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At the start of World 1-1, the player falls from a door in the sky that is normally impossible to enter. If you hack the game so that there is a platform under the door and enter it, the game will respawn the player back to the start of the fall and remove the platform, forcing you to begin the stage. This also occurs in the Game Boy Advance version of the game.
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In a prototype version of the game, the Underground theme was originally meant to be an updated version of the Underground theme from Super Mario Bros. with added kick percussion, but this was scrapped in the final release. A similar-sounding Underground theme to that of Super Mario Bros. 2's prototype would end up being used in Super Mario Bros. 3.
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In the prototype version, the characters had no sclera in their eyes. Strangely, this does not affect the character select screen and the end of the game.
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It's possible to defeat a Phanto through a combination of both the stopwatch and an invincibility star. However, it will simply reappear when entering a new area.
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The title screen music is a remix of the Underwater Theme from Super Mario Bros.
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The Super Mario Bros. 2 manual mistakenly used a few sprites from Doki Doki Panic, such as the Phantos' original form, a magic lamp (which eventually became the Magic Potion), and a heart (which became the Mushroom power-up).
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Despite popular belief, there is evidence suggesting that Super Mario Bros. 2 was the true sequel to Super Mario Bros. Some time after the original game's completion, Nintendo's Kyoto-based R&D division began working on a vertical-scrolling Mario engine. It became clear early on that a vertical-scrolling game couldn't offer the same quality of platforming as the original Super Mario Bros. Shigeru Miyamoto then stepped in and added horizontally scrolling aspects to the game.
The prototype engine was originally designed around carrying, throwing, and piling up items and featured 2-player cooperative play, which even included the ability to throw other players to hard-to-reach places to progress further in the game. A deal with Fuji TV was struck during development, and the prototype eventually became Doki Doki Panic. Although cooperative play was dropped, the concepts of vertical scrolling and tossing around items to defeat enemies was incorporated into Doki Doki Panic, and in turn Super Mario Bros. 2. All of this supports the thought that Super Mario Bros. 2 was, in fact, the true sequel.
The prototype engine was originally designed around carrying, throwing, and piling up items and featured 2-player cooperative play, which even included the ability to throw other players to hard-to-reach places to progress further in the game. A deal with Fuji TV was struck during development, and the prototype eventually became Doki Doki Panic. Although cooperative play was dropped, the concepts of vertical scrolling and tossing around items to defeat enemies was incorporated into Doki Doki Panic, and in turn Super Mario Bros. 2. All of this supports the thought that Super Mario Bros. 2 was, in fact, the true sequel.
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The American version of Super Mario Bros. 2 was released in Japan under the title Super Mario U.S.A. This is also the name of the game when it was released in Korea.
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There are a few mistakes in the credits. Birdo and Ostro had each others name, Hoopster was misspelled Hoopstar and Clawgrip is known as Clawglip. These mistakes were not fixed in the Super Mario All Stars version.
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