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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 Platform/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]] too [[SequelDifficultySpike hard]], 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 Furthermore, Nintendo feared the graphics of ''The Lost Levels'' would be seen as outdated in the face of new competing games coming from [[VideoGame/TheLegendOfZeldaI both]] their [[VideoGame/Metroid1 own developers]] and [[Creator/{{Konami}} those of]] [[VideoGame/CastlevaniaI their]] [[Creator/{{Capcom}} third-party]] [[VideoGame/MegaMan1 partners]].

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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 Platform/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]] too [[SequelDifficultySpike hard]], traits that would negatively impact a video game market still recovering from [[UsefulNotes/TheGreatVideoGameCrashOf1983 [[MediaNotes/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}} those of]] [[VideoGame/CastlevaniaI their]] [[Creator/{{Capcom}} third-party]] [[VideoGame/MegaMan1 partners]].



* 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 a 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.

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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 a UsefulNotes/GameGenie MediaNotes/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.
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* TheArtifact: A good portion of the mask motif of ''Doki Doki Panic'' survived in the conversion, despite this game no longer being affiliated with the ''Yume Kōjō '87'' festival. This is most notable with Phantos, Shy Guys and Snifits, who would continue to wear masks in later games, divorced from their original context.

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* TheArtifact: A good portion of the mask motif of ''Doki Doki Panic'' survived in the conversion, despite this game no longer being affiliated with the ''Yume Kōjō '87'' festival. This is most notable with Phantos, Shy Guys and Snifits, who the latter two of which would continue to wear masks in later games, divorced from their original context.
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* TheArtifact: A good portion of the mask motif of ''Doki Doki Panic'' survived in the conversion, despite this game no longer being affiliated with the ''Yume Kōjō '87'' festival. This is most notable with Phantos, Shy Guys and Snifits, who would continue to wear masks in later games, divorced from their original context.
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Added DiffLines:

-->'''Birdo:''' This is as far as you go!
-->'''Red Birdo:''' I'm gonna finish you off!
-->'''Green Birdo:''' I am ready for you this time.
-->'''Mouser:''' Here, have some bombs!
-->'''Robo-Birdo:''' You have come a long way!
-->'''Fry Guy:''' I'm too hot to touch!
-->'''Clawgrip:''' Arr, you'll make a tasty treat!
-->'''Tryclyde:''' Step right up, if you're ready to get... toasted.
-->'''Wart:''' I am the great Wart. BWA HA HA!
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Added DiffLines:

* PreAssKickingOneLiner: The GBA version added lines for each boss.
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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). 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''.

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* CollisionDamage: Running Zigzagged. Enemies are generally safe to land on from the top; but running into enemies from the side or from below results in your character getting hurt and losing a hexagon/heart, and their reaction determines how much they have left (Shrinking when they have one hit point left). 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''. Sparks, Porcupos, and Pansers however cannot be touched at all.
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%%* GameOverMan: Birdo in ''All-Stars''.

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%%* * GameOverMan: In the ''All-Stars'' and ''Advance'' remakes, Birdo in ''All-Stars''.appears holding an egg on the Game over screen.

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* MountedMook: Ostros are fast-moving ostriches first seen ridden by Shyguys to give them extra speed in an attempt to run down Mario and crew. Dislodging the Shyguy pilot causes the Ostros to run off on their own, or players can jump on them to use them as transportation themselves. There is also the Autobomb, a motorized vehicle also ridden by Shy Guys that fire projectiles at the player. When the Shy Guy is removed, Mario and his friends can ride the Autobomb but cannot control it nor does it fire projectiles.



* PowerUpMount: A rare enemy example and actually pre-dating [[VideoGame/SuperMarioWorld the former trope namer]] by a few years. Ostros are fast-moving ostriches. They are first seen ridden by Shyguys to give them extra speed in an attempt to run down Mario and crew. Dislodging the Shyguy pilot causes the Ostros to run off on their own, or players can jump on them to use them as transportation themselves. There is also the Autobomb, a motorized vehicle also ridden by Shy Guys that fire projectiles at the player.

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