After Super Mario Bros took the world by storm, Nintendo rushed to deliver a sequel to the now classic platformer. As the story goes, the game was deemed too hard for western audiences, and I can certainly see why they would think that, but I often feel this is just part of the story. The game simply wasn’t that good to begin with, and completely out of touch with what made the original Super Mario Bros so good in the first place.
In retrospect, this sequel brought very little to the table compared to subsequent games in the Super Mario series. Even the western release of Super Mario Bros 2 is much more historically relevant to the series as a whole than this release. This was really meant to be a transitional game of some sorts to keep momentum, until Nintendo could come up with what would actually push the series forward.
First of all, there is very little difference in terms of presentation to the original. This game was built on the original’s engine and there isn’t a major perceivable technical gap between the two. It does have a few slight graphical improvements, but overall, it feels much like the first game. It can be good or bad depending on what you expect, but I don’t really mind one bit. Super Mario Bros looked amazing, and had a solid gameplay on top of it, so it would be natural for Nintendo to exploit such a great creation a bit more.
This is a side-scrolling platformer in its fundamental form. Start in the left-most part of the level and attempt to get to the right-most extremity, jumping your way through several hazards, pits and types of platforms along the way. You can play as Mario or Luigi. Unlike the original, there is a difference between the two. Mario is faster, more grounded and has a weaker jump. Luigi is slower, slippery and jumps higher.
The brothers once again attempt to save Princess Toadstool from the clutches of the evil Bowser; same old. The actual plot of the game is the same as the original game, with the exception that it is set in a parallel world to it. I just love how absurd some story-lines for legacy games are, especially for those games where a plot doesn’t make any difference whatsoever — which is clearly the case here, by the way — but this one just feels lazy.
The player has access to a few different items along the way, such as the Mushroom, which transforms the controllable character into their Super form; the Fire Flower, which gives the ability to throw arc fireballs forwards; the Starman, which grants temporary invincibility; Green Mushrooms yield a 1-up life to the player. Debuting here is the Poison Mushroom, a special type of mushroom that does the reverse of a regular mushroom, and actually kills Mario or Luigi — or decreases them back to their small form in case they were in their Super or Fire Suit form. The Poison Mushroom doesn’t really add much to the game, except the requirement to check spots where it is located to promptly avoid it.
The controls changed a bit from the original. In Super Mario Bros, there was an annoying “slinging” mechanic that permeated the gameplay and was ultimately the worst aspect of it. Mario/Luigi would start running, gaining momentum, and out of nowhere their speed would reach its fastest degree, slinging you forward. This annoying issue was corrected in The Lost Levels, and now the movement is a bit more fluid. It’s worth noting that the problem still exists, and would only be completely eradicated in later installments, but at least in this aspect this game triumphs and feels like a step forward.
The main playthrough features 8 thematic worlds, each containing 4 levels. The last level is always a Bower Castle level where you need to face off Bowser at the end, like how it was in the original. There are secret levels, though. When you beat the game without using any warp pipes, you get to experience world 9, which also features 4 levels. Those really willing can also unlock a set of 4 new worlds (world A, B, C and D), each with 4 levels — totalling 16 secret letter stages — by completing the game 8 times.
The actual levels are nothing to write home about. And some bonus levels are basically tougher versions of regular levels. The main game is filled with weirdly thematic levels that hardly make any sense, with strange enemy placements and an abundance of gimmicky design. Hell, you can even find bloopers, which normally are found in water levels, just flying in the air like it’s nobody’s business. When it comes down to cohesiveness, the game makes very little sense. It’s a romhack way before romhacks were a thing.
Sound-wise it’s still pretty awesome. The music and sound effects are the same as the original Super Mario Bros, and we all know the original has a fair share of memorable tunes in it. So it’s not a bad deal at all. Throughout the adventure, you’ll listen to some of the most classic tunes in gaming. In my mind, that’s a win.
Another important aspect is the difficulty. Yes, this is a very difficult game. This is an instance where the difficulty actually hinders the fun a little bit, mostly because it’s just unfair. The controls don’t feel fine-tuned enough to hold such drastic increase. The levels are problematic with all sorts of “gotcha” moments waiting to happen and jeopardize your advancement, but I reckon the worst part difficulty-wise is the Bowser fight at the end of each world.
You see, you’ll probably have to restart over and over each world and try to beat all 4 levels with the two stock lives, so after enduring the 3 initial levels and the castle, there is a Bowser which you’ll have to pass through and get the hammer on the other side. But since this encounter has too much randomness attached to it, many attempts will actually end there, in this bland, rehashed face-off. And believe me, passing through Bowser is tough right off the bat here, with later battles being pretty difficult, with blocks, moving platforms and an insane amount of hammers thrown your way.
What actually gets me is that Nintendo seemed to have completely forgotten what makes the original so engaging, and that clever level design goes a long way in creating something worth playing. It’s hard to believe that the company that designed such levels as the first level in the original, with all its ingenuity and depth could only come up with such horrendous designs not long after, going as far as calling it an official release.
The lost levels of this second iteration of the Super Mario franchise could frankly have never been found, and not much will be missed by skipping them. There isn’t much to be memorable in terms of thematic freshness, nor newer enemies, nor cool new concepts, nor interesting, ingenuous levels to be played. They just got the first game’s engine and started to come up with the most masochistic, lazy designs conceivable and thought it would somehow be a good idea. How they managed to think that thought is anyone’s guess.