Claim set · data/claims/super-mario-bros-2-history.yaml

Super Mario Bros. 2 (history and reception)

Game: Super Mario Bros. 2.

Nintendo of America's list of NES games dates Super Mario Bros. 2 to October 1988, and Computer Entertainer's October 1988 issue lists it among Nintendo's games due that month. super-mario-bros-2-history/na-release

PublisherNES Games (Nintendo of America release list) · PDF p. 12 — the row gives Nintendo as licensee and October 1988; the list gives months, not daysSuper Mario Bros. 2Computer Entertainer: the newsletter, vol. 7 no. 7 (October 1988) · printed p. 14, "Availability Update", Nintendo — listed under October in the newsletter's schedule of coming releasesSuper Mario Bros. 2IGN Presents: The History of Super Mario Bros. · Super Mario Bros. 2originally released stateside in October 1988

No source read gives the day. The 9 October often given needs a period or Nintendo source.

Cited by: Super Mario Bros. 2

Nintendo brought the game to the Famicom in Japan on 14 September 1992 as Super Mario USA. Famicom Tsūshin's review gives the date and calls it the NES version of Mario 2, built on the disk game Doki Doki Panic, landing in Japan again. super-mario-bros-2-history/japan-release

MagazineWeekly Famicom Tsūshin (Famitsu) no. 199, 9 October 1992: New Games Cross Review · p. 37, review header — ours: release date, 14 September; read by the scout from the page image発売日 9月14日Weekly Famicom Tsūshin (Famitsu) no. 199, 9 October 1992: New Games Cross Review · p. 37, game information — ours: the NES version of Mario 2, from the disk-card action game Yume Kōjō: Doki Doki Panic, lands in Japan again; read by the scout from the page imageディスクカードのアクションゲーム『夢工場ドキドキパニック』のNES版『マリオ2』が日本に再上陸。スーパーマリオUSA (Super Mario USA), Famicom 40th Anniversary page · title — the page's sale date, 1992年9月14日(月), is in an image's alt text, which the quote check doesn't readスーパーマリオUSAThe secret history of Super Mario Bros. 2 · last paragraphthe game was eventually brought back to Japan, retitled Super Mario USA

Cited by: Super Mario Bros. 2

Doki Doki Panic (Yume Kōjō: Doki Doki Panic) came out for the Famicom Disk System on 10 July 1987, published by Fuji Television, by the Agency for Cultural Affairs' Media Arts Database. Famicom Tsūshin's issue of 24 July lists it as on sale. super-mario-bros-2-history/doki-release

Web夢工場ドキドキパニック (Yume Kōjō: Doki Doki Panic), Media Arts Database record M727630 · record M727630出版日 1987-07-10夢工場ドキドキパニック (Yume Kōjō: Doki Doki Panic), Media Arts Database record M727630 · record M727630出版者名 フジテレビFamicom Tsūshin (Famitsu) no. 28, 24 July 1987: New Games Cross Review · pp. 10-11, game information — ours: on sale; the box gives Fuji Television, 2,980 yen, and the disk card; read by the scout from the page image発売中

Cited by: Super Mario Bros. 2

Chris Kohler reported, from an interview with Kensuke Tanabe, that Doki Doki Panic was a tie-in that Nintendo made under a deal with Fuji Television for its Yume Kōjō ("Dream Factory") expo, starring the expo's mascots. Tanabe recalled being handed a sheet of characters at Fuji Television and told to make a game with them. super-mario-bros-2-history/doki-tie-in

InterviewThe secret history of Super Mario Bros. 2 · Doki Doki Panic sectionDoki Doki Panic was actually part of a deal with the Fuji corporationThe secret history of Super Mario Bros. 2 · Doki Doki Panic sectionThe mascot characters invented for this expo were the stars of the game.The secret history of Super Mario Bros. 2 · Doki Doki Panic sectionbeing handed a sheet with game characters on it

Cited by: Super Mario Bros. 2

Tanabe told Kohler the game grew out of a prototype that SRD programmed for Nintendo: a two-player game that scrolled up as the players climbed, stacking blocks and throwing each other. Shigeru Miyamoto suggested making it scroll sideways and more like Mario. Tanabe said picking up blocks became pulling vegetables from the ground, and throwing the other player became throwing enemies. super-mario-bros-2-history/prototype

InterviewThe secret history of Super Mario Bros. 2 · opening paragraphsThe prototype, worked up by SRD, a company that programmed many of Nintendo's early gamesThe secret history of Super Mario Bros. 2 · opening paragraphsThe game-design team led by Miyamoto was tasked with coming up with a game that used this trick of programming.The secret history of Super Mario Bros. 2 · after the Miyamoto quoteadd in traditional side-scrolling gameplayThe secret history of Super Mario Bros. 2 · before the Fuji dealPicking up blocks was the same thing as pulling out vegetables from the groundThe secret history of Super Mario Bros. 2 · before the Fuji dealpicking up the other player and throwing him turned into picking up enemy characters

Cited by: Super Mario Bros. 2

Kensuke Tanabe directed the game. He said in 2004 that it was the first game he directed, and Kohler's 2011 report calls him its director. Kohler writes that Doki Doki Panic was made by the Mario team. super-mario-bros-2-history/director

InterviewKensuke Tanabe Talks Metroid Prime 2: Echoes · Tanabe's backgroundThe first game I directed was Super Mario 2 on the NES.The secret history of Super Mario Bros. 2 · opening paragraphSuper Mario Bros. 2 director Kensuke TanabeThe secret history of Super Mario Bros. 2 · after "You may already know the rest of the story"Since it was developed by the Mario team

The game's staff roll, which would give the rest of the staff, hasn't been read here; the transcriptions found are leads only.

Cited by: Super Mario Bros. 2

Retellings agree that Nintendo didn't release the Japanese Super Mario Bros. 2 in North America and remade Doki Doki Panic as the sequel instead. IGN's 2010 history says Nintendo judged the Japanese game too hard for North American players and cancelled its release there, and Boss Fight Books' description of Jon Irwin's book says Nintendo of America declared it "too hard". super-mario-bros-2-history/conversion

WebIGN Presents: The History of Super Mario Bros. · Super Mario Bros. 2Nintendo decided Mario 2's difficulty level exceeded North American skill level.IGN Presents: The History of Super Mario Bros. · Super Mario Bros. 2they canceled its stateside release and looked for an alternativeSuper Mario Bros. 2 (Boss Fight Books, no. 6) · publisher descriptionwas declared “too hard” by Nintendo of AmericaThe secret history of Super Mario Bros. 2 · "You may already know the rest of the story"swapping the game's characters out for the Mario cast

No interview read gives Nintendo's own reason for the choice; the IGN line is the retrospective's account. IGN adds that Miyamoto spent more time on Doki Doki Panic than on the Japanese sequel.

Cited by: Super Mario, Super Mario Bros. 2

Tanabe told Kohler that moving the disk game to a cartridge for America gave the team the chance to change other things, and that Fuji Television's characters wouldn't be popular in America where Mario's would. Kohler writes that Tanabe's team added enemies and visual nods to the Mario games, and greatly improved the animation and sound effects. super-mario-bros-2-history/character-swap

InterviewThe secret history of Super Mario Bros. 2 · after the Fuji dealBecause we had to make this change, we had the opportunity to change other thingsThe secret history of Super Mario Bros. 2 · after the Fuji dealWe knew these Fuji TV characters wouldn't be popular in America, but what would be attractive in America would be the Mario characters.The secret history of Super Mario Bros. 2 · after the Fuji dealadding more enemy characters, throwing in some visual nods to the Mario games and greatly enhancing the animation and sound effects

Cited by: Super Mario Bros. 2

In the North American manual's story, Mario dreams of Subcon, a land of dreams under a curse by Wart, who hates vegetables. The game has 20 areas in seven worlds, each area ending with a boss and the last with Wart. The player picks one of four characters, Mario, Luigi, Toad, and the Princess, whose jumps differ. super-mario-bros-2-history/what-it-is

ManualSuper Mario Bros. 2 instruction booklet (North America) · The Story of Super Mario Bros.2Welcome to 'Subcon', the land of dreams.Super Mario Bros. 2 instruction booklet (North America) · The Story of Super Mario Bros.2Remember, Wart hates vegetables.Super Mario Bros. 2 instruction booklet (North America) · Know the Basic Rules of the GameThis game is comprised of 20 areas in 7 worlds as shown in the diagram above. There is a little boss at the end of each area.Super Mario Bros. 2 instruction booklet (North America) · Know what each character can doEach of the four have different jumping powers and ways of jumping.

Cited by: Super Mario Bros. 2

Against Super Mario Bros., Alex Navarro's 2007 GameSpot review lists four playable characters, the power to pick up enemies, odd power-ups, and enemies that aren't Bowser's. Stomping on an enemy no longer defeats it; the player stands on it, lifts it, and throws it. super-mario-bros-2-history/departure

WebSuper Mario Bros. 2 Review · review bodySMB2 was indeed a departure from what Super Mario Bros. laid outSuper Mario Bros. 2 Review · review bodyStomping on enemies no longer killed them.

Cited by: Super Mario Bros. 2

Computer Entertainer's October 1988 review gave it four and a half stars and called it a worthy sequel, not to be missed. super-mario-bros-2-history/computer-entertainer

Value
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 "review": "Computer Entertainer",
 "of": 5,
 "score": 4.5
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MagazineComputer Entertainer: the newsletter, vol. 7 no. 7 (October 1988) · printed p. 10, Nintendo software — the stars, four and a half, are printed after the titlecould easily have been subtitled 'Nintendo does it again.'Computer Entertainer: the newsletter, vol. 7 no. 7 (October 1988) · printed p. 10This one is a worthy sequel and not to be missed.

The review is unsigned.

Cited by: Super Mario Bros. 2

In the first annual Nintendo Power Awards, the "Nesters" of the May/June 1989 issue, readers' votes gave it three: Best Theme & Fun, Best Play Control, and Best Ending. super-mario-bros-2-history/nintendo-power-awards

MagazineNintendo Power, issue 6 (May/June 1989) · p. 18, Nester Awardsnow, without further ado, we proudly present the winners of the first annual Nesters!Nintendo Power, issue 6 (May/June 1989) · p. 18, Nester AwardsYour votes are in, the ballots have been tabulatedNintendo Power, issue 6 (May/June 1989) · p. 19, Best Theme & FunThe landslide winner is Super Mario Bros. 2Nintendo Power, issue 6 (May/June 1989) · p. 19, Best Play ControlOnce again the winner is Super Mario Bros. 2.Nintendo Power, issue 6 (May/June 1989) · p. 20, Best Ending — the OCR then reads "SMBZ'" for SMB2Taking honors once again is

Cited by: Super Mario Bros. 2

Computer Entertainer's December 1988 chart of videogames had it at no. 1. Nintendo Power's November/December 1988 issue put it at no. 2 in the pros' picks, and its Top 30 had it at no. 1 in the March/April 1989 issue, for the second issue running. super-mario-bros-2-history/charts

MagazineComputer Entertainer: the newsletter, vol. 7 no. 9 (December 1988) · printed p. 1, Top Fifteen Videogames — at no. 1Super Mario Bros II (Nin/NES)Nintendo Power, issue 3 (1988-11) · p. 103, Pros' Picks — the list's no. 2, Super Mario Bros. 2 with 2,872 points, behind Double Dragon; this is the pros' list beside the Top 30, not the readers' chartPROS' PICKSNintendo Power, issue 5 (1989-03) · pp. 70-71, Top 30 — the comment on the no. 1 game, Super Mario Bros. 2, with 22,534 pointsA solid lead for the second issue in a row.

Cited by: Super Mario Bros. 2

Famicom Tsūshin's four reviewers gave Super Mario USA 24 of 40 in 1992. One wrote that it was almost unchanged from Doki Doki Panic but still plenty of fun, and that he wished its enemies had been made Mario's; another that only the hero had been swapped and the game, five years old, felt old. super-mario-bros-2-history/famitsu

Value
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 ]
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MagazineWeekly Famicom Tsūshin (Famitsu) no. 199, 9 October 1992: New Games Cross Review · p. 37, Arutsu Suzuki — ours: it is almost unchanged from Yume Kōjō: Doki Doki Panic; read by the scout from the page imageほとんど『夢工場ドキドキパニック』と変わっていない。Weekly Famicom Tsūshin (Famitsu) no. 199, 9 October 1992: New Games Cross Review · p. 37, Arutsu Suzuki — ours: if possible I'd have liked them made into Mario enemy characters; read by the scout from the page imageできれば『マリオ』の敵キャラクターにしてほしかったな。Weekly Famicom Tsūshin (Famitsu) no. 199, 9 October 1992: New Games Cross Review · p. 37, Isabella Nagano — ours: being a game from five years ago, it can't escape the impression of old game design; read by the scout from the page imageなにぶん5年も前のゲームなので、昔のゲームデザインっていう印象は否めない。

The scores, 6, 7, 6, and 5, are numerals in the page image that the scout read; no OCR covers the page.

Cited by: Super Mario Bros. 2

Famicom Tsūshin's reviewers gave Doki Doki Panic 31 of 40 in 1987. One called it an action game that arranges Super Mario a little, changing the weapons and removing the score. super-mario-bros-2-history/doki-famitsu

Value
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 "review": "Famitsu",
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 ]
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MagazineFamicom Tsūshin (Famitsu) no. 28, 24 July 1987: New Games Cross Review · p. 11, cross review, first box (score 6) — ours: an action game that arranges Super Mario a little; read from the page image in the audit「スーパーマリオ」をちょっとアレンジしたアクションゲーム。Famicom Tsūshin (Famitsu) no. 28, 24 July 1987: New Games Cross Review · p. 11, cross review, first box (score 6) — ours: changing the weapons, removing the score; read from the page image in the audit武器を変えたり、スコアをなくしたり

The scores, 6, 9, 9, and 7, are numerals in the page image that the scout read; the scout's transcription of the first comment (もう一度, 敵を変えたり) was corrected against the image.

Cited by: Super Mario Bros. 2

Reviewing the Wii Virtual Console release in 2007, GameSpot's Alex Navarro scored it 8 of 10 and wrote that its unusual play still holds up. super-mario-bros-2-history/gamespot

Value
{
 "review": "GameSpot",
 "of": 10,
 "score": 8
}
WebSuper Mario Bros. 2 Review · review summaryOne of the weirdest Mario games of all time comes to the Virtual Console, and it holds up wonderfully.Super Mario Bros. 2 Review · review bodyits unique gameplay still holds up as challenging and fun all these years laterSuper Mario Bros. 2 Review · review box — the last of the review's faults, then the score and its wordWart is no substitute for Bowser 8 Great

Cited by: Super Mario Bros. 2

Gizmodo UK's 2015 list of the best-selling Mario games counts 7.46 million copies of the NES game, 22nd among them. The list doesn't say where its figures come from. super-mario-bros-2-history/sales

Value: 7460000

Web30 Best-Selling Super Mario Games of All Time on the Plumber's 30th Birthday · no. 2222) Super Mario Bros. 2 (1988, NES) - 7.46 million

A count from Nintendo or a period trade source would replace this one. Boss Fight Books' description calls it the NES's third best-selling game, without a count.

Cited by: Super Mario Bros. 2

GameSpot's review credits the game with the Princess's and Toad's debut as playable characters, and says Super Mario Bros. 3 went back on many of its ideas. IGN's history calls it the series' big aberration, and says Luigi got his first distinctive traits in the Japanese sequel and his first model of his own here, built on Mama's and taller than Mario. super-mario-bros-2-history/legacy

WebSuper Mario Bros. 2 Review · review bodySuper Mario Bros. 2 marked the debut of Princess Toadstool and Toad as playable characters.Super Mario Bros. 2 Review · review bodySuper Mario Bros. 3, actually reneged on a lot of this game's ideasIGN Presents: The History of Super Mario Bros. · Super Mario Bros. 2In retrospect, it became the series' big aberrationIGN Presents: The History of Super Mario Bros. · Super Mario Bros. 2now he got his first original character model as well. Building on Mama's model made him noticeably taller than Mario, too.

Cited by: Super Mario Bros. 2