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Super Mario Bros. 2 (NES)

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Revision as of 16:20, 26 August 2011 by BMF54123 (Talk | contribs) (moved "unused text" out of version/regional differences section and added more info)

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Super Mario Bros. 2

Also known as: Super Mario USA (JP)
Developer: Nintendo
Publisher: Nintendo
Platform: NES
Released in JP: September 16, 1992
Released in US: September 1, 1988
Released in EU: April 28, 1989

GraphicsIcon.png This game has unused graphics.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.

ProtoIcon.png This game has a prototype article

Super Mario Bros. 2, as it's known outside of Japan, is actually a Mario-ified version of a (not quite) completely unrelated game called Doki Doki Panic. Depending on who you ask, Nintendo thought the original version of Super Mario Bros. 2 was either too similar to Super Mario Bros., or too difficult for non-Japanese players to handle.

Fortunately, the game was a smash hit, and is considered by many to be superior to the "real" sequel. Many characters introduced in this game were quickly adopted into the official Mario universe.

Unused Graphics

Doki Doki Panic Leftovers

A few graphics from Doki Doki Panic can be found amongst the graphics used in the ending scenes.

Doesn't grant three wishes.

A magic lamp. This item would later become the potion, and has the same effect.

Love is in the air!

This heart was the Doki Doki Panic equivalent to the mushrooms found in subspace.

So where's the key?Maybe I left it under this block?

A lock and a metal platform. These were used in the ending of Doki Doki Panic, and don't have any equivalent graphics/objects in SMB2.

Prototype Leftovers

Fifteen dollars? That's it?

These were used in the ending of the prototype. Instead of a display showing how many times each character was used, you received "prize money" based on how few times you died.

Miscellaneous Graphics

Awwwww isn't he cuuute?

Hidden in the tileset for the desert stages is a little smiley face that isn't used anywhere, not even in the prototype. It appears to just be a placeholder.

Eighth Animation Frame

Have you seen us?

The animated tiles in the game (like the POW blocks and the cherries) actually have eight frames of animation. However, due to a bug, only the first seven frames are actually displayed.

Unused Music

The music track used in Sub-Space is actually a bit longer than what you can normally hear. The easiest way to hear the whole tune in-game is to pick up a Starman, enter Sub-Space, and then exit just before the invincibility wears off; if done correctly, the Sub-Space music will continue to play until the next track change.

Unused Text

The string "ZELDA" can be found at ROM address 0x1FFFB. It appears that Nintendo copied the PRG footer/vector table from The Legend of Zelda (another FDS conversion) and simply forgot to change the title.

Version Differences

Fryguy Glitch

Well, that's not right. *poof!*

Normally, hitting a mini-Fryguy with a mushroom block will cause it to disappear in a puff of smoke. In the PRG0 version, however, if you manage to hit one while your character is shrinking, it will flip upside down and fall off the screen instead. This somehow confuses the game into thinking there are mini-Fryguys left even after the rest are extinguished, which causes the exit door not to appear. This game-breaking bug was fixed in the PRG1 version.

Regional Differences

Title Screen

USA/Europe Japan
It's a sequel! It's a side story!

Nintendo made the somewhat odd decision to release Super Mario Bros. 2 in Japan, under the somewhat odd title Super Mario USA, more than 4 years after its original US release. Aside from the new title screen, it is identical to the US PRG1 version.