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/vr/ - Retro Games


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File: 48 KB, 256x240, Super_Mario Brothers_2_(NES)_01.gif [View same] [iqdb] [saucenao] [google]
6858354 No.6858354 [Reply] [Original]

For Super Players

What does /vr/ think of Super Mario Bros. 2?

I just replayed the game (All-Stars version) for the first time since I was a kid. It's really cool how the game rewards you for moving fast and keeping your momentum. A lot of the time the obstacles will all be in the right places if you just keep moving fast. There's a few dirty tricks like placing invisible blocks in places that will screw up your jumps, but thankfully that's not too common.

>> No.6858361
File: 401 KB, 962x1200, mario 2.jpg [View same] [iqdb] [saucenao] [google]
6858361

>> No.6858392

>>6858354
Instead of being a stand-alone game, it deserves to just be level 9+ of the first game.

>> No.6858397

It's difficulty is weird. Its not really platformer difficulty, its often like a puzzle game. Forward progress sometimes isn't what it looks like and the game goes out of its way to undermine the "rules" the first game established like placing multiple Bowsers or backwards warp zones. It has the feel of an early kaizo hack before that was a thing, which makes it different than just "a hard Mario game." Having to play it several times to access the extra worlds is dumb, too. All Stars thankfully fixed that.

>> No.6858407

>>6858397
Double post

That said, I like it. I just completely understand why it wasn't an acceptible "Super Mario Bros. 2" for most people.

>> No.6858419

>>6858392
2nd play through of the original.

>> No.6858426

Its shit

>> No.6858436

>>6858397
Yeah, the game likes to mess with your expectations in the same way as a romhack. Stuff like adding bloopers outside of water adds to that too. I thought the same thing about it feeling more like a puzzle game sometimes than a regular platformer.

Some interesting levels
>castle level that looks like a looping maze, but actually you just keep going without taking any pipes
>castle C-4 with a fire stick in a very tight passage, but there's a hidden mushroom near the start letting you take the hit
>level that loops endlessly unless you take a vine up to the clouds and find the flagpole there

>> No.6858442

https://www.youtube.com/watch?v=R5918K_4Pq0

>> No.6858475

Here's a crazy thing, I found out that the best use of the drug alpha-pvp is playing Lost Levels.
It seems so counterintuitive, but you enter this beautiful zone and it all flows

>> No.6858518

>>6858475
https://www.youtube.com/watch?v=D8M8I2SYEiA

That said, maybe part of it is because this is a game where you end up memorizing things and once you've figured it out you just get into a flow executing what you know. Feels satisfying without drugs too. You might get a similar effect 1CCing a shmup or something.

>> No.6859439
File: 103 KB, 250x262, 250px-SMB_LL_Bowser's_Brother_Artwork.png [View same] [iqdb] [saucenao] [google]
6859439

>bowser's brother
deepest lore

>> No.6859484

>>6858354
>What does /vr/ think of Super Mario Bros. 2?
Possibly the best platformer in existence

>> No.6860627

i can't even beat world 4 on the original super mario

>> No.6861067
File: 574 KB, 950x1200, KoopaTroopa.png [View same] [iqdb] [saucenao] [google]
6861067

I like it, even if it's ridiculous. It's satisfying to beat SMB1, so I do plan to beat SMB2 someday.

>> No.6861460

>>6858407
It was, hamburgers aren't people.

>> No.6862961

>>6858354
Glorified romhack and a shitty one at that

>> No.6862985

>>6862961
Should have been called Vs. Super Mario Bros+ or Super Mario Bros Arcade since it's basically an enhanced port of the SMB1 arcade version.

>> No.6863196

>>6858354
>There's a few dirty tricks like placing invisible blocks in places that will screw up your jumps, but thankfully that's not too common.
You're one of few I've seen that actually understand the game. These obstacles like hidden blocks that kill you or long jumps aren't incessant unreasonable aspects that ruin the game, they just keep you on your toes. As long as you don't get mad when you die, it leads to experimentation and increased fun in the levels. Purely as a "game" it's much better than the first Super Mario Bros for the interesting challenges each level offers. You just have to approach it with an open mind and git gud. The game was marketed as "for super players" anyway. It was made for Japanese people who had mastered Super Mario Bros specifically. Still, NoA was probably right that Americans would just not get it.

>> No.6863217

>>6858354
it's always felt like the zelda 2nd quest to me. That game had 2 dungeon set ups and didn't sell it as a sequel. I respect the greater challenge, but it was the right call to port doki doki instead.

>> No.6863292
File: 27 KB, 400x400, jeHefvRu_400x400.jpg [View same] [iqdb] [saucenao] [google]
6863292

>>6858354
Gamers in 1986 hated it, thinking it was more like an expansion pack than a proper sequel.

>> No.6863328

>>6858354
To understand SMB2, you need to understand the context behind its original release. It was not a sequel in a modern sense. SMB1 was on the market for a year in 1986, and SMB2 was an expansion pack for very hardcore fans. For instance, you had to master the infinite lives trick as it was mandatory to complete the game (similar to Makaimura, which required a continue code). It was advertised as an impossible challenge to fire people up.
But Nintendo couldn't release this game in the US because American kids in 1986 were not used to the NES like Japanese kids were used to the Famicom. Something as advanced as Super Mario 2 would scare them away, and Nintendo wanted to uphold the Mario brand on this new market.
So those who call it a bad or a sadistic game for being too difficult do not understand that whoever was playing Super Mario 2 in 1986 knew exactly what they were getting into, the difficulty was the whole point. It's similar to Dark Souls.

>> No.6863389

>>6863292
He didn't say that.

>> No.6863402

>>6863328
>>6862985
https://themushroomkingdom.net/interview_miyamoto_nc_smb_25th.shtml
>There was an arcade system called the VS system that was based off of the Famicom. We decided to use that to make Super Mario and we started changing the levels because we could. As we played with it we made very challenging levels. We thought it would be fun if the levels got even harder, and we worked on it. They were a lot of fun. Of course it was fun because we made the game and were used to play [sic], and we weren't sure if this would be fun for people who never played. But we were certain that this was a lot of fun for those who played Super Mario Bros. immensely. We made it so you could get infinite 1-UPs from the beginning to prepare you for the levels to come, and some of those levels would whacky [sic] or defy the laws of physics. We made it adding those things and it was fun. But we thought it would be hard for first time players so we put a sticker on the package that said "For Super Players". In America this was released as Super Mario Bros.: The Lost Levels, but how is it? Is it really hard? [laughs]
Miyamoto interview from 2010 talking about those things.

>> No.6863967

>>6858354
Pretty enjoyable although very difficult

>> No.6864030

>>6858354
I actually like it quite a bit, levels aren't really long enough for the difficulty to get annoying and outside of World 9, you have continues from the start of the world in the original and at the level you died on in All-Stars. The only gripe I have with it is the requirement for unlocking Worlds A-D in the original FDS version.

>> No.6864332

>>6862961
>>6862985
seething burgerlards
>>6863292
nice headcanon, EOP
>>6864030
reasonable

>> No.6865238

>>6858354
Too many reused assets and a generally unsatisfying, blatantly try-hard level design leaves much to be desired.

>> No.6865335

>>6865238
What Youtube video is this quoted from?

>> No.6865459

>>6858354
I enjoyed it as a kid, both of the US releases of it touted it as exactly what it was which was simply a super-hard level pack for SMB1 so I never misunderstood its intentions. Never even knew it was the actual SMB2 until after the turn of the millennium. It's very tough but when you're a kid and have all the time in the world, once you've gotten good from beating SMB1 it's quite fun which was the entire point. Totally get why they didn't release it as SMB2 over here though, I don't think it holds its own as a standalone full price game. Not to mention that SMB2US is a fucking fantastic game and I like it more than SMB1 and Lost Levels in the first place.

>> No.6865623

>>6859439
Where does it mention Bowser's brother?

>> No.6865830

>>6865623
The blue Bowser used to be called Bowser's brother, they retconned him to just being an imposter now though.

>> No.6866164

Kusoge

>> No.6866263

>>6863328
>It's similar to Dark Souls.
I weep and cry every day I look at this board once the new rule has been put in place.

I hope you retards all choke on a dick and fuck off back to >>>/v/

>> No.6866350

>>6866263
It's a good analogy. Dark Souls is known as the hardcore game, and people play it to prove themselves. SMB2 was the same deal, but in 1986.

>> No.6866757

>>6861460
seething bitch- remember that nintendo OFFICIALLY named the American SMB2 as the official SMB2

>> No.6866790

>>6866757
Not in Japan. It was always called Super Mario USA there, because Doki Doki Panic was fairly popular.