as ''Super Mario Bros.: The Lost Levels''). But while the designers and Japanese videogame fans thought it was fun for being even harder than NintendoHard, [[http://www.kickstarter.com/projects/1358562997/gamemaster-howards-know-it-all/posts/326815 Howard Phillips of Nintendo of America playtested the game]] and just found it punishing to play, not fun at all. It was decided that the original ''Super Mario Bros. 2'' just wouldn't work for American gamers, since it was both [[MissionPackSequel basically a retread of the first game]] and [[PlatformHell just]] [[SequelDifficultySpike too]] NintendoHard, traits that would negatively impact a video game market still recovering from [[UsefulNotes/TheGreatVideoGameCrashOf1983 the crash]]. Furthermore, Nintendo feared the graphics of ''The Lost Levels'' would be seen as outdated in the face of new competing games coming from [[VideoGame/TheLegendOfZelda1 both their]] [[VideoGame/Metroid1 own developers]] and [[Creator/{{Konami]] [[VideoGame/Castlevania1 their]] [[Creator/{{Capcom third-party]] [[VideoGame/MegaMan1 partners]].

to:

In Japan as well as North America, ''VideoGame/SuperMarioBros1'' turned out to be a blockbuster hit, and the KillerApp that Nintendo needed to get the UsefulNotes/NintendoEntertainmentSystem (and the Famicom, the Japanese version) into the homes of game players. Nintendo of Japan decided to strike while the iron was hot, and push out a sequel as quickly as possible, using both newly designed levels and levels originally created for the arcade version, ''VS. Super Mario Bros.'' - the result was titled ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros. 2]]'' (and later released internationally as ''Super Mario Bros.: The Lost Levels''). But while the designers and Japanese videogame fans thought it was fun for being even harder than NintendoHard, [[http://www.kickstarter.com/projects/1358562997/gamemaster-howards-know-it-all/posts/326815 Howard Phillips of Nintendo of America playtested the game]] and just found it punishing to play, not fun at all. It was decided that the original ''Super Mario Bros. 2'' just wouldn't work for American gamers, since it was both [[MissionPackSequel basically a retread of the first game]] and [[PlatformHell just]] [[SequelDifficultySpike too]] NintendoHard, traits that would negatively impact a video game market still recovering from [[UsefulNotes/TheGreatVideoGameCrashOf1983 the crash]]. Furthermore, Nintendo feared the graphics of ''The Lost Levels'' would be seen as outdated in the face of new competing games coming from [[VideoGame/TheLegendOfZelda1 [[VideoGame/TheLegendOfZeldaI both their]] [[VideoGame/Metroid1 own developers]] and [[Creator/{{Konami]] [[VideoGame/Castlevania1 [[VideoGame/CastlevaniaI their]] [[Creator/{{Capcom [[Creator/{{Capcom}} third-party]] [[VideoGame/MegaMan1 partners]].
Is there an issue? Send a MessageReason:
None


In Japan as well as North America, ''VideoGame/SuperMarioBros1'' turned out to be a blockbuster hit, and the KillerApp that Nintendo needed to get the UsefulNotes/NintendoEntertainmentSystem (and the Famicom, the Japanese version) into the homes of game players. Nintendo of Japan decided to strike while the iron was hot, and push out a sequel as quickly as possible, using both newly designed levels and levels originally created for the arcade version, ''VS. Super Mario Bros.'' - the result was titled ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros. 2]]'' (and later released internationally as ''Super Mario Bros.: The Lost Levels''). But while the designers and Japanese videogame fans thought it was fun for being even harder than NintendoHard, [[http://www.kickstarter.com/projects/1358562997/gamemaster-howards-know-it-all/posts/326815 Howard Phillips of Nintendo of America playtested the game]] and just found it punishing to play, not fun at all. It was decided that the original ''Super Mario Bros. 2'' just wouldn't work for American gamers, since it was both [[MissionPackSequel basically a retread of the first game]] and [[PlatformHell just]] [[SequelDifficultySpike too]] NintendoHard, traits that would negatively impact a video game market still recovering from [[UsefulNotes/TheGreatVideoGameCrashOf1983 the crash]].

to:

In Japan as well as North America, ''VideoGame/SuperMarioBros1'' turned out to be a blockbuster hit, and the KillerApp that Nintendo needed to get the UsefulNotes/NintendoEntertainmentSystem (and the Famicom, the Japanese version) into the homes of game players. Nintendo of Japan decided to strike while the iron was hot, and push out a sequel as quickly as possible, using both newly designed levels and levels originally created for the arcade version, ''VS. Super Mario Bros.'' - the result was titled ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros. 2]]'' (and later released internationally as ''Super Mario Bros.: The Lost Levels''). But while the designers and Japanese videogame fans thought it was fun for being even harder than NintendoHard, [[http://www.kickstarter.com/projects/1358562997/gamemaster-howards-know-it-all/posts/326815 Howard Phillips of Nintendo of America playtested the game]] and just found it punishing to play, not fun at all. It was decided that the original ''Super Mario Bros. 2'' just wouldn't work for American gamers, since it was both [[MissionPackSequel basically a retread of the first game]] and [[PlatformHell just]] [[SequelDifficultySpike too]] NintendoHard, traits that would negatively impact a video game market still recovering from [[UsefulNotes/TheGreatVideoGameCrashOf1983 the crash]].
crash]]. Furthermore, Nintendo feared the graphics of ''The Lost Levels'' would be seen as outdated in the face of new competing games coming from [[VideoGame/TheLegendOfZelda1 both their]] [[VideoGame/Metroid1 own developers]] and [[Creator/{{Konami]] [[VideoGame/Castlevania1 their]] [[Creator/{{Capcom third-party]] [[VideoGame/MegaMan1 partners]].
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Crosswicking

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* SpringJump: Any character can crouch to "charge up" a super jump. In Luigi's case, it sends him close to the top of the screen.
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Crosswicking

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* EndGameResultsScreen: The game's ending shows the number of levels cleared by each of the playable character. There are 20 levels in total, though it's possible to clear the game with fewer by using {{Warp Zone}}s.
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** Among the games in the ''Super Mario Advance'' line of remakes, the first game only had two title screens (one for the overall game, and another for the ''VideoGame/MarioBros.'' side-game). The later games would include an additional title screen for the main campaign of the given installment.

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** Among the games in the ''Super Mario Advance'' line of remakes, the first game only had two title screens (one for the overall game, and another for the ''VideoGame/MarioBros.'' ''VideoGame/MarioBros'' side-game). The later games would include an additional title screen for the main campaign of the given installment.
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** Among the games in the ''Super Mario Advance'' line of remakes, the first game only had two title screens (one for the overall game, and another for the ''VideoGame/MarioBros.'' side-game). The later games would include an additional title screen for the main campaign of the given installment.
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[[caption-width-right:350:Mario and his friends have the dream adventure. Note that Bowser isn't there.]]

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[[caption-width-right:350:Mario and his friends have the dream adventure. adventure of their dreams. Note that [[OddballInTheSeries Bowser isn't there.]]there]].]]
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He doesn't actually say the word "Bros" in the commercial.


->''"You've never seen creatures like these! You've never had an adventure like this! It's everything you've dreamed of, and worlds more! It's ''Super Mario Bros. 2''!"''

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->''"You've never seen creatures like these! You've never had an adventure like this! It's everything you've dreamed of, and worlds more! It's ''Super Mario Bros. 2''!"''

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Being cut per TRS, covered already by The Spiny


* PricklyPorcupine: [[TheSpiny Porcupos]]. Their spiky skin prevents the playable characters from standing on them. [[AntiFrustrationFeatures In the dark areas, their sprite is blue instead of black so they can be seen more easily.]]

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to:

->''"You've never seen creatures like these! You've never had an adventure like this! It's everything you've dreamed of, and worlds more! It's ''Super Mario Bros. 2''!"''
-->-- [[https://youtu.be/mMFdeYwPEQQ American commercial]]
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Increasing image resolution.


[[quoteright:260:https://static.tvtropes.org/pmwiki/pub/images/super_mario_bros_2.png]]
[[caption-width-right:260:Mario and his friends have the dream adventure. Note that Bowser isn't there.]]

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[[quoteright:260:https://static.[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/super_mario_bros_2.png]]
[[caption-width-right:260:Mario
org/pmwiki/pub/images/3304b37f_b563_471e_a38e_4c345f23ef30.jpeg]]
[[caption-width-right:350:Mario
and his friends have the dream adventure. Note that Bowser isn't there.]]
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* VanillaUnit: With the exception of Princess Toadstool, who can float, none of the characters have any special abilities. However, they have better stats than Toadstool to make up for it.
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* DevelopersForesight: The entrance door to Subcon in 1-1 is ''impossible'' for the player to re-enter, but even if you should choose to manipulate the game's code via glitches or [[VideoGame/GameGenie a Game Genie]] to gain access, it won't crash the game (or take you to a MinusWorld), and the player simply [[EndlessCorridor emerges out the door]] again.
* DifficultButAwesome:

to:

* DevelopersForesight: The entrance door to Subcon in 1-1 is ''impossible'' for the player to re-enter, but even if you should choose to manipulate the game's code via glitches or [[VideoGame/GameGenie a Game Genie]] UsefulNotes/GameGenie to gain access, it won't crash the game (or take you to a MinusWorld), and the player simply [[EndlessCorridor emerges out the door]] again.
again.
* DifficultButAwesome: DifficultButAwesome:
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It's not impossible to jump out of the second type of quicksand; you just have to be much faster.


* 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. If that wasn't enough, later levels deviously place the sand waterfalls around a group of enemies, likely trapping you in a nasty situation where the enemies swarm you while you struggle to jump out.

to:

* 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 to suck you in and renders attempting requires you to jump much faster to get out a hopeless endeavor, of, 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. If that wasn't enough, later levels deviously place the sand waterfalls around a group of enemies, likely trapping you in a nasty situation where the enemies swarm you while you struggle to jump out.
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Spiritual Successor is now YMMV. Moving said entry to that page.


* SpiritualSuccessor: Averted with ''VideoGame/NewSuperMarioBros2'' [[InNameOnly in terms of similar titles]]. ''VideoGame/SuperMario3DWorld'', on the other hand, is this trope, minus any vegetables.
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!!!'''[[SimilarlyNamedWorks You may be looking]] for ''VideoGame/SuperMarioBrosTheLostLevels'', the original Japanese sequel to ''VideoGame/SuperMarioBros1'' which is known as ''Super Mario Bros. 2'' in Japan.'''

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!!!'''[[SimilarlyNamedWorks You may be looking]] for ''VideoGame/SuperMarioBrosTheLostLevels'', the original Japanese sequel to ''VideoGame/SuperMarioBros1'' which is known as ''Super Mario Bros. 2'' in Japan.Japanese.'''



In Japan as well as the United States, ''VideoGame/SuperMarioBros1'' turned out to be a blockbuster hit, and the KillerApp that Nintendo needed to get the UsefulNotes/NintendoEntertainmentSystem (and the Famicom, the Japanese version) into the homes of game players. Nintendo of Japan decided to strike while the iron was hot, and push out a sequel as quickly as possible, using both newly designed levels and levels originally created for the arcade version, ''VS. Super Mario Bros.'' - the result was titled ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros. 2]]'' (and later released internationally as ''Super Mario Bros.: The Lost Levels''). But while the designers and Japanese videogame fans thought it was fun for being even harder than NintendoHard, [[http://www.kickstarter.com/projects/1358562997/gamemaster-howards-know-it-all/posts/326815 Howard Phillips of Nintendo of America playtested the game]] and just found it punishing to play, not fun at all. It was decided that the original ''Super Mario Bros. 2'' just wouldn't work for American gamers, since it was both [[MissionPackSequel basically a retread of the first game]] and [[PlatformHell just]] [[SequelDifficultySpike too]] NintendoHard, traits that would negatively impact a video game market still recovering from [[UsefulNotes/TheGreatVideoGameCrashOf1983 the crash]].

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In Japan as well as the United States, North America, ''VideoGame/SuperMarioBros1'' turned out to be a blockbuster hit, and the KillerApp that Nintendo needed to get the UsefulNotes/NintendoEntertainmentSystem (and the Famicom, the Japanese version) into the homes of game players. Nintendo of Japan decided to strike while the iron was hot, and push out a sequel as quickly as possible, using both newly designed levels and levels originally created for the arcade version, ''VS. Super Mario Bros.'' - the result was titled ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros. 2]]'' (and later released internationally as ''Super Mario Bros.: The Lost Levels''). But while the designers and Japanese videogame fans thought it was fun for being even harder than NintendoHard, [[http://www.kickstarter.com/projects/1358562997/gamemaster-howards-know-it-all/posts/326815 Howard Phillips of Nintendo of America playtested the game]] and just found it punishing to play, not fun at all. It was decided that the original ''Super Mario Bros. 2'' just wouldn't work for American gamers, since it was both [[MissionPackSequel basically a retread of the first game]] and [[PlatformHell just]] [[SequelDifficultySpike too]] NintendoHard, traits that would negatively impact a video game market still recovering from [[UsefulNotes/TheGreatVideoGameCrashOf1983 the crash]].



This game introduced many of the series' iconic enemies (such as Shy Guys, Bob-ombs, Birdo and others) and abilities (such as picking up and carrying items and enemies), and [[DivergentCharacterEvolution it further developed and differentiated the four main characters]] (providing Luigi with an in-game taller, lankier appearance, giving Princess Peach her ability to float, and actually codifying Mario as the JackOfAllStats for the first time). The game also received a RecursiveImport to Japan in 1992 as ''Super Mario USA'', thus fully wrapping up the canonization process (the only difference is that, in that country, the game is officially listed as the ''fifth'' console game and sixth overall, due to the release order). So it may have been a dream, but one that marked an important addition to the series.

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This game introduced many of the series' iconic enemies (such as Shy Guys, Bob-ombs, Birdo and others) and abilities (such as picking up and carrying items and enemies), and [[DivergentCharacterEvolution it further developed and differentiated the four main characters]] (providing Luigi with an in-game taller, lankier appearance, giving Princess Peach her ability to float, and actually codifying Mario as the JackOfAllStats for the first time). The game also received a RecursiveImport to Japan in 1992 as with the Japanese title ''Super Mario USA'', thus fully wrapping up the canonization process (the only difference is that, in that country, the game is officially listed as the ''fifth'' console game and sixth overall, due to the release order). So it may have been a dream, but one that marked an important addition to the series.



* CatchPhrase: In the GBA port, which like the other GBA ports of the Super Mario Bros. series was enhanced with voice acting. For example:

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* CatchPhrase: In the GBA port, remake, which like the other GBA ports remakes of the Super Mario Bros. series was enhanced with voice acting. For example:
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Crosswicking

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* FallingIntoThePlot: In the opening scene that starts the first level, the player's chosen character falls from a door in the sky. This is the door Mario and his friends entered during the story's prologue, taking them to the DreamLand of Subcon.
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* InvincibleMinorMinion: Phanto, who begins chasing you as soon as you pick up a key. However, he stops chasing you once you put the key down. He'll start chasing you again when you pick it up, so it's mostly a game of either out-running him or drop-and-pick cycles. There's a glitch that allows you to kill it, but it's difficult to pull off.
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* PintSizedPowerhouse: Toad is a rather short guy, but he can pick up things (and then run with them) with lightning speed, making him the strongest playable character (but unfortunately the worst jumper).

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* PintSizedPowerhouse: Toad is a rather short guy, but he can pick up he's the fastest at picking things (and then run with them) with lightning speed, making him the strongest playable character (but unfortunately up and doesn't lose any running speed or jump height while carrying them. The trade-off is that he's the worst jumper).jumper of the four.
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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 hurt 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 can hurt Mario and crew company if they run into a jet of water spraying up from a blowhole. (They can stand on contact.a blowhole and be propelled safely upward, though.)

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