Background and conception Nintendo originally released a different game called
Super Mario Bros. 2 for the
Family Computer Disk System in 1986 (later released as
Super Mario Bros.: The Lost Levels for
Super NES as part of
Super Mario All-Stars). Its engine is an enhanced
Super Mario Bros., with the same gameplay and more complex level designs, character features, and weather features. Some of the advanced level content had been culled from
Vs. Super Mario Bros., a 1986 coin-operated arcade version of the original
Super Mario Bros. for NES. All of these factors combined to yield an incremental game design with significantly higher difficulty. Also that year, the young subsidiary
Nintendo of America was just beginning its launch of the new
Nintendo Entertainment System and its flagship game,
Super Mario Bros. This international adaptation of the Famicom platform had been deliberately rebranded in the wake of the American
video game crash of 1983, a regional market recession that had not directly affected the mature Japanese market. Nintendo of America did not want the increasingly popular
Mario series to be too difficult to a recovering, transfiguring, and expanding market — nor to be stylistically outdated by the time the Japanese
Super Mario Bros. 2 could be eventually converted to the NES's cartridge format, localized, and mass-produced for America. Utilizing its regional autonomy to avoid risking the franchise's popularity in this nascent market, Nintendo of America declined the Japanese sequel's localization to America and instead requested a newer and more player-friendly
Super Mario Bros. sequel for release outside Japan. An early prototype with vertical scrolling was developed in two months by
Kensuke Tanabe, designed by a team led by
Shigeru Miyamoto, and programmed by Nintendo's frequent partner, SRD. and saying "Maybe we need to change this up ... As long as it's fun, anything goes". The prototype software was too complex for Famicom hardware at the time, and the gameplay was still considered lacking, especially in single-player mode. in Japan on July 10, 1987. The title is derived from "doki doki", a Japanese
onomatopoeia for the sound of a quickly beating heart. The title and character concept were inspired by a license cooperation between Nintendo and
Fuji Television to promote the broadcaster's Yume Kōjō '87 event, which showcased several of its latest TV shows and consumer products. Summarizing Tanabe's recollections within a 2011 interview,
Wired said "Although the initial concept for the game had been scrapped, the development of that original two-player cooperative prototype inspired all the innovative gameplay of
Super Mario Bros.2". The R&D4 staff modified the character likenesses of Mario, Luigi, Princess Toadstool, and Toad, building them over their respective counterpart models of Imajin, Mama, Lina, and Papa. This marked the first time that Mario and Luigi had noticeably different heights,
Yume Kōjō: Doki Doki Panic needed only a few alterations for its conversion into the
Mario series because its gameplay elements were already so heavily rooted in it:
Starman for invincibility, the sound effects of coins and jumps, POW blocks, warp zones, and a soundtrack by
Super Mario Bros.composer
Koji Kondo. To reduce the game's overall difficulty, the designers made minor technical changes. They opted not to retain
Yume Kōjō: Doki Doki Panics ultimate requirement to complete each level using each protagonist; therefore, this new
Super Mario Bros.2 can be completed in only one pass by any combination of characters. A late prototype of the game covering these changes was exhibited in the first issue of
Nintendo Power, dated July/August1988. In the tradition of the
Mario series, they added the ability to run by holding the Bbutton.
Super Mario Bros.2 was first released in North America on In
PAL regions, the game released the following year. It was such a commercial success and its contributions so substantial over
Yume Kōjō: Doki Doki Panic, that it was eventually re-released in Japan on with the title
Super Mario USA. Likewise, Nintendo later re-released the Japanese
Super Mario Bros.2 in America in the form of
Super Mario Bros.: The Lost Levels, a part of the 1993 re-release compilation
Super Mario All-Stars on the Super NES. Nintendo has continued to re-release both games, each with the official sequel title of
Super Mario Bros.2 in their respective regions. == Re-releases ==