Mario Bros 2 Nes Slot Machine

Nintendo released 114 machines in our database under this trade name, starting in 1970. The 5 most common machines by Nintendo owned by VAPS members are (in order): Donkey Kong, Donkey Kong Junior, Popeye, Mario Bros., and PlayChoice 10. The 5 machines by Nintendo most often wanted by collectors are (in order).


'But um, wait! This game isn't original! It's, like stolen from a Japanese game called Doki! Doki! Panic! And you're givin' it such a high mark? You're like, messed dude.'
Can I tell you how many times I heard this? A few too many times. I pressed on though, determined to show this side-scroller, cutesy, mascot game that I enjoyed so much as a kid, and still enjoy quite a bit today, some well-deserved love.
Does it matter if we think Nintendo copped out and plugged their Mario characters into a game that was already alive and well without the plumber's face and friends? Not really. Not when this 'pretend' sequel to the original Super Mario Brothers is better than the 'real' sequel that Nintendo of Japan thought we westerners were too crappy to deal with. (If you have a Super NES, you can check out the 'real' sequel, renamed The Lost Levels as part of Super Mario All-Stars, the best game collection ever.) Anyway, now-irrelevant politics aside, like girls, I just want to have fun. And SMB2 (for short) is more fun than watching girls eat ice cream.
The story is a departure from standard Mario fare. Bowser's off making kids with a mysterious sperm receptacle of a woman (the guy's like Michael Jackson - he doesn't keep the poor mother around). The demented offspring of the unsavory union would later help him rule with an iron fist in SMB3. So, to amuse himself in his nemesis's absence, Mario enlists the help of his friends: gangly green-clad brother Luigi; the stocky, mushroom-domed Toad, and the 'I can too fight just like the boys - see I'm not the quarry this time' Princess Toadstool. He enlists their help, and isn't sure what he needs their help for, so they go to sleep and wake up in the dream land known as Sub-Con. Or something like that. Honesty is a virtue; at least Nintendo admits the painted on premise was a Con. But, like the Doki! Doki! factor, it's all negligible in light of how the game plays.
Remember how SMB was all about jumping on the heads of things? SMB3 and later games in the series had that, but it didn't seem so vital because of all sudden there were other things you could do, like flapping your tail about, or riding a hungry little dinosaur. But SMB2 doesn't have Feathers or obedient friends named Yoshi. All it has are a bastardized cast of enemies to jump on.
And so, Super Mario Brothers 2 was able to refine the art of jumping on the heads of things.
After you mount the head (well, in most cases, the whole thing is like a giant head really) of your foe, you hit the action button again to pick the thing up (sometimes in midair), and as it wiggles above your head, you can toss it at other enemies to create a satisfying collision, or toss it into some bottomless pit, for a less satisfying, but equally effective effect.
Mario's the middle man in the proceedings, Toad is the solidly built archetype of an enemy carrier, Luigi is the awkward high jumper, and the Princess is the dainty long jumper. I thought it was pretty cool that you could play as the once hapless damsel in distress, and further, I thought it was especially excellent that she should be so effective. Score one for the broads! I mean, women! Her long floaty jumps really help in tight spots - more so than Luigi's gangly running-in-midair vaults, and since I'm alright with the picking up and carrying and crap at jumping, she's my gal. And don't worry if you think choosing a character will leave you stuck with them all game long. You get the friendly character selection screen before every level, allowing for some great variety and customization.
Besides tossing about enemies, you can pick up shrubs from the earth and toss them about too. The game provides a good variety of the expected platformer elements as backdrops for you to throw things and be entertained. You'll be navigating icy areas, deserts with disguised quicksand pits, and dungeon type areas with ladders and chains to climb. There will be three stages filling up each of the seven worlds. Mini-bosses will guard the conclusion of each of the stages, with a real boss guarding the conclusion of each world, just as you might expect. But SMB2 exceeds the expected platformer mold.
With all of this talk of jumping on things and grabbing them for use as live ammunition, it's quite possible you'll forget when SMB2 wants you not picking up your ride... Sometimes it's the only way to travel!
Hemmed in by pillars of rock? Sometimes what look like shrubs aren't actually shrubs... Yes, sometimes they're actually bombs secreted beneath the earth, and if you expected that, then you're probably a terrorist so you don't deserve to finish this review or play this game. Begone! To everyone else: place the bombs - or toss them if you're good - and explode yourself a way out of your rocky gaol (that's an archaic spelling for jail; I wanted to use it, and so I did).
Find that one of the usually open, ubiquitous red doors is locked up tight? Maybe you should check out that vase a screen or so back. Slide down it, and find yourself in a small room with a single Shyguy (waddling creature with a mask) at the bottom. But when you find that the Shyguy is actually marching his little patrol on sand, you begin digging, and find a key hidden in the dirt a screen below. Take care to not hold the key for any length of time - Phanto (the moon face creature on the wall wherever keys are kept) considers himself the key's guardian and will detach himself from his place on the wall to swoop in and implore you, violently, to drop his prized possession. You'll want to get to that locked door, hurrying, and flinging the key along the ground en route to avoid Phanto's menace.
And let's not forget Sub-Space. Shrubs can be bombs, and shrubs can also be red potions. (PROTIP: Shrubs can also be shrubs.) Throw the potions down and reveal temporary red doors. Where normal red doors lead you to other parts of Sub-Con, through the special red doors lie the realm of Sub-Space, where shrubs become coins, and mushrooms stand out, ripe for the taking, colourful in the blue darkness. Your power bar can be as healthy as four marks thanks to ardent mushroom collecting, or as low as one, thanks to cackhanded play. At one, you're literally a small consideration to enemies; make sure you're at least at two (the starting default) so you can be full grown, and so you can allow for two incurred hits.
The coins earned in Sub-Space are put to use in the bonus levels between stages. Use a coin at a time in a slot machine set up to earn extra lives. Three of a kind, or a cherry to start any combination of three will guarantee an increase in manpower.
Stockpile lives at the slot machine, jump on things, pick things up, throw things, and jump on more things. And pick up and throw more things. That's what SMB2 is about, and it's amazingly addicting. The simple beauty of the environs and the very memorable music should keep you entranced through most of your battles with Birdo, the egg spewing flightless bird that greets you in one form or another after every level. We'll call him the mini-boss, or in the spirit of the game, the Sub-boss. The real bosses manifest in danger-shaded rooms with sinister boss tunes clawing their way easily, enjoyably into your memory. Take on the bomb wielding Mouser, and the flame-spitting Tryclyde among others. Yes, there's enough to keep you quite interested and excited through most of SMB2.
Most. But not all.
SMB2 is a bit repetitive, and that hurts its value. Seven areas times three stages apiece add up to a lot of picking up things and throwing them, which would be all well and good if the environs and tunes didn't repeat so much. Luckily there are a few warp points, so that the repetitiveness doesn't hurt all over again when you replay the game once its made its almost magical mark with you the first time.
Mario's second adventure is a classic in its own right; never mind the Doki! Doki! and the Panicking of fans who look too deeply at the roots of the game - admittedly gnarled by a lack of innovation - when the flower it sprouts is as pretty as any of its kind. Never mind the rift in the flow of 'plot logistics' this second installment creates in the Mario series. When did fat guys gorging mushrooms and running headlong through green pipes make any sense anyway? It's a great game on its own, and it doesn't need to stand alongside its more traditional brothers in people's minds to prove it. But it should.
And it can.

4/5
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Super Mario Bros. 2
Platform:NES
Year:1988
Developer:Nintendo R&D4
Buy:Amazon
For other games in the series see Super Mario Bros..

Super Mario Bros. 2 is a platform action game by Nintendo. In the story, Mario falls asleep and finds himself in the dreamland known as 'Subcon' where an evil villain named Wart has taken over. You can play as Mario, Luigi, Toad, or Peach, each has their strengths and weaknesses for overcoming the obstacles throughout the world to defeat Wart and his band of cronies. Enemies can be picked up and thrown, but to really hurt them, you must hurl vegetables that you've plucked from the ground at them. Look for magic potions which open doors to Sub Space, a negative world where you can find power-ups and coins. Each stage ends with a big boss, and a chance to win free lives at a slot machine.

The NTSC version of Super Mario Bros 2. is actually an entirely different game from the original Japanese Super Mario Bros. 2 (FDS). Nintendo refused the sequel in America, believing that it was too difficult for Western players. Instead, they modified another game, Yume Kojo: Doki Doki Panic (FC), to use Super Mario characters instead of its original Arabian theme.

The North American version of Super Mario Bros. 2 was later released in Japan as 'Super Mario Bros. 2 USA'.

  • 2Music

Screenshots

Music

VGMPF Album Art

The music was originally composed for Yume Kojo: Doki Doki Panic (FDS) by Koji Kondo who created a couple of light playful songs as well as some nice sinister boss tunes. For the Super Mario Bros. 2 conversion, Kondo updated most of the tracks adding better percussion and changes in pitch to several songs as well as PCM percussion to a couple. He also composed a new title song and replace the sub space music with the old Above Ground BGM from the first game.

To create the music, Kondo wrote the music in his sound driver in pure 6502 assembly code.

Recording

#TitleComposerArrangerLengthListenDownload
01Title BGMKoji KondoKoji Kondo0:28Download
02Player SelectKoji KondoKoji Kondo1:04Download
03Above Ground BGMKoji KondoKoji Kondo1:29Download
04Underground BGMKoji KondoKoji Kondo0:32Download
05InvincibleKoji KondoKoji Kondo0:16Download
06Sub SpaceKoji KondoKoji Kondo0:38Download
07BossKoji KondoKoji Kondo0:29Download
08Bonus StartKoji KondoKoji Kondo0:01Download
09SuccessKoji KondoKoji Kondo0:01Download
10FailureKoji KondoKoji Kondo0:01Download
111-UpKoji KondoKoji Kondo0:01Download
12Stage ClearKoji KondoKoji Kondo0:04Download
13Game OverKoji KondoKoji Kondo0:01Download
14Last BossKoji KondoKoji Kondo0:38Download
15EndingKoji KondoKoji Kondo1:50Download

Credits

  • Ripper: Chris Covell
  • Recorder:TheAlmightyGuru
  • Game Credits:
    • Not Credited Composer:Koji Kondo
    • Not Credited Arranger:Koji Kondo
  • Yume Kojo Doki Doki Panic Credits:
    • Composer:Koji Kondo credited as Konchan

(Source: Doki Doki Panic Credits, Composer verified by staff, game lacks credits)

While Super Mario Bros. 2 does not have credits, Yume Kojo Doki Doki Panic has a credits scroll after you complete the game with all four characters. It is unknown why they removed the credits when the game was released in North America, but both games share a similar soundtrack. Koji Kondo has also verified in various interviews working on the game's soundtrack.

Mario Bros 2 Nes Slot Machine

Albums

Famicom Music Vol.2

2002-02-06

Game Sound Museum ~Famicom Edition~ S-3: Mario Bros. / Super Mario USA

2004-04-28

Famicom Sound History Series: Mario the Music.

2004-07-22

Nintendo Sound Selection: Luigi - Vol.3 - B-Side Music

2005-??-??

The 30th Anniversary - Super Mario Bros. Music

2015-09-13

Game Rip

Mario Bros 2 Nes Slot Machine Machines

Mario bros 2 nes slot machine games


Ripping NES music is a very arduous process that is beyond the scope of this site.

Releases

USA
Title:Super Mario Bros. 2
Platform:NES
Released:1988-10-??
Publisher:Nintendo of America, Inc.
Belgium
Title:Super Mario Bros. 2
Platform:NES
Released:1989-04-28
Publisher:Nintendo Co., Ltd.
France
Title:Super Mario Bros. 2
Platform:NES
Released:1989-04-28
Publisher:Nintendo Co., Ltd.
Germany
Title:Super Mario Bros. 2
Platform:NES
Released:1989-04-28
Publisher:Nintendo Co., Ltd.
Luxembourg
Title:Super Mario Bros. 2
Platform:NES
Released:1989-04-28
Publisher:Nintendo Co., Ltd.
Netherlands
Title:Super Mario Bros. 2
Platform:NES
Released:1989-04-28
Publisher:Nintendo Co., Ltd.
Spain
Title:Super Mario Bros. 2
Platform:NES
Released:1989-04-28
Publisher:Nintendo Co., Ltd.
Japan
Title:スーパーマリオ USA (Super Mario USA)
Platform:Famicom
Released:1992-09-16
Publisher:Nintendo Co., Ltd.
Canada
Title:Super Mario Bros. 2
Platform:NES
Released:19??-??-??
Publisher:Nintendo of America, Inc.

Links

Mario Bros 2 Nes Slot Machine Free Play

  • mobygames.com/game/nes/super-mario-bros-2 - MobyGames.
  • gamefaqs.com/nes/525244-super-mario-bros-2 - GameFAQs.
  • en.wikipedia.org/wiki/Super_Mario_Bros._2 - Wikipedia.
  • youtube.com/watch?v=lg_NBuboxvE - Audio Differences between Yume Kojo: Doki Doki Panic and Super Mario Bros. 2.

Super Mario Bros 2 Nes Slot Machine

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