Super Mario Bros.: The Lost Levels
Super Mario Bros. - The Lost Levels
Mario symbol
Japanese box art.
Developer(s) Nintendo R&D4
Publisher(s) Nintendo
Series Mario
Director(s) Takashi Tezuka
Designer(s) Shigeru Miyamoto
Composer(s) Koji Kondo
Release date JPJune 3, 1986
Genre(s) Platform, action
Mode(s) Single-player
Ratings E for Everyone
Platform(s) Famicom Disk System

Super Mario Bros.: The Lost Levels, known in Japan, Super Mario Bros. 2 (スーパーマリオブラザーズ2), is a 1986 side-scrolling, action-platform game developed and published by Nintendo as the first sequel to their 1985 bestseller Super Mario Bros. The games are similar in style and gameplay, apart from a steep increase in difficulty. Like the original, Mario or Luigi venture to rescue the princess from Bowser. Unlike the original, the game has no two-player option and Luigi is differentiated from his twin plumber brother with reduced ground friction and increased jump height. The Lost Levels also introduces setbacks such as poison mushroom power-ups, counterproductive level warps, and mid-air wind gusts. The game has 32 levels across eight worlds, and five bonus worlds. The Lost Levels was first released in Japan for the Famicom Disk System as Super Mario Bros. 2 on June 3, 1986, following the success of its predecessor. It was developed by Nintendo R&D4—the team led by Mario creator Shigeru Miyamoto—and designed for players who had mastered the original. Nintendo of America deemed the title too difficult for its North American audience and instead chose another game as the region's Super Mario Bros. 2: a retrofitted version of the Japanese Doki Doki Panic. North America first experienced The Lost Levels, as the Japanese sequel became known, in the 1993 Super Nintendo Entertainment System compilation Super Mario All-Stars.

In the Super Smash Flash series


The Poison Mushroom, a power-up originating from this game, appears as an item in Super Smash Flash 2. This power-up is the polar opposite of the Super Mushroom, as it damages Mario or Luigi instead of powering them up. This also holds true in SSF2, as instead of causing the player to grow in size, they shrink, making them easier to launch.

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