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So the myth is that the japanese Super Mario Bros 2 was considered too difficult for the western market and instead they reskinned another game and thatâs what we got. Then in the SNES âAll-Starâ collection just a few years later we finally got the Japanese original, named âThe Lost Levelsâ.
OK. But in reality...
A lot of the levels from âThe Lost Levelsâ had been released here. Just not on the home console, it was only for the coin-up arcade (âVS Super Mario Brosâ). So obviously not âtoo difficultâ. That was one factor, but âtoo similarâ was a much bigger issue, including the six levels that were reused from âVSâ. Overly similar-looking sequels were frowned upon in the post-crash eighties video game landscape. Thatâs also why Castlevania II and Zelda II were so different. But yeah, there was a brief trend of making western versions easier which, as the rental game blossomed, quickly changed to make western games harder to screw over renters. Like Ninja Gaiden III where the western version is almost boringly difficult with how far back you need to start over, compared to the Japanese orginal.
Yes, Super Mario USA, a.k.a. âMario Madnessâ, was built on an advertising game that was given a narrow release in conjunction with a television corporationâs tech demo festival. âDream Factory: Heart-Pounding Panicâ (or âĺ¤˘ĺˇĽĺ ´ăăăăăăăăŻâ), starring the mascots for that particular television manufacturerâs expo event. But that âHeart-Pounding Panicâ game itself started life as a Super Mario Bros sequel!
They started working on a sequel to Super Mario Bros, couldnât get it done in time, rushed out a glorified level pack (on disk only) as âSuper Mario Bros. 2â (adds wind, poison, and a separate Luigi), and then resumed work on their sequel, and then they were hired to quickly put out the ad game and decided to use their original SMB2 prototype to do that, gave it a disk release that received a 31 Famitsu score. So they reskinned a Mario game into âHeart-Pounding Panicâ and then, when Nintendo of America asked for a different take on SMB2, Nintendo of Japan insisted on reskinning âHeart-Pounding Panicâ back into a Super Mario theme which was released in 1988 in America. That Mario version of the game was later released in Japan as well, on a cart called Super Mario USA in 1992, only one year before Super Mario All-Stars and two years after Super Mario World and the Super Famicom. But still.
And characters from it such as the âPokeyâ cactus showed up right away in SMB3 while others, like the Shy-Guy, didnât appear again until Super Mario World 2 for the SNES.
âMario Madnessâ a.k.a. âSuper Mario USAâ is a real Mario game and arguably a sequel to SMB1. Thatâs not to say that Lost Levels isnât fun too or that it didnât deserve itâs FDS âSuper Mario Bros 2â moniker. Itâs also great. Iâm glad there were three true sequels on the NES (LL, SMUSA, and SMB3). Iâm sad the NES couldnât have a longer life. I donât feel ready to upgrade to SNES yet⌠Itâs S-SMP sound subsystem sounds like screaming into a pillow under water compared to crisp square waves and triangles of the NES.