I feel like a lot of people give this game a lot of flack without really understanding the context of its release. As a sequel released mere MONTHS after the original, the amount of content and unique *stuff* they were able to incorporate while sticking to their limited game engine is honestly fascinating.
Everyone complains about the difficulty, but that was the whole game's draw. Advertisements showcased the brutal level design, and hell, even its title doesn't shy away: "Super Mario Bros. 2: For Super Players." (The Japanese title)
This was a game meant for those who had mastered the original game and were looking for a challenge, and it's apparent right out of the gate. While the game certainly looks and feels like the first Super Mario Bros., the developers have tweaked the design to expect much more from the player. Poison mushrooms with a darker palette being the only distinguishing feature from the original variety, the frequent appearance of platforms that quickly lower as Mario touches them, hazards like wind that can either help the player make difficult jumps or throw off their sense of balance; minor elements in the grand scheme of things, but the game becomes an entirely different beast when these concepts are combined with one other.
One of the standout levels in the game is a sky-themed stage featuring harsh winds and springs which launch Mario high above the screen for several seconds. The player must use their intuition to halt their forward momentum at the right times to safely land on each platform. It's difficult, yes, but it's incredibly unique and perfectly shows the developers' creativity while working with such a limited game engine.
The real staying power of the game comes from repeat playthroughs and the hunt for the Warp Zones. These are significantly more well-hidden than in the first game, which incentivizes exploration and experimentation in the worlds. Hell, there are even BACKWARDS warps which send you to earlier worlds, which can be surprisingly useful for collecting extra lives, which are still very useful despite the infinite continues.
The true masters of the game play "warp-less"; if the game is cleared without using any Warp Zones, the player is rewarded with a bonus ninth world featuring strange level concepts including outdoor castles, underwater stages with normal overworld enemies, and developer messages spelled out with blocks. Combined with the main game's eight worlds, this adds up to 36 stages in total, surpassing the first game's level count. But that's not all; clearing the game eight times, which only the most determined players could accomplish, FOUR additional worlds open up, featuring even more challenging stages and a true final stage for a grand total of 52 levels, now far surpassing the original Super Mario Bros.
At the end of the day, whether this game is better than its predecessor is up to the player and their tolerance for high difficulty. However, taking into account the crazy amount of content and replayability for such an early Famicom release, I must give it up for Super Mario Bros. 2. Those with patience and determination can brave one of Nintendo's best.
Everyone complains about the difficulty, but that was the whole game's draw. Advertisements showcased the brutal level design, and hell, even its title doesn't shy away: "Super Mario Bros. 2: For Super Players." (The Japanese title)
This was a game meant for those who had mastered the original game and were looking for a challenge, and it's apparent right out of the gate. While the game certainly looks and feels like the first Super Mario Bros., the developers have tweaked the design to expect much more from the player. Poison mushrooms with a darker palette being the only distinguishing feature from the original variety, the frequent appearance of platforms that quickly lower as Mario touches them, hazards like wind that can either help the player make difficult jumps or throw off their sense of balance; minor elements in the grand scheme of things, but the game becomes an entirely different beast when these concepts are combined with one other.
One of the standout levels in the game is a sky-themed stage featuring harsh winds and springs which launch Mario high above the screen for several seconds. The player must use their intuition to halt their forward momentum at the right times to safely land on each platform. It's difficult, yes, but it's incredibly unique and perfectly shows the developers' creativity while working with such a limited game engine.
The real staying power of the game comes from repeat playthroughs and the hunt for the Warp Zones. These are significantly more well-hidden than in the first game, which incentivizes exploration and experimentation in the worlds. Hell, there are even BACKWARDS warps which send you to earlier worlds, which can be surprisingly useful for collecting extra lives, which are still very useful despite the infinite continues.
The true masters of the game play "warp-less"; if the game is cleared without using any Warp Zones, the player is rewarded with a bonus ninth world featuring strange level concepts including outdoor castles, underwater stages with normal overworld enemies, and developer messages spelled out with blocks. Combined with the main game's eight worlds, this adds up to 36 stages in total, surpassing the first game's level count. But that's not all; clearing the game eight times, which only the most determined players could accomplish, FOUR additional worlds open up, featuring even more challenging stages and a true final stage for a grand total of 52 levels, now far surpassing the original Super Mario Bros.
At the end of the day, whether this game is better than its predecessor is up to the player and their tolerance for high difficulty. However, taking into account the crazy amount of content and replayability for such an early Famicom release, I must give it up for Super Mario Bros. 2. Those with patience and determination can brave one of Nintendo's best.