/ @nenrikigaming Super Mario Bros. 2 (Japan) / Super Mario Bros.: The Lost Levels / Super Mario Bros. 2: For Super Players (FDS · Famicom Disk System) version | Mario Game "Warpless" & Luigi Game session 🎮 / nenrikigaming
To get that 1 UP when u touch the flag pole u have to keep ur coin in pair no.(eg 00 44 55 77) and when u touch the flag pole u have to wait for the time to be same with the last digit last digit no. of ur coin.
1990 yılında yani çocukluğumda yaz tatillerinde oynadığım en iyi ve en unutulmaz oyunlardan bir tanesi olan mario oyunu.Sabahlara kadar oynardım.Hayat su gibi geçiyor.Ben büyüdüm ama mario büyümedi.Sevgiyle huzurla sağlıkla hayatınız geçsin.Sevgilerle saygılarla.
The best thing about this game is that everytime it's game over, you play the same level again. That how I completed the whole game with Luigi... in the SNES
Ikr I’m playing it rn for the Switch version for the NES and when I saw some difficult platforming I was like wtf how? Can I even make this jump? 😂 😩 thank goodness we have save points for Nintendo Switch Online
This was a fine well completed long play to one of Mario Bros hardest games. Not only you gave quite a performance as Mario, but even gave Luigi a chance to be in the spotlight as well. The only thing that concerns me is that the GAME OVER message should've been used after you completed FANTASY World 9 as both players along with the completion of world's A-D thus avoiding the need to loss any lives after completing World 9. To me this game was a step up from it's predecessor in terms of graphics, the change in looks with the mushrooms & even Princess Peach herself, not to mention the addition of points added up after completing the castle courses with the 1,00000 BONUS at the end with the extra lives you've collected along the way.
In this case, Worlds 9 and A thru D were stored in separate banks. Bank breakdown: 1st: Worlds 1 thru 4 2nd: Worlds 5 thru 8 3rd: World 8-4 ending and World 9 4th: Worlds A thru D
The unreleased-to-international Japanese version is even more brutal than the SNES All-Stars (whom I did fully beat as Luigi). This was Nintendo Hard at complete infamous. It says "2", but it's not even a sequel at all, but rather an expansion where the first game left off in difficulty.
@@jaydenrossgarcia6435 i beat it recently, i was crying, it's like if the hammer bros before koopa in the last level was there all the time in different ways. i don't even know how i beat it.
I do agree on it not being released here initially and of its similarity to the first SMB: during the summer of 1986, when The Lost Levels first hit Japan, the NES was not yet the big success it would be here, and Nintendo of America wisely chose not to risk bringing such a harder (not to mention quite similar) follow-up of a title soon to be well-known here at a time when the system wasn't yet available nationwide, when you consider the system's two limited launches in New York in October 1985 and then in Los Angeles in February 1986. The 13 "new" Worlds (52 total levels) in The Lost Levels were, as you had said, merely reworked versions of the eight Worlds (32 total levels) from the first SMB game (World 9 in The Lost Levels was influenced by the invalid World 9-1 -- itself an underwater version of World 6-2 -- in the first SMB), just as the Second Quest in the first Legend of Zelda was a total rearrangement of the First Quest, rather than simply being a harder version of the first quest as in SMB. What it did instead was take another obscure Japan-only and FDS-only title, Dream Factory: Doki Doki (Heartbeat) Panic, and replace the four original characters with Mario-related characters, along with reworking some of the music in the game (lengthening some tracks; changing the original title screen music to the underwater theme from the first SMB; changing the Sub-Space theme to a portion of the Ground theme from SMB; etc.), and re-title it as our Super Mario Bros. 2, which first came out here in October 1988; this version was also released in Japan as Super Mario USA in 1992, a year before the release of All-Stars. The original FDS version of The Lost Levels also required you to beat the first eight worlds at least eight times in a row (regardless of whether you used warps or not) before you could access the four alpha levels, which was possible by pressing A+Start on the title screen (the same command you had used in SMB1 to continue if you got Game Over anywhere from Worlds 2-8), but in All-Stars this was greatly simplified, meaning you could now go to either World 9 or A after 8-4 (depending on whether or not you had used Warp Zones) doing the cycle just once. In both versions, you could access World 9 only if you beat the first eight worlds without warping; if you try to beat World 8-4 with Warp Zones in All-Stars, you'll go straight to World A instead. In All-Stars, for The Lost Levels, to compensate for the increased difficulty you could also save your game at each individual level instead of just restart from the first level of each World.
Secret of 1 UP on completing the stage... See the last digit of number of coins... Drop the flag when the last digit of time is also the same. For e.g. if last digit of number of coins is 8, drop the flag when the last digit of time is 8
The coin count has to be any multiple of 11, but it will work even if you have a zero (00) coin count. The last digit of the timer must be in line with the coin count that's either zero or any proper multiple of 11 (e.g. 22 coins, 352 time). If you have an odd number of coins and final timer digit (e.g. 11 coins, 341 time) then besides the 1-UP you also get three fireworks (1,500 points), but if your coin count and final timer digit are both even (e.g. 44 coins, 264 time) then you also get six fireworks (3,000 points) in addition to the 1-UP.
One secret I've tried in the VS Super Mario Bros (Arcade) and this game is at the stage #-4 levels where after defeating Daimoah Koopa _(Bowser)_ you can wait until the timer reaches 000 and get the axe and you end up getting a long bonus score via *"Timer Underflow".*
It’s not very well known by Europeans as it has never been released on the continent except in the All Stars version of the SNES or the Virtual Console. But those who are fans of a historical nature like me, cannot but know him and be one of his favorites!
Even here in the U.S. it had to overcome some resistance before initially being made available as part of Super Mario All-Stars. And like you guys, we didn't get this original FDS version until its 2007 release on the Virtual Console. In 1987, Nintendo of America's then spokesman Howard Phillips disliked this original sequel after having done his playtest, believing to be insanely hard, and in later years he believed that "Dr." Shigeru Miyamoto was depressed while programming it. Spokeswoman Gail Tilden still had the idea of bringing it over here as a bonus for subscribers of Nintendo's Fun Club News magazine (which predated Nintendo Power), but this idea was abandoned too due to "brand confusion."
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I finished this game when i was a child. It was much harder than mario1. The storm and poison mushroom and traps everywhere makes it so challenging. I dont think i can finish it again haha
@@THECARS7879 That's right, due to the way the program code was written about your life count (anything after 127 is read as a negative number), thanks to something called "two's compliment."
Éste es el de los niveles perdidos. Es el real Super Mario Bros. 2. Igual, los japoneses pensaron "Creo que Super Mario Bros. 2 es muy difícil para el resto del mundo".
They did, sort of: they collaborated with Hudson Soft for Super Mario Bros. Special that the latter released for the NEC PC-88 and Sharp X1 computer systems. Both versions are truly rare!
He was trying to show us all 52 rounds, but you have to at least complete World 8 eight times to unlock Worlds A thru D. Once you have beat the game on your 8th try, press A+Start at the title screen to access World A. World 9 is accessible whenever you complete all the first 32 rounds without skipping any of them. If you have completed all the first 32 rounds in one playthrough, you are presented with this message: WE PRESENT FANTASY WORLD LET'S TRY "9 WORLD" WITH ONE GAME. When you beat World 9-4, you just play the same four stages over and over until you lose all your lives, which then results in a more upbeat Game Over message: YOU'RE A SUPER PLAYER! WE HOPE WE'LL SEE YOU AGAIN. MARIO AND STAFF.
The trick is this: the number of coins you have must be either zero or a multiple of 11 (e.g. 11, 22, 33), and this amount must match up with the last digit of the timer. Example: 88 coins, 308 time.
How did you get all those extra guys? I don't remember seeing you rack up a ton of them by using the keep knocking the turtle shell against the steps cheat.
@@meta04 Yes, specifically your coin count must be either zero (00) or any multiple of 11, and the final digit on the timer must match up with either zero or that multiple of 11 (e.g. 22 coins, 352 time). If your coin count and final timer digit both end on an odd number (e.g. 33 coins, 363 time), then in addition to the 1-UP you also get three fireworks (3 x 500 points = 1,500 points) but if you do so when both provisions are on an even number (44 coins, 264 time) then you also get six fireworks (6 x 500 points = 3,000 points).
The secret: your coin count must be either zero (00) or any multiple of 11 (11, 22, 33, et al) and the last digit in the timer must match up with that number of coins (e.g.: 22 coins, 352 time). It's the same for both the SNES and the original FDS versions.
Some people say that this is not a real sequel? Who told you everything has to be based on the crappy American version. The Japanese played the game much earlier than the Americans! And it's the real original! This is the real Mario sequel 2, the American version is just copied from the dokidoki panic on fds. In the Mario series, Mario has always been in the mode of opening question mark bricks and eating mushrooms. The Japanese version is more reasonable. A lot of Japanese games come to the US, either with bad covers (megaman) or cuts, or music that is not as good as the Japanese version (contra and castlevania3)). Or make strange changes to the characters' personalities (megaman7, megaman wants to kill Dr.wily in the US version, but the original version does not exist)
YO LOS HE JUGADOS AL SUPER MARIO BROS 1 2 3 SUPER MARIO ALL STARS + SUPER MARIO WORL DR MARIO WRECKING CREW DONKEY KONG 1 2 3 Y SUPER MARIO BROS THE LOST LEVELS DE LAS CONSOLA NES NINTENDO SISTEMA DE ENTRETENIMIENTOS FDS FAMICOM DISCO DE SISTEMA Y SUPER NINTENDO SISTEMA DE ENTRETENIMIENTO HASTA SABIA TENER TODOS LOS CARTUCHOS DE LOS GRANDES Y DE LOS CHICOS CUANDO ERA NIÑO
Read the history of SMB 2. It is the original game, not lost levels. And SMB 2 is the copy of Japanese game Doki Doki Panic made specially for NES USA. This game was released in Japan earlier than SMB 2 and The lost levels.
@@Ckyba This game was known in Japan as Super Mario Bros. 2. The US Super Mario Bros. 2 was a re-do of Doki Doki (heartbeat) Panic. We didn't get Japan's SMB 2 (Lost Levels to us) until 1993, initially when it was included as part of Super Mario All-Stars for the Super NES. It would be another 14 years before we Americans finally got to play the original 8-bit FDS version of SMB 2 on the Virtual Console. But one year prior to Super Mario All-Stars being released, Japan did get our SMB 2, and called their version Super Mario USA (for the obvious reason).
Looks like Super Mario Bros but with modified levels. I assume this is the SMB2 that was released in Japan and they released Doki Doki Panic thing as SMB2 in the rest of the world.
@@Mr.Face222 Super Mario Bros. 2 (or here in North America Super Mario Bros.: The Lost Levels) was released for the Family Computer "Famicom" Disk System in 1986 as the true sequel to Super Mario Bros. When the game was reviewed by Nintendo of America president Howard Lincoln, he said that American audiences would not enjoy the high difficulty of the game or the same graphics. So Nintendo of Japan took another FDS game released in 1987 called Yume Kojo: Doki Doki Panic (Dream Factory: Heart Pounding Panic, also made by Nintendo with help from Fuji Television) and used Super Mario Bros. characters to make what we know in the Americas and Europe as Super Mario Bros. 2 in 1988 for the NES. Eventually, the game was sold in Japan for the Famicom in 1992 as Super Mario USA.
@@zachatck64 And this was before the NES' wide release in September 1986, so Howard Phillips was right to say no regarding bringing Japan's SMB2 here. We would not first get this version until 1993, when it was included in Super Mario All-Stars for the SNES, where it was called Super Mario Bros.: The Lost Levels; Shigeru Miyamoto included it in the compilation since he felt that The Lost Levels didn't gain a wide-enough audience and had wanted more players to experience it. Even so, it would be another 14 years before we'd finally play the original JDM release, on our Virtual Console.
It did, in a way, in All Night Nippon Super Mario Bros., which took levels from both SMB and this, but it changed most of the enemy sprites along with the Toads and Princess Peach to caricatures of the various All Night Nippon personalities.