Recurring miniboss Birdo eventually began switching sides.
Enemies that were never meant for Mario, like Shyguys and Bob-ombs, became series regulars. Just because SMB2 is an outlier doesn’t mean it didn’t leave a mark on future Mario games. While Miyamoto was involved in both games, the injection of a new franchise into the world of Mario made for some striking oddities. Initially made to integrate vertical climbing into a Mario-style game, Yume Kōjō or less became a Mario game. Nintendo trusted Phillips, choosing to reskin a game that had long been seen as familiar to Mario games, Yume Kōjō: Doki Doki Panic. This game was far too challenging for the American player, who was likely far less experienced than a Nintendo employee. When the Japanese version of the Mario sequel got into Phillips’ hands, he expressed a worry like never before. Nintendo’s official montage for Super Mario Bros. Phillips quickly rose the company, advising Mario and Zelda creator Shigeru Miyamoto on potential American reactions to games. Talking to people at arcades, Phillips understood what players did, and did not, like about each particular game.Īll of this was a godsend to the founders of Nintendo of America, frat bro salesmen, and relatives to Nintendo employees who did not play games naturally. But more than just a warehouse manager, Phillips became a go-between for American players and Japanese executives and game-makers. Just outside of Seattle, a man named Howard Phillips got a job through a friend managing Nintendo’s warehouse and shipping arcade cabinets. While Nintendo of America makes its capital Manhattan, it gets games from Japan sent to Washington state. The game was a smash hit.įlashback six years to 1980, when Nintendo first started its Nintendo of America subsidiary. In an effort of increasing the difficulty of the first game but not changing much else, a sequel was born and released in Japan in 1986. Playing through the harder version, Nintendo employees found that they actually enjoyed the new challenge. The main difference? That game was much harder - in order to better take player’s money. In looking to create a Super Mario sequel, Nintendo first looked for inspiration in the closest thing available: its rejiggered version of the first game which was put in arcades. Different gaming cultures wanted different things out of games. 2 is one of the first moments where video game companies began to realize that their markets around the world were not universal. SMB 3 solidified the popular conception of Mario gameplay: jumping, shells, question mark blocks. 3 was released these changes were scrapped. Game companies experiment with their properties all the time.
Instead, you have to pick up radishes from the ground and toss them at enemies.Īt the time of its release, as noted by a video from the channel Gaming Historian, this wasn’t seen as much of a big deal. The game also doesn’t play like other Mario games with jumping on shells and mushrooms.
The game allows for more character choice than other pixel-era Mario games, adding Peach and Toad into the mix. It’s something of an anomaly in the franchise. 2 is a fun game to play, especially with a friend.