25 Years of NES Part 5: Super Mario Bros. 2

Now that Mega Man is taken care of its time to move on to another great sequel Super Mario Brothers 2, the secret best Mario game (If you do not get the reference you should listen to Retronauts).  Super Mario Bro. 2 is a game with a complex history and some of the best platforming on the system.

I know some readers are now crying out that the SMB 2 that I’m writing about is not the “real” SMB 2 and all I have to say is “bullshit.”  Yes, Japan did get an entirely different game named Super Mario Bros. 2 than we did here in the United States, but the one we got is the better version of Super Mario Bros. 2.  Japan’s SMB 2, known locally as the Lost Levels, is warmed over SMB with added spite.  The innovations in that game are terrible things like poison mushrooms and invisible wind bursts.  Our SMB 2, on the other hand, was greatly influential to the future of the Mario series.  Shy Guys and Birdo are enemies that continually show up in the various Mario Parties and Sports games.  Any time the secondary cast of Mario games – Luigi, Peach and Toad – are playable nowadays there is a great chance their controls will be based on their SMB 2 counterparts.  Most importantly the American Super Mario Bros. 2 is a great game with colorful, detailed graphics and solid, if a bit easy, gameplay.  So if any player feels ‘cheated’ by getting this game get over it; this is the real Super Mario Bros. 2.

I feel like I have to explain how SMB 2 came to be.  In Japan the game we know as SMB2 is known as Doki Doki Panic.  I have never played DDP, but I assume it plays about the same as Super Mario Bros. 2.  It was created by Nintendo’s golden boy Shigeru Miyamoto, his involvement is a big reason it feels like later Mario games.  The reason Doki Doki Panic became Mario 2 is that by the time for Nintendo to release a Mario 2 in America, the original Mario 2 would have seemed dated on top of not being any good.  So Nintendo basically did a sprite swap in Doki Doki Panic to make it the real Super Mario Bros 2 and everybody won.

One of the biggest changes from Mario Bros to Mario Bros 2 is that instead of Mario and Luigi being playable and playing identically there are four different unique playable characters.  In addition to Mario and Luigi this game has Peach and Toad.  They all have different abilities.  Well, the same basic moves, they just work in different ways.  Mario is the base character.  His momentum and jumping ability are the normal setting.  Luigi jumps higher than Mario, but he is also much harder to control.  He slides back and forth and is generally infuriating.  Luigi is the expert character; once you learn to control him he makes large parts of the game much easier.  If Luigi is the expert character then Princess Peach is the beginner character; she does not jump quite as high as Luigi but she can float for a limited amount of time before she comes back down.  It makes the jumps all much easier.  Toad’s jumping abilities are not that different from Mario but he can dig really fast and I rarely use him.  Still, having 4 different playable characters adds tons of replay value, which is good because SMB 2 is short.  As in beaten in about an hour short.

Another deviation from the Mario formula is that jumping on enemies head’s does not kill them.  You can ride them or pick them up and throw them, making for interesting but very different gameplay.  And instead of Goombas and Koopa Troopers the game has shy guys and Birdo.

While very different, SMB2 is also very good.  It is more of a puzzle game than other Mario games.  Getting to the end is not the challenge, at least not as much as figuring out how to get there is.  You must find keys guarded by frightening masks.  Passages must be cleared using a limited number of bombs.  Potions that take the player to a shadow area must be thrown in specific areas to get power ups.  All in all it is very different from other Mario games, but Super Mario Bros 2’s uniqueness is a large part of its charm.  There are other strange things in SMB2, though their uniqueness is debatable.  At the risk of spoiling a more than 20 year old game, SMB2 ends with an it was all a dream reveal.  The whole game is Mario’s nightmare.  Another strange thing is Birdo.  Of the manual it to be believed, and being an NES manual it is probably not, then Birdo is some sort of trans character that wishes it was a girl so it could lay eggs.  This is why it shoots eggs out of its nose.  Truly a bewildering creature.  And the 2nd best thing in all of ever (number one of course being Frankenstein’s Monster riding a motorcycle, swinging a sword and quoting Milton) is in this game you pull a turnip out of the ground and it turns into a rocket ship.  Yes, a turnip rocket!

There is no other game like SMB2.  No game has its convoluted history, its puzzley platforming, or the sheer amount of unique weirdness.  Some games may match it in places, but none has them all.  Despite being an entry in a long running franchise, Super Mario Bros 2 is unique.  Even if you do not think it is a good game, in which case you are demonstrably wrong, it’s worth playing just for the novelty of it.  This, the real Super Mario Bros 2 is one of the most fun and individual games on the NES.

pictures from the VG Museum.

Scott’s Almost on Sunday Comic Book Review

Superman 701: written but JM Straczynski and drawn by Eddy Barrows.


Part of me wants to make a spirited defense of this issue against the ridiculous reaction its gotten from around the internet, like I should have done for JMS’s Brave and the Bold 33, but I just can’t bring myself to when it’ll only amount to “it’s not that bad.”  But it’s not that bad.  Superman walks through Philadelphia, helping people along the way.  Most people have chosen to interpret his help as examples of “superdickery” but they really are not.  Superman tells a man his heartburn might be something more, but he doesn’t immediately fly him to a hospital.  So that makes Superman a dick?  He cleans a diner’s storeroom to pay for his lunch; fly’s an obnoxious reporter into the air to prove he still has his powers and cleans some drug dealers out of a neighborhood by lighting their drugs on fire with his heat vision.  All small things and fairly well done.  He also talks a jumper down off a ledge.  Grant Morrison did this better in All-Star Superman, but as that is the best Superman story ever it is forgivable.  The fact that he would have let her jump if that were what she really wanted is good.  He is there to save her if she wants to be saved and his power his convincing her she does.  It ends with Superman jabbering at some dog walker about being a hero.  That part, and much of his talking the woman down are done poorly, but overall Superman 701 is good, if a little disappointing.

Batman 701:  written by Grant Morrison and drawn by Tony Daniel.


Morrison continues his brief return to Batman proper by telling a story that doesn’t need to be told.  This and the following issue tell the story of what happened to Batman between the RIP storyline and Final Crisis.  Judging solely on this issue the answer to what happened is “not much.”  Batman escaped the chopper crash and went home to get a call from Superman about the inciting incident of Final Crisis.  I do not mean to say that this is a bad issue, just a pointless one.  If the next one tells a meaningful story ,this one will be fine as the set-up, but as of now I have a hard time forming any feelings about it at all.

Avengers Academy 2:  written by Christos Gage and drawn by Mike McKone.


The training of some would be heroes/villains by some third rate heroes continues.  This issue focuses on Finesse, who is basically a young Taskmaster.  I am not sure what to make of this comic.  Hank Pym, the former Ant-man, Giant-man, Goliath, Yellowjacket, and current Wasp, training youngsters who could possibly become villains is a good idea.  Despite his long career as an Avenger, Pym hit’s many marks on the villain checklist. (mad scientist, jealous of the heroes, possibly truly insane)  And the only story anyone remembers about him is that one time he smacked his wife.

(Mini-Rant:  Why can people not forget this story?  It wasn’t that good a story and in it, Pym can barely be called an abusive husband, as he is clearly not in his right mind when he smacks Janet.  His back-story includes multiple mental breakdowns and he is obviously in the midst of one there and not in his right mind.  Not that that wholly excuses his behavior, but crazy makes one not guilty in court.  Spidey wasn’t crazy when he smacked Mary Jane and I am sure I could find other examples of other Superhero husbands being dicks to their wives, but Pym’s only story is wife-beater.)

Still, this issue is okay.  I’m not sure what Finesse wants to learn from Quicksilver, but her struggles to fit in could be interesting.  I can’t say I’m in past the next issue, though.

Batgirl 12: written by Brian Miller and drawn by Lee Garbett and Pere Perez.


So ends the first year of Stephanie Brown as Batgirl and it’s been one pretty good year.  This title got off to a fairly rough start, but it has really hit its stride lately.  This was another great issue.  Batgirl and Wendy, the Calculator’s daughter and friend of Oracle, save Oracle and Gotham City from the Calculator and his techno-virus.  A satisfying conclusion to this storyline.  And Wendy gets set up where it was obvious she would be since this comic started; as Oracle’s official protégé Proxy.  I really like how Stephanie’s confidence and competence has grown so far and I’m really looking forward to more of this series.

Booster Gold 34: written by Keith Giffen and JM DeMatteis and drawn by Chris Batista.


The writers continue to go back to their glory days with the Justice League International, with great results.  Booster’s sister returns to hear Booster and Rip Hunter talking about getting rid of the little girl Booster saved a couple of issue’s ago and immediately bonds with the girl.  Booster, meanwhile, goes looking for proof of Max Lords existence in the JLI again.  This time he gets roped into a mission with Blue Beetle, Mr. Miracle and Big Barda.  The fact that all three are currently dead is mildly morbid and the writers seem to desperately want Blue Beetle back alive to write a Blue and Gold comic, but it’ll never happen.  By a slim margin over Batgirl, this was the book of the week.  Mostly because it is hilarious and Barda punches out a dragon.  That is hard, nay impossible, to top.