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Super Mario Bros: The Lost Levels

While the series is a little too mainstream for what I originally intended, I realize that I have yet to review a Mario game.  I have tried to stick to the obscure, but at this point I have covered Sonic, Final Fantasy, Madden and any number of popular franchises, so why not.

I still wanted to keep it a little out there though.  Most people have heard of the Lost Levels, but its certainly the black sheep of the old school series.  It’s origin story is probably more well known than the game itself.  This was actually Super Mario Bros. 2 in Japan.  It was deemed “too difficult” for U.S. audiences by Nintendo of America, as it was assumed they weren’t as skilled or patient as Japanese players.  Instead of releasing it stateside, they re-skinned a game called Doki Doki Panic with Mario characters, called it Super Mario Bros 2 and called it a day (which explains why that game is so different from everything else in the series).  It wasn’t until the release of the Super Mario All Stars compilation on the SNES that western audiences saw this game.  (Full disclosure, that’s the version I played.)  

Image result for super mario bros lost levels

But here’s the thing.  It wasn’t necessarily that the game was too hard for western gamers.  Believe me, its hard as all hell, but there were plenty of incredibly difficult games that were released in the U.S.  The problem is that it was waaaaaaaaay too frustrating for Western gamers.  I don’t buy that American gamers aren’t as skilled as our Japanese counterparts, but I would certainly believe we are less patient.  And The Lost Levels absolutely demands an insane amount of patience.

The controls are identical to the original SMB, a jumps, b runs and shoots if applicable, you move and control yourself midair with the d-pad.  The physics are the same, Mario generates momentum when he runs, jumps hire when he bounces off an enemy, etc.  You know the drill, although I guess it wasn’t a given at the time seeing as this was only the second game in the series.  A lot of games that are this infuriating are so because of lousy controls, but that isn’t the case here.  Mario’s control scheme and physics are, were and always will be near-perfect for a 2D platformer.

What does make the game so frustrating is the level design.  This design here isn’t challenging, its downright sadistic.  I know a lot of gamers complained about the poison mushrooms, but that is the least of our worries.  Countless levels have hidden blocks that are placed to make jumping as difficult as possible.  You will think you can make a jump, only to bang your head on a hidden coin block and be forced down into a pit.  At least you got a coin!  Many of the stages are cramped and confined, a huge 180 from the first game.  It’s rarely beneficial to power up, as Super or Fire Mario won’t be able to jump over enemies or clear jumps because their size limits their movement.  I found myself playing small for most of the game, as most of the danger comes from the never ending, instant death pits as opposed to enemies.

And that’s just the start.  Remember all those shortcuts in the first game?  You know, you go down a pipe, grab some coins and then pop back up?  They would either skip to ahead in the level or, worst case scenario, put you right back where you were?  Well, in the Lost Levels, many of them are death traps.  You will find a bonus area, grab your coins and leave, only to find you have popped up from a pipe with nowhere to go but into a pit.  In one instance, I think its in world 3, you will find a secret that takes you to a warp zone.  Those were cool, right?  The problem is that instead of taking you to one of the next few wolds, this one takes you back to the first level of the game.  At least they were generous enough to give you a small pit to suicide yourself down...

And that is the biggest issue here, the constant, never ending, slap-in-the-face beginners traps.  Challenge is great and not every game has to be a zero difficulty walking simulator, but there is a difference between challenge and cheapness.  Stuff like that doesn’t make the game challenging, it makes it cheap.  Cheap games are frustrating.  Part of the reason I started this blog was because I was tired of games that drove me nuts with stuff like that.  I think this is the first time I’ve raged at a game in more than a year, and when I rage at video games, I REALLY rage.  Ask anyone in my Destiny clan.

That being said, I can’t say it wasn’t without its charm.  At the end of the day, it’s still Mario and that’s enough to push it past many of its contemporaries.  Some level design choices are absurd, but there are some inspiring and unique sections too.  I definitely wanted to keep going, no matter how frustrating it got.  I did end up beating the game, but full disclosure, there is no way I would have been able to beat it in one, single 5 life run on the NES.  Super Mario All Stars has a save feature, so you can restart from where you lost all your lives.   This is also the first game to feature Luigi as a separate playable character with his own unique abilities, which is cool.  

I can further justify not taking too many points off because Nintendo went out of its way to let people know how hard the game was.  The Japanese version featured the text “for super players only” on the cover, letting everyone know this wasn’t going to be a walk in the park.  Still, the cramped level design in Lost Levels is needlessly oppressive and each level is packed with cheap, frustrating death traps that are more apt to test your patience than your gaming skills.  A lesser franchise would have been DOA with level design like this, but Mario’s quality makes this worth seeking out for some challenge junkies and completionists.  Casual gamers should stay away.

6/10

Play this if:
You are a patient gamer looking for a challenge
You are a Mario Completionist

Avoid if:
You can't handle cheap deaths
You already have too many broken controllers or holes in your wall

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