Super Mario Bros. 2

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Super Mario Bros. 2
Logo Super Mario Bros. 2.jpg
In-game Super Mario Bros. 2 logo
Studio
Publisher Nintendo
Senior Developer
  • Kensuke Tanabe (director)
  • Hideki Konno (co-director)
  • Shigeru Miyamoto (producer)
  • Erstveröffent-
    lichung
    NES

    United StatesUnited States1988 1988 1989 1989 1992 199x 19xx SNES : August 1, 1993 : 1993 : December 1993 : 1993 : 1993 : 1993 : 1993 : 199x : 19xx : 19xx GameBoy Advance March 21, 2001 Virtual Console May 25, 2007 July 2, 2007 10. August 2007 July 15, 2008
    BrazilBrazil
    Korea SouthSouth Korea
    EuropeEurope
    JapanJapan
    TaiwanRepublic of China (Taiwan)
    FranceFrance

    United StatesUnited States
    JapanJapan
    EuropeEurope
    BrazilBrazil
    Korea SouthSouth Korea
    AustraliaAustralia
    MexicoMexico
    ItalyItaly
    FranceFrance
    GermanyGermany



    EuropeEurope
    United StatesUnited States
    JapanJapan
    Korea SouthSouth Korea

    BrazilBrazil November 7, 2008
    platform Nintendo Entertainment System , Super Nintendo Entertainment System , Game Boy Advance , Virtual Console
    genre Jump 'n' run
    Game mode Single player
    control NES controller
    language Japanese, English, German
    Age rating
    USK released from 0
    PEGI recommended from 3 years
    Super Mario Bros. 2 logo on the packaging

    Super Mario Bros. 2 (subtitles: Mario Madness ; also Super Mario 2 and Super Mario Brothers 2 ; abbreviated SMB2 ; Japanese. ス ー パ ー マ リ オ USA , Hepburn : Sūpā Mario Yū Esu Ē , which means Super Mario USA ) is a jump-'n '-Run - video game . The Japanese company Nintendo produced it under the direction of Kensuke Tanabe for the Nintendo Entertainment System (NES). It was published in the USA in October 1988 and in Europe in April 1989, and was not published in Japan until 1992 . The goal of the game is to save the fictional world of Subcon . For this, the four protagonists Mario, his brother Luigi, the princess and Toad must defeat King Wart.

    Nintendo wanted to bring a sequel to its 1985 hit Super Mario Bros. game on the market. The company considered the level of difficulty of the successor Super Mario Bros .: The Lost Levels published in Japan to be too high for the foreign market. For the non-Japanese market there was therefore a revised version of the game Yume Kōjō: Doki Doki Panic , which was named Super Mario Bros. 2 . Although the game contains the Mario characters, since it was not originally designed as a Super Mario game, it differs greatly from its direct predecessors and successors in terms of content and style.

    Super Mario Bros. 2 received mostly positive reviews, selling approximately 7.46 million copies. Only two other games for the NES were sold more frequently. Many of the game elements from Super Mario Bros. 2 were incorporated into later games in the series.

    action

    The protagonists of the game are the Italian plumber Mario from the Mushroom Kingdom, his brother Luigi, the princess of the kingdom and the princess' servant, Toad .

    Mario has a dream in which mysterious worlds are hidden behind a door. The next day, he, Luigi and the princess actually come across a door in a cave, behind which another world is hidden. This world is called Subcon , it is the land of dreams and was cursed by King Wart. With a dream machine, Wart fabricates evil creatures.

    It's up to Mario and his friends to defeat Wart and free the country. To get to Wart, you have to traverse grass, desert and ice levels and defeat several intermediate bosses.

    If the final boss Wart is defeated, an ending sequence follows and then the credits in which the characters appearing are named, but not the game developers. After the credits, the words The End (meaning: “End”) are displayed. The sleeping Mario serves as the background for the credits, so that the adventure can be interpreted as a dream of Mario.

    Game description

    Gameplay

    Nintendo Entertainment System with inserted Super Mario Bros. 2 module

    In Super Mario Bros. 2 is a two-dimensional platformers Run video game that the side-scrolling used technique. This means that the player looks from the side at the scenery and navigates his character through the levels while the screen section follows the character. In contrast to its predecessor, Super Mario Bros., you can also scroll back and up and down here. The game consists of twenty game sections (levels), which are summarized in seven worlds. Each world contains three levels, but the last world only contains two. The aim of the game is to cross all levels. The player has unlimited time for this. In order to master a level, obstacles such as opponents or abysses have to be overcome and finally a boss has to be defeated. At the end of the game the character fights against King Wart.

    Before each level, the player chooses a character . The level name is then displayed with an image from the level. The level is then shown in full screen. This is where the main game takes place. The number of life points available to the player is displayed on the left side of the screen.

    In the levels the player can find items with which he can strengthen his figure or defeat opponents more easily. If the playing figure is touched by an opponent, it loses one life point . The only exception is jumping onto an opponent from above. From this position the figure can lift and throw its opponent, for example to fight other opponents.

    The levels are not structured linearly, which means that to cross a level it is not sufficient to walk in one direction. Instead, detours often have to be taken, puzzles solved and keys found for doors.

    Pawns

    Characteristics of the game pieces
    property Mario Luigi Toad princess
    force 4th 3 5 2
    speed 4th 3 5 2
    Leap 4th 5 2 3

    For each level, the player can decide which character to play with. Since the four playable characters have different characteristics, the choice of a different character is possible depending on the level. Mario makes long jumps on average. Luigi jumps higher and further, but runs a little slower. Toad makes the smallest jumps, but he runs the fastest. When he carries an item, unlike the other figures, it does not have a negative effect on his speed. The princess jumps a little higher than Toad, runs slower, and takes more time to pick up items. To compensate for this, it can float in the air for up to one and a half seconds when jumping.

    Items

    Most of the items in Super Mario Bros. 2 are hidden under tufts of grass and must be pulled out. Under most of the tufts of grass there are simple vegetables that can be thrown at opponents.

    In each level, a magic potion is hidden under a tuft of grass, which is thrown and creates a door at the point of impact. The subspace is hidden behind this door . This is a mirrored version of the current game segment. The stay in the subspace is limited in time, and it only includes the part of the level that was visible at the point of impact. In this room the player can collect a mushroom which gives him an additional life point. In the subspace you can also pull coins out of the earth. These coins are used at the end of the level. There the player can play one game of chance per coin and receive bonus life.

    Not all items are hidden, for example the "POW block" known from the arcade game Mario Bros. , which, once thrown, defeats all opponents in the current image section. Cherries hanging freely in the air can also be collected, with an item appearing after every fifth cherry. It is a star. If this is collected, a short phase begins during which the character cannot be weakened or killed by opponents. After five pieces of vegetables have been pulled out of the ground, a stopwatch also appears. This ensures that opponents cannot move for a short time.

    Attempts and life points

    At the beginning of the game the player has three attempts (lives) and two life points at the beginning of each level. If the playing figure is touched by an opponent, it loses one life point. If she has lost all points or falls into an abyss, she loses one attempt. The character then enters at a specified restore point ( spawning ), provided that it still has another attempt. Otherwise it's game over.

    Background and development

    prehistory

    After the 1985 NES game Super Mario Bros. was very successful, Nintendo planned to quickly produce a sequel. The developers expanded the gameplay of Super Mario Bros. only slightly, but made more difficult levels. The result was a game that was published in Japan on June 3, 1986 for the Famicom Disk System under the title Super Mario Bros. 2 ; outside of Japan, it became known as Super Mario Bros .: The Lost Levels .

    When Super Mario Bros .: The Lost Levels was to be launched in America, Nintendo employees found that the game was too similar to its predecessor and that its level of difficulty was too high. Therefore another Mario successor was necessary for the export market.

    Original game Yume Kōjō: Doki Doki Panic

    Director Kensuke Tanabe
    Mario inventor and producer Shigeru Miyamoto

    The alternative to Super Mario Bros .: The Lost Levels for the market outside of Japan was also released by Nintendo under the title Super Mario Bros. 2 . This game is a revised version by Yume Kōjō: Doki Doki Panic ( 夢 工場 ド キ ド キ パ ニ ッ ク , ~ Panikku , dt. About "Dream Factory: Heartbeat Panic "). It was developed at Nintendo under the direction of Kensuke Tanabe and on behalf of the television broadcaster Fuji Television for its event Communication Carnival Yume Kōjō '87 .

    The company SRD , which works closely with Nintendo, developed a prototype, which Shigeru Miyamoto and the newly employed Tanabe examined. In the prototype, two players competed against each other in the vertical. This was intended as an alternative to the game principle in Super Mario Bros. , which is based on a horizontal floor platform. In order to lead the character up on the screen, stackable blocks and items served as stairs. Miyamoto was then commissioned to develop a game based on this prototype. He and Tanabe didn't find the gameplay interesting enough. In addition, it was too complicated for the technology of the console to have two players play against each other in this way at the same time. But without the two-player mode, the prototype wasn't much fun. Miyamoto therefore suggested reusing traditional elements from the earlier Mario game, such as horizontal scrolling. Although the game principle of the SRD prototype was ultimately largely discarded, it provided significant inspiration for the new game. For example, for Tanabe "picking up blocks [...] was the same as pulling vegetables out of the ground."

    So the old Super Mario Bros. -Team Yume Kōjō: Doki Doki Panic for the Famicom Disk System , a floppy disk drive for the Famicom, which is only available in Japan . It is considered to be one of the most successful games that support this drive. The team used the mascot of the Communication Carnival Yume Kōjō '87 as protagonists . Shigeru Miyamoto said he was responsible for thirty to forty percent of the game, so this time he was more involved than in the Japanese counterpart Super Mario Bros .: The Lost Levels . When he was developing Doki Doki Panic , he had already thought that it could also be a Mario game.

    Further development to Super Mario Bros. 2

    Doki Doki Panic was already similar to the Mario game series due to the same development team, so only a few changes had to be made under Tanabe's direction. The Communication Carnival mascots were replaced by characters from the Mario universe. In addition, other opponents have been added, the sound and graphics have been improved and the background story has been changed. The composer Kōji Kondō adapted the melodies . In addition, the team from Super Mario Bros. took on the shrinking function of the game characters. As a result, the heads of the shrunken figures had to be enlarged, otherwise they would have passed through impassable paths in the game.

    In the further development of Doki Doki Panic to Super Mario Bros. 2 , graphics and sound were improved or optimized: Compared to the Famicom, the NES enables a higher sound quality and thus better sound effects, and various items appear animated, those in Doki Doki Panic are still static were. The appearance of some enemies has also been adjusted, and when a bomb explodes it is no longer called "BOM" , but "BOMB" . The development team added items from Super Mario Bros. such as Super Mushroom or Koopa tanks and new enemies.

    Nintendo initially only released the finished game outside of Japan, also under the name Super Mario Bros. 2, like the successor game previously released in Japan. Because of its great success, it was also released in Japan on September 14, 1992, under the title Super Mario USA , for the Famicom .

    Composer Kōji Kondō

    music

    The music that was adopted for Super Mario Bros. 2 from Doki Doki Panic comes from the well-known video game composer Kōji Kondō. There is different background music for the game situations in the upper world, in the underground, when you have a star, in the subspace , with the boss, the final boss and during the credits. The star and subspace melodies are revised versions of the star and upper world melodies from Super Mario Bros. If the game is paused, only the bass notes of the melody play.

    Back then, computers had a limited number of audio channels; the NES had four. This limited the composers' possibilities, because a sound channel was already used for the percussion . In Super Mario Bros. 2 , a technique was used for the first time in video game history in which different sounds are played so quickly in succession that they appear to the listener at the same time. This allows four-part chords to be played in a single sound channel , while two channels remain available for other sounds.

    Super Mario Bros. 2 in the context of the Super Mario series

    Comparison with other Super Mario games

    The gameplay of Super Mario Bros. 2 has only "the main characters [...] and the same cute, innocent sense of humor" in common with other games in the series. The gameplay in Super Mario Bros. 2 is new. In Super Mario Bros. is about to make quick and precise jumps and compete against time, while in Super Mario Bros. 2 puzzle solving in the foreground by hidden items are sought in tufts of grass. The game pace of this game is slower in comparison.

    Unlike its predecessor, Super Mario Bros. , this game can only be played by a single player; there is no two-player mode. In the first game in the series, this was not considered completely well thought out. In addition, Super Mario Bros. 2 no longer includes a points counter, so the game is only about completing the story and no longer about improving a result measured in points. In addition to the gameplay, it also differed greatly from the other games in the series in terms of the background story and the location of the plot. Old enemies like Gumbas or Koopas do not appear, and familiar items like the fire flower are no longer used, but the star is. The graphic representation of the characters has been revised compared to its predecessor, so Mario's appearance now looks rounder and more comic-like. In addition, the figures are surrounded by a blue line.

    Influence on the Super Mario series

    The game influenced the following games in the series, for example doors, keys or mini-games in which the player can win items. The changed role of the princess, known from Super Mario 64 as Princess Peach , was discontinued . Only in Super Mario Bros. 2 is she a confident member of the team, in the previous and later games in the main series she is a helpless kidnapper . With Super Mario 3D World , Nintendo welcomed the noblewoman again as a member of the team in 2013, which means that the team as a whole again experiences a shared adventure like in Super Mario Bros. 2 , only this time in a three-dimensional world. She is the protagonist in series offshoots such as Mario Kart or Mario Party as well as in games such as Super Princess Peach .

    Enrique Domínguez noticed in Super Mario Bros. 2 as a change compared to its predecessor, in particular the changed system of the life point display. According to him, in Mario games there are two basic systems for visualizing the character's power. The first thing that has existed since Super Mario Bros. is to keep the character as large as possible and to give it special abilities with special items or suits. The second is the system practiced in Super Mario Bros. 2 of keeping the life indicator as full as possible. This is linked to the small or large state: The playing figure shrinks when only one life point is left, but when it is two or three points it is large. The representation by means of a life point display was also used in later Mario games, especially in the three-dimensional ones from Super Mario 64 .

    Another innovation for the Super Mario games is that there are more than two characters to choose from. The only other Super Mario Jump 'n' Runs that also have four characters with their own skills to choose from are Super Mario 64 DS and Super Mario 3D World . In addition, some opponents from Super Mario Bros. 2 were carried over to later Mario games, for example Shy Guys and Bob-ombs .

    reception

    criticism

    Players had to get used to the gameplay of Super Mario Bros. 2 . It is sometimes referred to as the " black sheep " of the series. Even so, it became popular and sold well. Super Mario Bros. 2 is a good game according to the IGN Entertainment website . It has a good, novel gameplay that is fun despite its unfamiliarity. The levels are also varied. As in Super Mario Bros., there are many hidden secrets. Chris Kohler said, “The gameplay was much deeper than that of the original Super Mario Bros .: the four different characters had different strengths and weaknesses, and the twenty levels were huge and maze-like, with far more hidden paths and secrets than in Super Mario Bros. . "

    The computer and games book author Steven A. Schwartz described in a book Super Mario Bros. 2 in 1991 . Among other things, he wrote: “The sound effects and the music are very good [...]. The graphics, especially those of the upper world, are simple and, frankly, a bit sparse. ”He found the game itself difficult, especially compared to its predecessor. This is also due to the fact that after a game over the player only has two more starts at the same place; then he has to start all over again. Depending on the situation, the characters are difficult to control because of their different properties. Also, the game no longer almost exclusively requires good reflexes, since the way to the level goal has to be found through puzzles.

    Steven L. Kent writes that Super Mario Bros. 2 is not a "real" successor because it was not originally a Mario game. Therefore, the game could not meet the high expectations of the players. “ Mario 2 was a pause filler,” claimed former Nintendo employee Howard Phillips .

    The website metacritic.com ranked Super Mario Bros. 2 the 10th best game in the main Super Mario series. In 2006, 1up.com ranked it 108th of the 200 best video games in their video game historical context. On a 2009 list of IGN's 100 best NES games, Super Mario Bros. 2 ranks 18th.

    Sales figures

    Super Mario Bros. 2 was purchased a total of 7.46 million times, 5.47 million of them in America, 1.29 million times in Europe and 0.70 million times in Japan. This makes it the third most sold NES game after its successor and its predecessor.

    Reception of the antagonist Birdo

    The authors Bill Loguidice and Matt Barton mention as an example of the unusual opponents in the game that will be used again in later Mario games, the boss opponent Birdo , a type of dinosaur that spits eggs on a horizontal trajectory. Birdo is depicted in pink with a bow on his head and with made-up eyes. According to the game instructions for Super Mario Bros. 2 , he thinks he is a girl.

    “He thinks he is a girl and he spits eggs from his mouth. He'd rather be called 'Birdetta'. "

    “He thinks he's a girl and he spits eggs out of his mouth. He'd rather be called 'Birdetta'. "

    - Nintendo : First version of the instructions for the game

    Nintendo later changed Birdo's gender. In later versions of the instructions, the text to Birdo was shortened, and in other games there is no longer any indication that Birdo is supposed to be male. Since Mario Tennis from 2000, Birdo has appeared as a couple in Mario games with the egg-laying male dinosaur Yoshi .

    Birdo is regarded as a transsexual video game character or as gender-confused. Birdo was followed by other video game characters whose sexuality was censored for the American market. In Japan, on the other hand, people are used to seeing trans or homosexual characters appear in computer games. The game Captain Rainbow , which was only released in Japan for the Wii in 2008 , revisits Birdo's gender. The figure is arrested there for having used the ladies' room as a man. Evidence needs to be gathered that Birdo is actually female. Finally, in Birdo's bed, there is a (illegally displayed) vibrator.

    Research by media scientist Marsha Kinder

    According to media scientist Marsha Kinder, professor at the USC School of Cinematic Arts, the fact that the player can choose between four characters is a marketing tactic. She claims preschoolers would be more likely to choose Toad as their protagonist, 7-14 year olds would be more likely to choose Mario or Luigi, and girls would prefer the princess as they are most likely to identify with these characters. Nevertheless, when choosing a character, attention is paid to its advantages in the game. She observed that the male children also choose the princess as a figure, as she can float for a short time. The boys made this choice at the risk of identifying as transgender .

    New editions and successors

    A PlayChoice 10 machine (Super deluxe version)

    Super Mario Bros. 2 is one of ten games from the PlayChoice-10 arcade machine .

    In 1993, Super Mario All-Stars was released for the Super Nintendo Entertainment System . This game collection includes Super Mario Bros. , Super Mario Bros. 2 and Super Mario Bros. 3 , the games have been graphically and acoustically revised and a memory function has been added. The collection also includes Super Mario Bros .: The Lost Levels , which is the first time it has been released outside of Japan.

    For the Game Boy Advance , the four-part game series Super Mario Advance came out from 2001 , which consists of new editions of older Super Mario games. The first game in the series is a remake of Super Mario Bros. 2 called Super Mario Advance , which was released on March 21, 2001. This is the first game for the Game Boy Advance. A remake of the arcade classic Mario Bros. has also been added to the game. Super Mario Bros. 2 has again been heavily revised graphically and acoustically compared to the SNES version, for example the characters now speak. Changes to the content were also made.

    2007 Super Mario Bros. 2 was also responsible for the Virtual Console of Nintendo Wii published on May 25 in Europe on July 2 in the US and on August 10 in Japan. The price is 500 Wii Points , which corresponds to 5 euros. The game is identical to the NES version. After it was already released on November 28, 2012 on the Japanese Nintendo 3DS Virtual Console, it was also released in Europe on August 7, 2013.

    The successor to Super Mario Bros. 2 is Super Mario Bros. 3 . It was published in Japan in 1988, in the USA and in Europe in 1990 and 1991, respectively, for the NES. The game is based more on the first Super Mario Bros.

    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 , XII: Mario Madness, The Turning Point In The Series, pp. 288-305 .
    • Nitin Chopra: Super Mario Bros. Heritage . ( stanford.edu [PDF]).
    • Enrique Alejandro Pérez Domínguez: Viva la Vida and the metaphor of life in Marios games . 2009 ( pancredad.com [PDF] Dissertation at the IT University of Copenhagen ).
    • Jon Irwin: Super Mario Bros. 2 . Bossfightbooks, 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 .
    • Marsha Kinder: Playing with Power in Movies, Television, and Video Games: From Muppet Babies to Teenage Mutant Ninja Turtles . University of California Press, 1993, ISBN 0-520-07776-8 ( limited preview in Google Book Search).
    • Chris Kohler: Power Up . BradyGames, Indianapolis, Indiana 2004, ISBN 0-7440-0424-1 , Coming Home: Super Mario Bros., pp. 54-63 .
    • Bill Loguidice, Matt Barton: Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time . Focal Press, Boston and Oxford 2009, ISBN 0-240-81146-1 .
    • Steven A. Schwartz: The big book of Nintendo games . Compute Books, 1991, ISBN 0-87455-248-6 .
    • David Sheff, Andy Eddy: Game Over Press Start To Continue: The Maturing of Mario . Cyberactive Publishing, Wilton, CT 1999, ISBN 0-9669617-0-6 .
    • Sabine Scholz, Benjamin Spinrath: Super Mario Encyclopedia - The First 30 Years 1985-2015. Tokyopop, Hamburg 2017, ISBN 978-3-8420-3653-6 , pp. 24–31.

    Web links

    Remarks

    1. The level name is made up of the current world and the current level within the world: For example, the second level of the third world is level 3-2.
    2. The values ​​come from the character selection screen of the GameBoy Advance version of Super Mario Bros. 2.
    3. Doki Doki should onomatopoeic illustrate palpitations, that can be associated with Panic rough with Heartbeat panic transmit, see. gamesradar.com .

    Individual evidence

    1. a b c Super Mario Bros. 2 (NES) ( Memento from February 8, 2013 in the web archive archive.today )
    2. Super Mario History 1985-2010, booklet for the Super Mario All-Stars 25th Anniversary Edition
    3. a b Super Mario Advance for Game Boy Advance at mobygames.com. Retrieved June 30, 2011 .
    4. a b Super Mario Bros. 2 ™. (No longer available online.) Nintendo Germany, formerly in the original ; Retrieved June 14, 2011 .  ( Page no longer available , search in web archivesInfo: The link was automatically marked as defective. Please check the link according to the instructions and then remove this notice.@1@ 2Template: Dead Link / www.nintendo.de  
    5. a b Super Mario Bros. 2. (No longer available online.) Nintendo USA, archived from the original on November 24, 2010 ; accessed on June 14, 2011 . Info: The archive link was inserted automatically and has not yet been checked. Please check the original and archive link according to the instructions and then remove this notice. @1@ 2Template: Webachiv / IABot / www.nintendo.com
    6. a b VC ス ー パ ー マ リ オ USA . Nintendo Japan, accessed June 14, 2011 (Japanese).
    7. Loguidice, Barton page 279/280
    8. a b c d Schwartz, page 289
    9. a b c d e f g Kohler, page 217
    10. Loguidice, Barton, p. 279
    11. Kohler, p. 216.
    12. a b c d e f The Secret History of Super Mario Bros. 2 at Wired.com. Retrieved June 4, 2011 .
    13. wired.com; Original quote: "Picking up blocks was the same thing as pulling out vegetables from the ground."
    14. Super Mario - The Plumber's Way at wii.gaming-universe.de. (No longer available online.) Archived from the original on August 25, 2010 ; Retrieved November 20, 2010 . Info: The archive link was inserted automatically and has not yet been checked. Please check the original and archive link according to the instructions and then remove this notice. @1@ 2Template: Webachiv / IABot / wii.gaming-universe.de
    15. Chopra, page 4
    16. Quoting from Kent, p. 364; Original quote: "the lead characters [...] and the same cute, innocuous sense of humor"
    17. Kent, p. 364 f.
    18. N-Zone, edition 01/11; Page 45
    19. a b c Super mario Bros. 2 Review at uk.wii.ign.com. Retrieved November 30, 2010 .
    20. Character design for mobile devices . Gulf Professional Publishing, 2006, ISBN 0-240-80808-8 , page 161.
    21. a b c d e Loguidice, Barton page 280
    22. James Newman: Videogames . Routledge, 2004, ISBN 0-415-28191-1 , page 54.
    23. Domínquez, pages 3/4
    24. a b Top 100 NES Games - 18. Super Mario Bros. 2 at ign.com. Retrieved September 12, 2011 .
    25. N-Zone, edition 03/2011, p. 77
    26. ^ Quote from Kohler, p. 217; Original quote: "The game play was much deeper than that of the original Super Mario Bros .: the four different characters had different strengths and weaknesses, and the twenty levels were gigantic and mazelike, featuring far more hidden paths and secrets than in Super Mario Bros . "
    27. Quotation from Schwartz, page 290; Original quote: “The sound effects and music are very good […]. The graphics, especially those above ground, are uncluttered and, frankly, a bit sparse. "
    28. Schwartz, p. 290
    29. Quoting from Kent, p. 365; Original quote: "true"
    30. Quoting from Kent, p. 365; Original quote: " Mario 2 was a gap filler"
    31. Kent, p. 364 f.
    32. Best and Worst Mario Games at metacritic.com. Retrieved July 22, 2011 .
    33. The Greatest 200 Videogames of Their Times at 1up.com. (No longer available online.) Archived from the original on October 25, 2012 ; Retrieved July 22, 2011 . Info: The archive link was inserted automatically and has not yet been checked. Please check the original and archive link according to the instructions and then remove this notice. @1@ 2Template: Webachiv / IABot / www.1up.com
    34. The Top 7 That's a Dude !? game charakters at gamesradar.de. Retrieved May 4, 2013 .
    35. Yoshi: Evolution of a Dinosaur at wii.ign.com. (No longer available online.) Archived from the original on May 28, 2010 ; Retrieved May 4, 2013 . Info: The archive link was inserted automatically and has not yet been checked. Please check the original and archive link according to the instructions and then remove this notice. @1@ 2Template: Webachiv / IABot / wii.ign.com
    36. Yoshi: Evolution of a Dinosaur at wii.ign.com. (No longer available online.) Archived from the original on May 28, 2010 ; Retrieved May 4, 2013 . Info: The archive link was inserted automatically and has not yet been checked. Please check the original and archive link according to the instructions and then remove this notice. @1@ 2Template: Webachiv / IABot / wii.ign.com
    37. the Escapist: Too Gay for the USA at escapistmagazine.com. Retrieved May 4, 2013 .
    38. Chris Kohler: Captain Rainbow: Birdo's Gender Crisis at wired.com. Retrieved May 4, 2013 .
    39. ^ Marsha Kinder, Ph.D. at cinema.usc.edu. Retrieved July 31, 2011 .
    40. ^ Children, page 107 ff.
    41. super mario bros 2. video game, nintendo (1988). In: arcade-history.com. Retrieved July 9, 2011 .
    42. Super Mario All-Stars at uk.cheats.ign.com. (No longer available online.) Archived from the original on November 3, 2010 ; Retrieved November 30, 2010 . Info: The archive link was inserted automatically and has not yet been checked. Please check the original and archive link according to the instructions and then remove this notice. @1@ 2Template: Webachiv / IABot / uk.cheats.ign.com
    43. Super Mario All-Stars at mobygames.com. Retrieved November 30, 2010 .
    44. First Impressions: Super Mario Advance at uk.gameboy.ign.com. (No longer available online.) Formerly in the original ; Retrieved November 30, 2010 .  ( Page no longer available , search in web archivesInfo: The link was automatically marked as defective. Please check the link according to the instructions and then remove this notice.@1@ 2Template: Dead Link / uk.gameboy.ign.com  
    45. Super Mario Advance at mobygames.com. Retrieved November 30, 2010 .
    This article was added to the list of articles worth reading on September 16, 2011 in this version .