Super Mario Bros. 2 aka Super Mario Bros.: The Lost Levels (Famicom Disk System & SNES Review)

Super Mario Bros. 2
aka The Lost Levels
Platform: Famicom Disk System, SNES
FDS Original First Released June 3, 1986
Super Mario All-Stars Released July 14, 1993
Directed by Shigeru Miyamoto & Takashi Tezuka
Developed by Nintendo
Both Available with Switch Online Subscription (Standard)
Listings on Mario Wiki: Famicom Disk SystemSuper Mario All-Stars

Does the “bounce off the turtle shell for easy 1ups” trick seen above count as cheating? If the answer is “no” then I just beat the infamous Super Mario Bros.: The Lost Levels twice in one day without cheating. Sort of. I also didn’t warp, but one time in each version, I would have warped if I hadn’t rewound the game. Since a full tour of all the levels requires you not to warp, and since I had no intention to replay these once I was done, I used rewind to take me back to the start of the branching path. But that’s it. If I died or lost my power-up, I didn’t undo it. Now, at the start of this process, I didn’t intend to play the original FDS version as anything more than a sampling. In the original Famicom Disk Version, if you want to see four out of the five bonus worlds, you have to beat the game an absolutely ridiculous EIGHT TIMES. On Super Mario All-Stars, they’re lumped-in with the ninth world that you get for not warping. Besides, I was certain I would be miserable playing Lost Levels. I wasn’t, and thus:

Oh I didn’t beat the game eight times. I’m not that insane. Also, my FDS session came after I’d already beat the game with Mario on Super Mario All-Stars. One thing became really clear when I played the game with Luigi: the overwhelming majority of Lost Levels’ challenge is based around Mario, and only Mario. The only real difference in movement physics between Super Mario 1 and Super Mario 2 is that this game introduced the concept of Mario springing off enemies. It’s not as dramatic as it would eventually become, but Mario 2 is clearly the prototype for that gameplay concept. If that’s not the tough stuff, the sheer amount of long jumps and single-block platforms is.

Oh I died here. Damn turtle needed to be a little higher.

But all those jumping challenges were designed with Mario in mind. Platforms or long jumps that you need a running jump for with Mario can typically be handled by Luigi with a lot less effort. Luigi jumps a lot higher and a lot further, so unless there’s a low ceiling, he nerfs most of the tough jumps from the Mario side of the adventure. Luigi’s biggest drawback is how far he slides before coming to a stop when you use the B-run. Most of my deaths with Mario were from shorting jumps. Most of my deaths with Luigi were from some form of sliding, mostly off the edge of platforms. But, I had a much easier time adjusting to Luigi’s quirks than Mario’s shortcomings.

♫ Fly through the stage, Cathy! Zoom, zoom, zoom! Forgot for a second it’s not the thing to do! Lost another life sliding! Boo hoo hoo! This ain’t the red plumber! It’s a different hue! Luigi’s traction doesn’t stop like glue and I skid to my doom my darling!

One other thing became clear while playing this: I was wrong about Super Mario Bros. 2 or Lost Levels or Super Mario for Super Players or whatever else you want to call it. I always dismissed it as a glorified ROM hack, no different than any of the hundreds of fan-made ones of the original Super Mario Bros. I wasn’t entirely wrong, but I wasn’t entirely right, either. Yes, it’s just a mod of the original game with some changes to background graphics and a new whammy: the poison mushroom. I think the poison mushroom is a flop that only works the first time IF you don’t already know it’s coming. Once you adjust to it, it’s not that hard to just not pick it up even if you spring one from a question mark block. More problematic are the red piranha plants. Normally, the plants become shy if you stand next to the pipe, but the red ones require you to be ON the pipe to trigger their bashfulness.

They also added wind, but I didn’t think it was that big a deal. I didn’t lose more lives than average because of it. It’s not unpredictable. It’s just another fixture. Part of the level design. Hell, if anything, I welcomed it when it showed up because it broke up the monotony of playing more of the same with Super Mario Bros. I wish it had more gimmicks like that. It was certainly better than the green springs. They launch you so high into the sky that you can’t even see where you are. Well, except you can use the scrolling to aim. There’s two stages built entirely around them that both feel nearly identical. Launch off the spring, clear a massive gap, land on the next spring, or maybe it’s a small platform. They weren’t very hard, and I honestly didn’t remember losing a single life on either version. Actually I did lose one but it’s because I got greedy and tried to make it further than I realistically could.

This is the one I died on.

For all the hoopla of how hard Lost Levels was supposed to be, thanks to the 1-up trick (which is literally possible right at the start of level 1 – 1), I never came that close to a game over. The stages are hard but not insurmountable. I only timed-out once on one of the castle mazes. I only dropped ten lives or more in a single stage twice, and never when playing as Luigi. Hell, I was acing levels even late in the game. It’s tough and there’s a lot of trial and error, but once you get a feel for the design logic, it’s not that bad. Like, if a jump seems TOO impossible, chances are there’s invisible blocks around to provide some kind of assist or boost. That’s the part I was wrong about. It might be a glorified ROM hack, but there is a predictable method to the madness. Once I approached Lost Levels as a challenge of my gaming skills instead of as a gaming experience, it’s kind of an exciting game.

Really, just the act of taking your time should reduce the difficulty by 50%. I think a lot of the moaning is probably based on how quickly players are able to run through Super Mario 1. It’s one of the most speed-run games in history. But for Lost Levels, I noticed the more I paced myself, the fewer attempts I needed to beat a stage.

Where the game still feels kind of janky is in the difficulty scaling. One thing that the original Super Mario Bros. got right was the progression of the challenge. Well, that’s out the door here. Lost Levels has a difficulty curve that resembles a heart monitor. One of the levels I dropped more than ten lives on was 4 – 3, which it turns out is actually a cut & paste from the coin-op version of the original game, Vs. Super Mario Bros. Okay, that’s kind of funny, especially since I’m pretty sure that was the stage I died the most on. But then I breezed through worlds five and six and even got my first fire flower in a few worlds, which I still had to use against world six’s Bowser. Now, some of that can be chalked up to adapting to the types of challenges in the game. But certainly not all of it can be.

By the way, I was STUNNED by how easy World 9 was, though it seems that was meant as a kind of reward and a winking nod to the minus world from the original game by the development team. The color scheme for world 9 is especially weird on the Famicom Disk. It’s worth mentioning that the FDS version has an additional twist for world 9: you only get one life. Don’t worry though, because it’s not THAT tough as long as you remember to jump on the ceiling during the home stretch of 9 – 4.

But, to the shock of my friends, I had fun on Saturday playing this. Lost Levels became one of those games that I thought I’d knock out in a morning and instead I played it for the better part of a day and never really got bored. Okay, the whole “beat the game eight times to get the final four hidden worlds” thing is ridiculous, but future re-releases dumped that. I think Nintendo made a big mistake not bringing this out in America in the 80s. They really underestimated gamers. There’s people who beat games blindfolded, and they vetoed making millions off this because there’s a poison mushroom near the start of the first stage? Really? Oh, I’m totally fine with our version of Super Mario Bros. 2 getting the “#2” label, but if Nintendo was worried about alienating the fan base by releasing such a hard game, don’t call this Mario 2. Call it “More Super Mario Bros.” or something like that.

Lost Levels is actually very modern in many ways. I know I’ve said a lot of games feel like DLC packs, but in the case of Super Mario Bros.: The Lost Levels, it REALLY feels like a prototype for modern DLC. It wouldn’t be hard to make this even more modern. Replace the lives system with a death counter and maybe a clock for speed runners and Lost Levels could pass for a 2025 design. So, yeah, I was wrong about Lost Levels, kind of. I really don’t think it’s for EVERYONE. If you’re not specifically seeking a challenge for your platforming skills, don’t bother. Nothing new it offers over Super Mario Bros. is worth the suffering you’ll experience, and that’s before I even consider that most of the elegance of the original game is lost. But if you want an often clever platforming challenge that maintains the purity of Super Mario 1, then I’d say Lost Levels is worth dying for again and again and again and again and again and again and again and again………….
Verdict: YES!