subdirectory_arrow_right Yume Koujou: Doki-doki Panic (Game)
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Article on game's history:
http://arstechnica.com/gaming/2011/04/the-secret-history-of-super-mario-bros-2/
Video documenting Dream Factory festival:
https://www.youtube.com/watch?v=tYPQEla4DUA#t=213s
http://arstechnica.com/gaming/2011/04/the-secret-history-of-super-mario-bros-2/
Video documenting Dream Factory festival:
https://www.youtube.com/watch?v=tYPQEla4DUA#t=213s
subdirectory_arrow_right Yume Koujou: Doki-doki Panic (Game)
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World 7 of Super Mario Bros. 2 (and in turn the original Doki-Doki Panic) only has 2 stages instead of the standard 3 used for stages in the rest of the game. This is due to the plotline in the manual of the original Doki-Doki Panic, where the final page of the book the twins were teleported into was torn out. This detail was not given an equivalent in Super Mario Bros. 2's plotline, and even in the original Japanese release was not mentioned in-game, and as such could come off as an oddity to players of the original version too should they not read the manual.
subdirectory_arrow_right GoldenEye 007 (Game), Punch-Out!! (Game), Teenage Mutant Ninja Turtles (Game), Quest for Camelot (Game), Yume Koujou: Doki-doki Panic (Game), J.J. & Jeff (Game), Mike Tyson's Punch-Out!! (Game), Kato-chan & Ken-chan (Game), Transformers: Mystery of Comvoy (Game), Nintendo Switch (Platform), Wii (Platform)
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As of 2023, only 4 licensed IP adapted games have been released on Nintendo's retro game digital download services: Teenage Mutant Ninja Turtles for NES on Wii (which was later delisted on January 26, 2012), Transformers: Mystery of Convoy for NES on Wii, Quest for Camelot for Game Boy Color and GoldenEye 007 for N64, the latter two being on Switch.
Additionally, J.J. & Jeff, Punch-Out!! Featuring Mr. Dream, and Super Mario Bros. 2, all reskins of licensed titles, have been available in their license-less formats.
Additionally, J.J. & Jeff, Punch-Out!! Featuring Mr. Dream, and Super Mario Bros. 2, all reskins of licensed titles, have been available in their license-less formats.
Teenage Mutant Ninja Turtles source:
https://www.nintendolife.com/news/2012/02/teenage_mutant_ninja_turtles_nes_pulled_from_virtual_console
Transformers: Mystery of Convoy source:
https://www.nintendo.co.jp/wii/vc/vc_tf/index.html
Quest for Camelot source:
https://www.youtube.com/watch?v=pDB_vr-0KJs
J.J. and Jeff source:
https://www.gamespot.com/reviews/jj-and-jeff-review/1900-6172194/
Supplementary Wikipedia general lists:
https://en.wikipedia.org/wiki/List_of_Virtual_Console_games_for_Wii_(North_America)
https://en.wikipedia.org/wiki/List_of_Virtual_Console_games_for_Wii_(Japan)
https://en.wikipedia.org/wiki/List_of_Nintendo_Switch_Online_games
https://www.nintendolife.com/news/2012/02/teenage_mutant_ninja_turtles_nes_pulled_from_virtual_console
Transformers: Mystery of Convoy source:
https://www.nintendo.co.jp/wii/vc/vc_tf/index.html
Quest for Camelot source:
https://www.youtube.com/watch?v=pDB_vr-0KJs
J.J. and Jeff source:
https://www.gamespot.com/reviews/jj-and-jeff-review/1900-6172194/
Supplementary Wikipedia general lists:
https://en.wikipedia.org/wiki/List_of_Virtual_Console_games_for_Wii_(North_America)
https://en.wikipedia.org/wiki/List_of_Virtual_Console_games_for_Wii_(Japan)
https://en.wikipedia.org/wiki/List_of_Nintendo_Switch_Online_games
subdirectory_arrow_right Super Mario All-Stars (Game)
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The NES and SNES versions of Super Mario Bros. 2 contain different insta-kill cheat codes, likely used by the game's developers for debug purposes. The code for the NES version involves pausing the game and holding Up/A/B on a second controller, and then unpausing to lose a life. The code for the SNES version is simpler, where you only need to pause the game, hold L and R, and then press Select to lose a life.
There are a pair of glitches that can be triggered with this code in the NES version. If the code is inputted while riding a Rocket, the health bar will effectively turn invisible by displaying all the heart pips as empty, but the player character will emerge unharmed. If the code is inputted during the transition for walking through a door, the player character will continually fall through the floor and lose their lives until a Game Over is reached.
There are a pair of glitches that can be triggered with this code in the NES version. If the code is inputted while riding a Rocket, the health bar will effectively turn invisible by displaying all the heart pips as empty, but the player character will emerge unharmed. If the code is inputted during the transition for walking through a door, the player character will continually fall through the floor and lose their lives until a Game Over is reached.
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subdirectory_arrow_right Super Mario Advance (Game)
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At the start of World 1-1, the player falls from a door in the sky that is normally impossible to enter. If you hack the game so that there is a platform under the door and enter it, the game will respawn the player back to the start of the fall and remove the platform, forcing you to begin the stage. This also occurs in the Game Boy Advance version of the game.
NES version:
https://www.youtube.com/watch?v=WbvjL_pjSA4
Game Boy Advance version:
https://www.youtube.com/watch?v=-1HEUp8AXq8
https://www.youtube.com/watch?v=WbvjL_pjSA4
Game Boy Advance version:
https://www.youtube.com/watch?v=-1HEUp8AXq8
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In a prototype version of the game, the Underground theme was originally meant to be an updated version of the Underground theme from Super Mario Bros. with added kick percussion, but this was scrapped in the final release. A similar-sounding Underground theme would end up being used in Super Mario Bros. 3.
Super Mario Bros. 2 - Unused Underground theme:
https://www.youtube.com/watch?v=MdRdWzi-IQM
Super Mario Bros. 3 - Underground theme:
https://www.youtube.com/watch?v=TmnZgBpYG_4
https://www.youtube.com/watch?v=MdRdWzi-IQM
Super Mario Bros. 3 - Underground theme:
https://www.youtube.com/watch?v=TmnZgBpYG_4
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In the prototype version, the characters had no sclera in their eyes. Strangely, this does not affect the character select screen and the end of the game.
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It's possible to defeat a Phanto through a combination of both the stopwatch and an invincibility star. However, it will simply reappear when entering a new area.
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The title screen music is a remix of the Underwater Theme from Super Mario Bros..
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The Super Mario Bros. 2 manual mistakenly used a few sprites from Doki Doki Panic, such as the Phantos' original form, a magic lamp (which eventually became the Magic Potion), and a heart (which became the Mushroom power-up).
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subdirectory_arrow_right Yume Koujou: Doki-doki Panic (Game)
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Contrary to popular belief, there is evidence suggesting that Super Mario Bros. 2 was the true sequel to Super Mario Bros. Some time after the original game's completion, Nintendo's Kyoto-based R&D division began working on a vertical-scrolling Mario engine. It became clear early on that a vertical-scrolling game couldn't offer the same quality of platforming as the original Super Mario Bros. Shigeru Miyamoto then stepped in and added horizontally scrolling aspects to the game.
The prototype engine was originally designed around carrying, throwing, and piling up items and featured 2-player cooperative play, which even included the ability to throw other players to hard-to-reach places to progress further in the game. A deal with Fuji Television was struck during development to promote their 1987 Japanese festival the Communication Carnival Yume Kōjō '87 (translated to English as "Dream Factory '87"), and the prototype eventually became Yume Kōjō: Doki Doki Panic. Although cooperative play was dropped, the concepts of vertical scrolling and tossing around items to defeat enemies was incorporated into Doki Doki Panic, and in turn Super Mario Bros. 2. All of this supports the thought that Super Mario Bros. 2 was, in fact, the true sequel.
The prototype engine was originally designed around carrying, throwing, and piling up items and featured 2-player cooperative play, which even included the ability to throw other players to hard-to-reach places to progress further in the game. A deal with Fuji Television was struck during development to promote their 1987 Japanese festival the Communication Carnival Yume Kōjō '87 (translated to English as "Dream Factory '87"), and the prototype eventually became Yume Kōjō: Doki Doki Panic. Although cooperative play was dropped, the concepts of vertical scrolling and tossing around items to defeat enemies was incorporated into Doki Doki Panic, and in turn Super Mario Bros. 2. All of this supports the thought that Super Mario Bros. 2 was, in fact, the true sequel.
DidYouKnowGaming? video:
https://www.youtube.com/watch?v=drUoa1G39P4
Video with Dream Factory branding of the game:
https://www.youtube.com/watch?v=tYPQEla4DUA#t=213s
https://www.youtube.com/watch?v=drUoa1G39P4
Video with Dream Factory branding of the game:
https://www.youtube.com/watch?v=tYPQEla4DUA#t=213s
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The American version of Super Mario Bros. 2 was released in Japan under the title Super Mario U.S.A. This is also the name of the game when it was released in Korea.
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There are a few mistakes in the end credits. Birdo and Ostro had each others name, Hoopster was misspelled Hoopstar and Clawgrip is known as Clawglip. These mistakes were not fixed in the Super Mario All Stars version, but were fixed in Super Mario Advance.
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