Super Mario Bros .: The Lost Levels

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Super Mario Bros .: The Lost Levels
Original title ス ー パ ー マ リ オ ブ ラ ザ ー ズ 2
transcription Sūpā Mario Burazāzu Tsū
Studio JapanJapan Nintendo Research & Development 4 Systems Research & Development (Programming)
JapanJapan
Publisher JapanJapan Nintendo
Senior Developer Takashi Tezuka (Director)
Shigeru Miyamoto (Producer, Co-Director)
Toshihiko Nakagō (Programmer)
Kazuaki Morita (Programmer)
composer Kōji Kondō
Erstveröffent-
lichung
JapanJapan June 3, 1986
platform Famicom Disk System
genre Jump 'n' run
Game mode Single player
control Famicom controller
medium diskette
language English
Age rating
USK released from 0
PEGI recommended for ages 3+

Super Mario Bros .: The Lost Levels is a Jump 'n' Run - video game . Developed and distributed by the Japanese video game company Nintendo , it is the successor to Super Mario Bros. ( NES , 1985). In Japan, the game was released in June 1986 under the title Super Mario Bros. 2 ( Japanese ス ー パ ー マ リ オ ブ ラ ザ ー ズ 2 , Sūpā Mario Burazāzu Tsū ) for the Famicom Disk System (FDS).

The plot and the game concept of The Lost Levels are identical to the predecessor. All levels of the game have been redesigned and offer a significantly higher level of difficulty. Other differences between the two games are new game elements as well as small graphics and sound changes.

In Japan, The Lost Levels became the top-selling FDS game with approximately 2.5 million sales. Since Nintendo of America spoke out against localization , it was initially not launched in North America or Europe. Instead, Nintendo introduced another game as the successor to Super Mario Bros. in these markets under the title Super Mario Bros. 2 (NES, 1988) .

In North America and Europe, the Japanese FDS game first appeared in 1992 in a reissued form under the title Super Mario Bros .: The Lost Levels as part of the Super Mario All-Stars game collection ( SNES , 1993). It is also included in Super Mario Bros. Deluxe ( GBC , 1999). Nintendo later released the unchanged FDS version of The Lost Levels in Western markets as a download for the Wii , 3DS and Wii U consoles .

Game description

The plot, the gameplay, the graphics and the sound of The Lost Levels were largely taken over unchanged from the predecessor Super Mario Bros. , whereas the game sections ("levels") have been completely redesigned. In the role of Mario or his brother Luigi, the player has the task of freeing Princess Toadstool from the clutches of King Koopa . To do this, the player has to control the character through a series of two-dimensional levels. The character can acquire new skills through power-ups .

The Lost Levels is aimed at people who have already played through Super Mario Bros. , and is a continuation of the adventure from Super Mario Bros. This is indicated in the game by the fact that the game character is at the beginning next to the castle that is in Super Mario Bros. marks the end level. The Lost Levels offers a greatly increased level of difficulty, which at the start of the game is roughly on par with the last and most difficult levels from Super Mario Bros. and increases steadily as the game progresses. The levels are among the most demanding in the entire Super Mario series.

The Lost Levels no longer includes a two-player mode. Instead, the player can choose between Mario and Luigi as a character. Luigi can jump higher and farther than Mario and slides heavily while running, making him more difficult to handle. With the poison mushroom, the game introduces a new item that, unlike all other items in the game, harms the character. Another new game element is the prevailing wind in some levels, which affects the character when running and jumping. In addition, some of the so-called "warp zones" behave differently. These are hidden level sections that allow the player in Super Mario Bros. direct access to later worlds. In The Lost Levels, however, some warp zones lead the character irrevocably back to the beginning of the game. In addition to these differences, The Lost Levels has detailed changes in graphics and sound compared to its predecessor. For example, the ground display is more detailed and the clouds have smiling faces.

After the player has successfully mastered the eight worlds of The Lost Levels, each consisting of four levels , he concludes the plot and the game starts over. A ninth game world can be unlocked by completing all worlds without using warp zones. As soon as the player has played through the eight main worlds of The Lost Levels eight times in a row, he gets access to four more worlds, the levels of which offer an even higher degree of difficulty. In total, the game comprises 13 worlds and 52 levels. That's 20 levels more than in Super Mario Bros.

History of origin

Background and history

The Famicom with an attached Famicom Disk System

As a result of the release of Super Mario Bros. , Nintendo's home console Famicom enjoyed great popularity in Japan from late 1985. In early 1986 Nintendo released the Famicom Disk System (FDS), a floppy disk drive in the form of a peripheral device for the Famicom. Compared to the modules used by the Famicom, the FDS diskettes have more storage space. At the same time, they were cheaper and more flexible to produce. With the release of Super Mario Bros. Nintendo marked the end of the era of the Famicom modules.

While working on Super Mario Bros. , its development manager Shigeru Miyamoto had no plans for a successor. After completing the development of that game and The Legend of Zelda (FDS, 1986), which Miyamoto had been working on in parallel, he wanted to begin sequels to his two games.

1986 Vs. Super Mario Bros. ( Arcade , 1986), which is characterized by its increased level of difficulty compared to the original game. While the development team tested the game, they enjoyed the challenge. This led Miyamoto to think that Vs. Super Mario Bros. could be fun for players who played through Super Mario Bros. with ease. This thought was the starting point for the development of another Super Mario Bros.- based game with a higher level of difficulty.

Development process

The development of the sequel to Super Mario Bros. began in early 1986. At the same time, work began on a second Zelda part. Initially, Miyamoto was the lead developer on both projects. Since he felt under pressure, his superiors recommended that he decide on one of the two projects and complete this first. Miyamoto's choice fell on the Mario sequel, which took three months to develop. Miyamoto then worked on the development of Zelda II: The Adventure of Link (FDS, 1987).

Miyamoto put Takashi Tezuka as director of the later The Lost Levels . Tezuka, who had worked with Miyamoto on Super Mario Bros. and The Legend of Zelda , thus acted as project manager for the first time in his career. Miyamoto was about ten percent involved in The Lost Levels by his own estimate . He designed some of the levels from the game himself.

To The Lost Levels as soon as possible complete, the developers used a lot of material from Super Mario Bros. again. The soundtrack of the game from the pen of Kōji Kondō was taken over unchanged - except for an extension of the last piece using the larger sound capacities of the FDS. Six levels of the game are Vs. Taken from Super Mario Bros.

With The Lost Levels , Miyamoto's original plans for Super Mario Bros. were realized. Miyamoto had enjoyed creating difficult game sections since the beginning of his career as a game developer, but was initially restricted by his mentor Gunpei Yokoi . He had to lower the level of difficulty of Super Mario Bros. during the development phase after test players complained about the high difficulty of an earlier version. Since The Lost Levels is aimed at customers who already have experience with Super Mario Bros. , the design of more difficult levels was possible, and because the target group was already familiar with the game concept, the development team was able to bring in new ideas that took some getting used to.

publication

Japanese launch

Nintendo released the successor to Super Mario Bros. in Japan on June 3, 1986 under the title Super Mario Bros. 2 for the Famicom Disk System. The game, along with The Legend of Zelda, was the most important FDS software release of 1986.

The manufacturer marketed Super Mario Bros. 2 as an add-on , i.e. not as a completely new game, but as a sequel or expansion to Super Mario Bros. Accordingly, Nintendo sold the game for 500 yen, a tenth of the normal retail price for Famicom- / FDS games. Commenting on pricing in 2010, Miyamoto said, "We thought customers would award us at this award if they bought the game by mistake." Nintendo put the focus of the advertising for Super Mario Bros. 2 on the level of difficulty of the game. A Japanese commercial, for example, begins with an excerpt from the game in which the player loses a try. Then a cartoon Mario with a bandage and a tear on his face announces that the situation is hopeless for the player. The commercial then shows the player who has just lost a try: a young girl who is angry about the game.

The publisher Tokuma Shoten published a strategy guide to the game. While the strategy guide for Super Mario Bros. was the best-selling book in Japan in 1985, the one for Super Mario Bros. 2 did not reach the top 30 of the book charts in its year of publication.

Thanks largely to the low price, Super Mario Bros. 2 proved to be a success in Japan. It was considered the most important reason to buy the FDS, so that almost all of the then 2.24 million FDS owners bought the game within its first year on the market. During the entire life cycle of the peripheral device, roughly every second FDS owner bought Super Mario Bros. 2 . With a total of around 2.5 million sales in Japan, the game became the best-selling FDS title and the fifth most successful game in the entire Famicom game repertoire.

Localization

At Nintendo of America (NoA), the Nintendo subsidiary responsible for the North American market, company spokesman and game tester Howard Phillips decided which games should be imported from Japan, localized and published in North America. In the summer of 1986, Phillips reviewed the Japanese Super Mario Bros. 2 . He found that, unlike its predecessor, the game relies heavily on the player's luck. He also found the game and level design to be tricky. The new toadstool, for example, represents a trap for those players who are used to Super Mario Bros. that items only have positive effects. The unpredictable wind also makes the game very unfair for the player. Phillips attested Super Mario Bros. 2 a high level of difficulty resulting from this, which does not motivate the player but frustrates them.

Since challenging games offered less potential for success in the North American video game market than in Japan, Nintendo of America spoke out against the release of Super Mario Bros. 2 in North America based on Phillips' opinion . Phillips also saw more potential in The Legend of Zelda in the North American market than in a sequel to Super Mario Bros.

The Famicom Disk System also didn't come out outside of Japan. The introduction of the peripheral device in North America and Europe would not have been profitable in 1986, as the Nintendo Entertainment System (NES), the localized version of the Famicom, only appeared in these markets at that time. In addition, the price for module memory had meanwhile fallen, so that Famicom / NES modules again offered more storage space than FDS disks. Modules were still more expensive to manufacture, so Super Mario Bros. 2 as a module game for the NES should have been sold at full price. Due to the similarity to the predecessor, a full price release of the game for Nintendo of America was out of the question.

Western Super Mario Bros. 2

Nintendo of America only needed a successor to Super Mario Bros. later , when competition from Sega , among other things , caused pressure. The newly developed Super Mario Bros. 3 (Famicom, 1988), which was released in Japan that year , did not appear in North America until 1990.

The company decided to rework the platform game Yume Kōjō: Doki Doki Panic (FDS, 1987) into a Super Mario title and to bring it out as the successor to Super Mario Bros. in western markets. Doki Doki Panic was a commissioned work for the television station Fuji TV . As with the Super Mario games, Miyamoto's Research & Development 4 department was responsible for development. At Doki Doki Panic Miyamoto had been intensely involved as in the Japanese Super Mario Bros. 2 .

Nintendo replaced the four characters from Doki Doki Panic with Mario, Luigi, Princess Peach and Toad . The makeover was released under the title Super Mario Bros. 2 in North America in 1988 and in Europe in 1989. Here she took on the role of the official successor to Super Mario Bros. and thus represents the equivalent of the Japanese Super Mario Bros. 2. Although the game is very different from its predecessor, it became a great success. In 1992 the makeover also appeared in Japan, where it is called Super Mario USA .

Western launch

The Japanese Super Mario Bros. 2 was initially unknown in North America and Europe. Around 1988, the then NoA marketing manager Gail Tilden wanted to make the game public in North America. To this end, she planned a campaign entitled "The Lost Levels". As part of this, every subscriber to the magazine Nintendo Power published by NoA should receive the Japanese Super Mario Bros. 2 for free. This should primarily attract new subscribers. To prevent possible confusion in the market, Nintendo of America ultimately spoke out against the planned campaign. Therefore, it was neither announced nor implemented, even though the company had already had an NES version of the game produced.

In 1991, Nintendo of America introduced the Japanese Super Mario Bros. 2 to the western audience for the first time in the brochure Mario Mania . The company succinctly described the game as "an expert version of Super Mario Bros. [...] that starts where Super Mario Bros. World 8 ends".

In 1993, Nintendo released the Japanese Super Mario Bros. 2 as part of Super Mario All-Stars ( SNES , 1993) for the first time in the West. It is a collection of four new editions of Super Mario games. Nintendo gave the Japanese Super Mario Bros. 2 the official western title Super Mario Bros .: The Lost Levels ("The Lost Levels"). The Lost Levels received mixed responses to its western market launch and was considered by many customers to be the least popular of the four All-Stars games .

reception

criticism

Lucas M. Thomas from the IGN website compared The Lost Levels 2007 with the ROM hacks of old Mario games that were emerging at the time, i.e. unofficial modifications with mostly a particularly high level of difficulty. He also wrote that The Lost Levels was qualitatively inferior to its predecessor because the flow of the game was worse, the graphics looked less good and the game frustrated the player. The innovations were only just enough to give the game a raison d'etre, criticized Thomas. The games journalist showed up in the face of surprise about the fact that it was in The Lost Levels to the actual sequel to Super Mario Bros. is. It was right to initially only publish the game in Japan.

Philip J. Reed from the English-language Nintendo website Nintendo Life described the control of The Lost Levels as very precise in 2013 . If the player loses an attempt in the game, he can therefore neither hold the controls nor the game physics responsible for it. The high level of difficulty results solely from the level design. Although The Lost Levels offers few innovations, it does expand the basis of its predecessor in a creative way. Reed concluded that the gaming experience lingered in the memory of many players, although only a few were able to actually play the game through.

Marco Cabibbo from the German Nintendo magazine N-Zone criticized in 2014 that The Lost Levels was reminiscent of “a ROM hack made by fans”, the aim of which was to “rob the player of all nerves”. Only because of the basic game principle is the game still fun today. Since The Lost Levels is "sometimes intentionally unfair", Cabibbo can only recommend the game to those who have already enjoyed Super Mario Bros.

Rating mirror

The following table provides an overview of the ratings for The Lost Levels . The “Version” column provides information about which version of the game was rated.

Magazine / website Rating date version
Eurogamer 8/10 Sep 15 2007 Wii VC
GameSpot 6.5 / 10 0Oct 5, 2007 Wii VC
IGN 8.5 / 10 0Oct 3, 2007 Wii VC
Nintendo Life 8/10 Sep 14 2007 Wii VC
Nintendo Life 8/10 0Jan. 2, 2013 3DS-VC
Nintendo Life 8/10 Jan. 31, 2014 Wii-U-VC
Nintendo Online 6/10 Jan. 11, 2013 3DS-VC
Nintendo Online 6/10 0Feb. 7, 2014 Wii-U-VC
N zone 8/10  Feb. 2013 3DS-VC
N zone 7/10  Feb. 2014 Wii-U-VC
Official Nintendo Magazine 81% Feb. 27, 2013 3DS-VC

Reception through other video games

Some levels from The Lost Levels can also be found in All Night Nippon Super Mario Bros. (FDS, 1986), an adaptation of Super Mario Bros. developed as a promotional product. For the first time in the history of the Super Mario series, control falls in The Lost Levels Luigi's character is different from Mario's. Luigi can also jump further and higher in the following games. His controls are always a little less precise than Mario's, as in The Lost Levels . The jumping mechanics, which were expanded in The Lost Levels compared to the predecessor, also found their way into subsequent Super Mario games . For the first time, the game enables the character to cushion himself after jumping on an opponent. The toadstool from The Lost Levels also appears in the later levels of Super Mario 3D Land ( 3DS , 2011).

Re-releases

In the new edition from 1993 contained in Super Mario All-Stars , Nintendo lowered the difficulty level of The Lost Levels a little. The player can now find more bonus attempts. In addition, after losing all attempts, he is no longer promoted back to the beginning of a world, but can restart from the beginning of the current level. Super Mario All-Stars was released in Japan under the title Super Mario Collection . The Japanese Super Mario Bros. 2 has the subtitle For Super Players here . In 2010, the SNES version of Super Mario All-Stars appeared completely unchanged for the Wii.

In 1999 Super Mario Bros. Deluxe was released for the Game Boy Color . The game includes remakes of Super Mario Bros. and The Lost Levels , which is called Super Mario Bros. for Super Players . As with the new All-Stars edition, the difficulty level of this version is a little lower than in the original version. The bonus levels after the eighth world are not included here. In addition, the screen section of this new edition is smaller than in the original due to the hardware. In 2014, Nintendo re-released Super Mario Bros. Deluxe in the Nintendo eShop of the 3DS .

On August 10, 2004, Nintendo released Super Mario Bros .: The Lost Levels unchanged for the Game Boy Advance as part of the “Famicom Mini” series in Japan . With almost 100,000 sales, the game came in second on the Japanese weekly video game charts.

Official re-releases of The Lost Levels also appeared in the form of paid downloads for the Virtual Console range of several Nintendo consoles. The game has been available on the Wii Shop Channel in Japan since May 2007 and in North America since October 2007. In Europe, this re-release took place in September 2007 as part of the “Hanabi Festival” campaign, as part of which Nintendo released several games in the Wii Shop Channel that had never been released in Europe before. It was the first time the FDS version of The Lost Levels was officially released outside of Japan. After the campaign ended, Nintendo removed the game from the Wii Shop Channel; it has been permanently available in Europe since August 2008.

In the Nintendo eShop of 3DS is The Lost Levels in Japan since July 2012 available. In Europe and North America, the digital re-release in 3DS eShop followed in December 2012. In the eShop of the Wii U is The Lost Levels offered in March 2014 in Japan since August 2013 in Europe since January and in North America.

Furthermore, The Lost Levels is one of several games included in NES Remix (Wii-U eShop, 2013) and Ultimate NES Remix (3DS, 2014). In these games, you have to pass mini-games based on NES classics , some with different rules.

Since April 2019, The Lost Levels has also been available on the Nintendo Switch via the paid service NES-Nintendo Switch Online.

literature

  • William Audureau: The History of Mario . 1981-1991: The rise of an icon, from myths to reality. Pix'n Love Publishing, 2014, ISBN 978-2-918272-23-6 , pp. 274-305 .
  • Christian Donlan: Super Mario Bros .: The Lost Levels . In: Tony Mott (Ed.): 1001 Video Games You Must Play Before You Die . Cassell Illustrated, 2010, ISBN 1-84403-681-2 , pp. 140 f .
  • Jon Irwin: Super Mario Bros. 2 . Boss Fight Books, 2014, ISBN 978-1-940535-05-0 .
  • Steven L. Kent: The Ultimate History of Video Games . From Pong to Pokémon and Beyond - The Story Behind the Craze That Touched Our Lives and Changed the World. Prima & Three Rivers, Roseville, New York 2001, ISBN 0-7615-3643-4 , pp. 364-366 .
  • Chris Kohler: Power Up . How Japanese Video Games Gave the World an Extra Life. BradyGames, Indianapolis, Indiana 2004, ISBN 0-7440-0424-1 , pp. 64 f .; 216-218 .

Web links

Individual evidence

  1. Irwin, Super Mario Bros. 2, 2014, p. 23.
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  3. a b c d Kohler, Power Up, 2004 p. 65.
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  14. Audureau, The History of Mario, 2014, pp. 282 f.
  15. Audureau, The History of Mario, 2014, p. 283.
  16. a b Audureau, The History of Mario, 2014, p. 285.
  17. Audureau, The History of Mario, 2014, pp. 246-250.
  18. a b Audureau, The History of Mario, 2014, p. 260.
  19. Audureau, The History of Mario, 2014, p. 286.
  20. Original quote: "We thought that at that price, players would forgive us if they bought the game by mistake"; Nintendo Dream . No. 200 , December 2010. , quoted from Audureau, The History of Mario, 2014, p. 294.
  21. Irwin, Super Mario Bros. 2, 2014, pp. 25 f.
  22. Irwin, Super Mario Bros. 2, 2014, p. 26.
  23. a b Irwin, Super Mario Bros. 2, 2014, pp. IIX – X.
  24. Audureau, The History of Mario, 2014, pp. 290-293.
  25. Kent, The Ultimate History of Video Games, 2001, p. 365 f.
  26. Irwin, Super Mario Bros. 2, 2014, p. 36.
  27. Audureau, The History of Mario, 2014, p. 294 f.
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  33. Irwin, Super Mario Bros. 2, 2014, p. 52.
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This article was added to the list of articles worth reading on January 2, 2015 in this version .