The black sheep of the 2D super Mario franchise, Super Mario Bros 2 does a lot right, and some that I don’t mind falling to the wayside forever. For one thing, you now have four different characters to choose from for every level. There’s Mario, Luigi, Toad, and Princess Toadstool, each with a trait that sets them apart. Mario is your standard fair with no special ability, Luigi is a fluttery fellow with a high jump, Toad is quick as picking things up but has a low jump, and the princess can float horizontally across short distances at the cost of a slow item pickup time. I really like this character selection idea, and question why it took them so long to see a return of this mechanic much later. Naturally, some characters are better suited for certain tasks than others. As a general rule Toadstool and Toad are probably your best bet in most instances, but I love the ability to switch things up, and you’re never screwed by accidentally picking a certain character for any level. Which is good because you don’t really know who’s the best for the level until you play it.

The boss fights are a huge step up from the first game. Each world’s first and penultimate level has a Birdo boss fight that’s actually quite similar to the Bowser fights in the original, just more interesting. Instead of reaching an ax at the back you’re made to catch her eggs and throw them back at her. Like the Bowser fights they can get repetitive, but every fight adds some new modifier to slightly change the encounter, like added fireballs, platforms, or limited items.

The last level of each world has unique boss fights with timeless classics like Mouser, Fryguy, and Clawglip (that can’t possibly be the intended spelling), all never to be seen again. All the fights are throwing based and pretty simple, but a measurable step up from the first game in flavor and strategy. And I’ll forgive them for reusing Mouser for two fights, as he is quite the charismatic mouse and a relic of the game’s original roots, which we’ll talk about soon. The final boss is Wart, a fat frog and the villain of Subcon, the dream-world that the game takes place in. He’s also the only boss I had real trouble with. Having to time the vegetable catching and hitting him 6 times required more than a couple restarts on my part.

To speak more broadly, the source of Super Mario Bros 2’s wild divergence from the first game and the reason many of its mechanics didn’t stick is because of it being a port of another game, Doki Doki Panic. Besides the main characters matching our beautiful Mario world, nearly every other aspect was lifted from the original Japanese game, including our beloved Mouser. The largest change in my opinion is the swap from defeating enemies by stomping on them to having to lift them and throw them at other enemies to kill them, or throw vegetables at them. It was a nice change of pace and once again something I think should have been polished in future titles. Having to pick up every enemy isn’t ideal, but a fusion of the mainline Mario stomp and throw would actually be the best scenario. Having certain enemies be felled by singular stomps while others require throwing either at them or with them would make for some nice variety in such a basic formula.

You also have a health meter instead of a single hitpoint when not powered up by a mushroom in the first game, yet another change I like. The health doesn’t carry over from level to level, but finding health upgrades is so much more rewarding when you do. Of course I miss the iconic upgrades like the fireball and mushroom. For just a single game we can survive without them though. On the gamecrafting side again, I think retaining the powerups system and having health be tied to your reduced size form would be the best combination of the classic style with this new style. Contrarily, one thing I didn’t like was the infinitely respawning enemies. It made some sections downright annoying to get through. For the parts where it was necessary, like when you had to fly on a albatoss to get across gaps that’s fine. When you’re trying to take a breather and the shyguys continue popping out like popcorn it can get a little obnoxious. Not the end of the world but it made it apparent why having an actual health bar can be so clutch at times.

As a last note an underdog blessing for this game was the removal of the awful timer. I forgot to mention it in my review of the first game, but the timer they used in that one was NOT based on seconds, making you feel like you had more time than you really did. Not usually a problem, however certain levels had to be played pretty briskly to not die from running out of time. I’m super glad a timer was nowhere to be seen for this one, even if they added it right back in the next title. To be clear though my problem isn’t with having a timer, it’s just the fact that the timer usually feels unclear in how it’s ticking. If you assume it’s counting in seconds, which who doesn’t, you’re bound to go a lot slower then you could really get away with.

I can understand why Super Mario Bros 2 doesn’t appeal to everyone. The underlying cause for the game’s mechanic changes may not be original or important in retrospect, but I really believe that there was a lot to be learned from it. If anything, with how well the drastic differences from the mainline franchise actually work, this game shows that some tinkering with the template isn’t always sacrilege. Do I think this is the best 2D Mario? Definitely not. What I do think is that it’s a game unfairly maligned that should have been refined.

Reviewed on Jul 31, 2023


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