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Development of Super Mario Bros. 2 and Super Mario Bros.: The Lost Levels

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Super Mario Bros.: The Lost Levels (1986) and Super Mario Bros. 2 (1988) are platform games in the Mario franchise developed by Nintendo.

After a prototype was made that featured Mario characters moving vertically instead of horizontally, Nintendo was approached by Fuji television to make a tie-in video game for an expo named Yume Kōjō.[lower-alpha 1] The tie-in was released as Yume Kōjō: Doki Doki Panic,[lower-alpha 2] which adapted several design elements from the original Mario prototype.

Background[edit]

Super Mario Bros.: The Lost Levels[edit]

Conception[edit]

Design[edit]

Release[edit]

Japanese release[edit]

International cancellation[edit]

Super Mario Bros. 2[edit]

Conception[edit]

The idea was that you would have people vertically ascending, and you would have items and blocks that you could pile up to go higher, or you could grab your friend that you were playing with and throw them to try and continue to ascend ... [Unfortunately,] the vertical-scrolling gimmick wasn't enough to get us interesting gameplay.

Kensuke Tanabe (translated)[1]

After the release of Super Mario Bros. (1985), Systems Research & Development (SRD), a company that had previously programmed several of Nintendo's games, created a prototype of a two-player cooperative platform game that used vertical scrolling, in contrast to Super Mario Bros.'s horizontal scrolling. The prototype allowed players to ascend vertically, either by stacking objects or working cooperatively with another player. Shortly after joining Nintendo, game designer Kensuke Tanabe, alongside Mario creator Shigeru Miyamoto, looked into expanding the prototype into a full game. However, the technical limitations of the Nintendo Entertainment System (NES) made it difficult to polish, and the team found that removing the second player would make the game less enjoyable. Thus, Miyamoto proposed that the game incorporate some of the series' traditional horizontal scrolling, and Tanabe remembers him as having said, "as long as it's fun, anything goes".[1]

Yume Kōjō tie-in[edit]

Later, Nintendo was approached by the Fuji corporation to create a tie-in video game to a media and technology expo named Yume Kōjō, and the expo's mascot characters would be implemented as the stars of the game. The game was developed as Yume Kōjō: Doki Doki Panic, and released in 1987 on the Japan-exclusive Famicom Disk System. The development of the initial prototype for a Super Mario Bros. sequel inspired several mechanics and changes in Doki Doki Panic.[1]

Transition back to Mario[edit]

As Doki Doki Panic was popular in Japan, the development team decided to adapt the game for international release. However, because the Famicom Disk System was not released outside of Japan, the game had to be adapted for the international Nintendo Entertainment System.

Sources[edit]

Characters[edit]

Clarifying yet insignificant coverage:

Notes[edit]

  1. Japanese: (ゆめ)工場 (こうじょう)?, lit. "Dream Factory"
  2. (ゆめ)工場 (こうじょう)ドキドキパニック, lit. "Dream Factory: Heart-Pounding Panic"

References[edit]

  1. 1.0 1.1 1.2 Kohler, Chris (2011-04-01). "The Secret History of Super Mario Bros. 2". Wired. Condé Nast Publications. ISSN 1059-1028. Archived from the original on 2022-05-07. Retrieved 2022-11-22. Unknown parameter |url-status= ignored (help)


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