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Super Mario Bros. 2 Trades Stomping for Throwing, and Four Heroes Make It Worth the Return

A singular game wherein four companions gather and cast what strange foes have wrought upon them.

By mitch·3 min read
Four companions spring above a strange region wrought of falling water and drifting platforms.

Super Mario Bros. 2 does not play like the game before it, and that choice still splits players who pick it up today.

Instead of landing on enemies to get rid of them, players in Super Mario Bros. 2 pick items up from the ground and throw them at foes. Instead of one hero, the game offers a choice of four: Mario, Princess Peach, and two other characters, each with different height, pace and control on landing.

Four Ways to Play

One companion rises briefly through the air after springing upward, letting that character clear openings others fall into. Another draws items from the ground faster than the rest but springs worst. A third springs highest of all but slips after landing, which throws off careful platform work. Mario sits in the middle, with balanced traits and no clear edge over the others.

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That variety gives Super Mario Bros. 2 real replay value. A stage that seems out of reach with one character can open up once a player switches to another.

A Different Kind of Stage

The worlds in Super Mario Bros. 2 do not scroll in one straight line. Some stages send players down falling water, through loose ground that swallows footsteps, or up high passages lined with platforms. Doors let players pass between different parts of the same stage, sometimes leading back on themselves.

The enemies are new too. Several creatures never seen in earlier games take the place of the familiar foes players might expect. One recurring foe appears again and again as a boss, firing objects that players can catch and throw back.

The Draw of Gathering

Picking items up from the ground is simple, but it changes the order of play. Players gather, throw, then gather again, rather than running and springing in a straight line. Some items carry extra points or extra lives, so gathering them becomes its own small task within each stage.

This system asks for patience. Players who want fast, forward motion may find the gathering checks their pace.

Comparing the Cast

Character Spring Pace Special Trait
Mario Ordinary height Even pace No special ability
Second character Highest Least fast Slips after landing
Princess Peach Rises briefly Least fast on the run Can rise through the air after springing
Third character Lowest Fastest Gathers items quickest

Where It Falls Short

The game’s challenge rises greatly late, particularly in its final worlds, where enemies stand close together and platform work demands care. Some stages repeat earlier designs with only small changes, which can make later worlds feel worn rather than fresh.

The boss fights follow the same order each time: catch an object, throw it at the boss, repeat. That formula grows dull by the game’s end.

The Numbers

  • Platform: NES
  • Characters to choose from: four, including Mario and Princess Peach
  • Core system: gathering and throwing items
  • Recurring boss: one, appearing across several worlds

Super Mario Bros. 2 remains an odd, interesting side path in the series. It trades landing on enemies for throwing at them, gives players four characters with real differences, and builds stages that move in directions the original never tried. The late-game challenge and repeated boss order hold it back from greatness, but the variety among its characters alone makes it worth returning to.

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