Super Mario Bros. 2 (NES)
|Super Mario Bros. 2|
Also known as: Super Mario USA (JP)
This game has a prototype article
As most Nintendo fans already know by this point, the game released as Super Mario Bros. 2 outside of Japan was not the same Super Mario Bros. 2 that Japan had gotten in 1986. Due to a negative internal testing response to the Japanese Mario 2, Nintendo chose not to localize it and instead took another game they made and modified it to serve as the Mario sequel for the West.
Nevertheless, Mario 2 was a smash hit, and many characters and enemies introduced in this game (including Birdo, Shy Guys, Ninjis, Pokeys, etc.) were gradually incorporated into future games set in the Mario universe.
- 1 Sub-Pages
- 2 Unused Graphics
- 3 Unused Death Sound
- 4 Full Subspace Music
- 5 Unused Text
- 6 Revisional Differences
- 7 Regional Differences
- 8 Virtual Console Changes and Unused Content
| Changes from Yume Koujou: Doki Doki Panic|
It takes a lot to convert a promotional item into a wildly-popular game.
Doki Doki Panic Leftovers
Found among the graphics used in the ending scenes.
A magic lamp. This became the Potion, and has the same effect (creates a door to Subspace).
This heart was the equivalent to the Mushrooms found in Subspace. Interestingly, one page of the instruction manual mentions that Subspace has hearts in certain places despite having just introduced the Mushroom on the previous page.
A lock and a metal platform, used in the ending of Doki Doki Panic for the cage where Wart kept the two children he kidnapped in the prologue. Neither the objects nor the cage (nor the children, for that matter) have any equivalent in Super Mario Bros. 2.
The original Albatoss sprite, no longer used as SMB2 uses a new and more elaborate set of sprites for it. The first half of the first sprite is duplicated 8 times in the graphical data for the playable characters.
Yes, money; dollars, in fact. This was used in the ending of the prototype where, instead of showing how many times each character was used, you received "Prize Money" based on the number of lives used - fewer deaths awarded more money, up to $10,000,000.
Hidden in the tileset for the desert stages is a little smiley face that isn't used anywhere in the prototype, final, or Doki Doki Panic. It appears to just be a placeholder.
Eighth Animation Frame
The animated tiles, such as the POW Blocks and Cherries, have eight frames of animation. However, due to a bug, only the first seven frames are displayed. To fix this and cycle through all eight frames, set $FAF5 ($1FB05 in the ROM) to $28 or use Game Genie code AXNYSZTX. Note that the graphics for the top of the waterfall, the POW Block, the slower quicksand, and Albatoss are unique to this missing frame.
The Albatoss and POW Block have noticeably smoother animations with the missing frames added.
Book Border Tiles
The between-level and pause screens in Doki Doki Panic are two screens wide and resemble an open book, which makes sense given that nearly all of the game takes place inside a storybook. SMB2 shrunk these to one screen and the book theme was (mostly) removed, but the extra tiles can still be found in the CHR data.
Unused Death Sound
The game is programmed to play a DPCM sample when the player dies (a recording of the sound heard in Doki Doki Panic, in fact). However, due to the fact that the sound engine silences DPCM samples on music track changes, the sound does not actually play.
Full Subspace Music
The Subspace music lasts 14 seconds and loops, but only the first ~7 seconds are heard due to that being the duration of each Subspace visit. The easiest way to hear the full track in-game is to pick up a Starman, enter Subspace, and then exit just before the invincibility wears off; if done correctly, the Subspace music will continue to play until the next track change.
To hear the full song at the title screen, use Game Genie code KEOOXXSE.
The full track also plays in Super Mario Maker 2 upon collecting the SMB2 Mushroom and hitting a P-Switch.
The string "ZELDA" is present at ROM address 0x1FFFB. It appears that Nintendo copied the PRG footer/vector table from The Legend of Zelda (another FDS-to-NES conversion) and simply forgot to change the title.
|Revision 0||Revision 1|
Normally, hitting a mini-Fryguy with a Mushroom Block will cause it to disappear in a puff of smoke. In the original release, however, if you manage to hit one while your character is shrinking, it will flip upside-down and fall off the screen instead.
This somehow confuses the game into thinking there are mini-Fryguys left even after the rest are extinguished, and hence the exit will never appear. This game-breaking bug was fixed in Revision 1.
|US Revision 0 (NTSC)||US Revision 0 (PAL)|
Revision 1 adds an extra NMI wait before drawing the Bonus Chance screen layout. This was done to resolve an issue where the screen fails to render properly on PAL consoles (essentially, an NMI occurs immediately after the pointer to the screen layout data is set, which causes it to be erased before the game can actually do anything with it). While US Revision 1 was not released in PAL territories, it was used as the basis for PAL Revision 0.
Despite them already having Yume Koujou: Doki Doki Panic and a game called Super Mario Bros. 2, Nintendo released Super Mario Bros. 2 in Japan more than four years after the US release under the title Super Mario USA to differentiate it from their aforementioned Mario 2, due in part to the inability to rerelease Doki Doki Panic due to copyright issues with Fuji TV. Aside from the modified title screen, which now uses the same brown and black palette as the Bonus Chance screen instead of the original red and blue palette, it is identical to US Revision 1.
Virtual Console Changes and Unused Content
Do more research on this, and see if there's anything else the 3DS VC version changes/leaves unused.
The Virtual Console's config.ini contains unused text related to a variety of things.
|76||NetDelay = 3 ;Multi Play - Network Delay Frame||Possibly some kind of lag compensation for wireless play? It's unusual to see this option here as Super Mario Bros. 3 is the only VC game to allow wireless multiplayer, as well as the fact that SMB2 is a single-player game.|
The file buildtime.txt contains the build time string "4月 12 2013 13時14分15秒", which translates to "April 12th, 2013 1:14:15 PM".