Mario
The balanced main hero and the default playable character.
Documented for this version
Arrow LeftArrow Right | Move left or right |
|---|---|
Arrow Down | Crouch, enter downward pipes, or select a menu option |
Arrow Up | Enter upward pipes or select a menu option |
A | Jump; confirm selections |
B | Run faster or throw fireballs while powered up |
Start | Start the game or pause during play |
Select | Move between menu options where available |
BA | Run and jump for a longer, faster jump Hold B while moving, then press A. |
|---|
Button labels refer to the original Family Computer controller.
Fireballs require a Fire Flower and Super Mario status.
How it plays
The game uses a side-view perspective. The player moves through four stages in each world, overcoming enemies, pits, pipes, platforms, and environmental hazards before reaching the flagpole or boss area.
Mario is the standard character, while Luigi jumps higher with less traction. The player can run, jump, crouch, swim, collect coins, and use mushrooms, fire flowers, and starmen. Small Mario becomes Super Mario after a mushroom, while taking damage normally removes a power-up or costs a life.
Eight worlds provide steadily harder layouts. Warp pipes can skip ahead, and hidden bonus rooms provide coins or extra lives. The final world requires completion without using continues.
Plan your run
Learn each stage before prioritizing speed. Check suspicious walls, ceilings, and pipes because hidden rooms and warp routes are important to efficient progression.
Keep a power-up whenever possible, but treat fire flowers as a tool for removing dangerous enemies rather than a reason to rush. Use the running jump for long gaps, and remember that Luigi’s traction makes sudden stops less reliable.
The later worlds demand controlled movement. Avoid unnecessary risks, conserve lives for unfamiliar sections, and use warp zones only when you are prepared for the destination’s difficulty.
Meet the cast
The balanced main hero and the default playable character.
A playable character with higher jumps and more slippery movement.
The kidnapped ruler of the Mushroom Kingdom and the story’s rescue target.
The final antagonist, who guards the end of the adventure.
Documented inputs
World 1-2 warp pipeReach the hidden room near the end of World 1-2 and enter the pipe leading to World 3.
World 4-2 warp pipesUse the hidden vine route and the later pipes in World 4-2 to warp to World 6, 7, or 8.
World 3-1 infinite livesOn the staircase near the end of World 3-1, repeatedly bounce on the descending Koopa Troopa shell for extra lives. The timing is difficult and can cause a death if missed.
Before you begin
Use coins and bonus rooms to build an emergency life reserve.
Fire flowers are especially valuable against Hammer Brothers and other obstructive enemies.
Do not assume a familiar-looking platform or enemy behaves exactly as in the original game; this sequel changes many layouts and hazards.
Editorial context
A demanding and memorable sequel with excellent level design, but its difficulty is considerably higher than the first game.
The Disk System version is historically important because it is the Japanese Super Mario Bros. 2 rather than the later Western game of the same name.
Super Mario Bros. 2 is a side-scrolling platform game developed by Nintendo R&D4 and published by Nintendo for the Family Computer Disk System. It follows Mario, Luigi, Toad, or Princess Peach as they cross the Mushroom Kingdom to rescue Princess Peach from Bowser. The game retains the running, jumping, stomping, and power-up-based play of its predecessor while introducing tighter platforms, stronger enemies, wind, poison mushrooms, and other hazards. It is a single-player adventure across eight worlds, with a notably demanding difficulty curve. Japanese players received it as a direct sequel in 1986; its difficulty led Nintendo to use a different game as the Western Super Mario Bros. 2.
Catalog entry maintained by EmuGamers Editorial Team
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