Playback starts YouTube’s embedded player (privacy-enhanced mode).
How to Be Bad at Games | Super Mario Bros 2 | Part 1
ChannelWhimsyShrimpDescription from the creator
Series edited by SuperDSombrero
I wish we were good at games
Click to Subscribe for Occasional Content ► bit.ly/2K30d0A
Follow Our Twitch for Near-Daily Streams ► twitch.tv/whimsyshrimp
Click Here to Join the Official WhimsyShrimp Discord Server ► discord.gg/9zFcy4P
Click here to watch any missed streams (also where the raw footage for our videos go) ► youtube.com/channel/UCGZw...
WhimsyShrimp is:
Alek/WhimsicalPlushie
Zach/Shrimples
WhimsyShrimp Social Media:
Facebook ► facebook.com/WhimsyShrimp/
Twitter ► twitter.com/WhimsyShrimp
Super Mario Bros. 2 is a platform game developed and published by Nintendo for the Nintendo Entertainment System. The game was first released in North America in October 1988, and in the PAL region the following year. It has been remade or re-released for several video game consoles.
The game is the product of a circle of influences following the breakthrough success of Super Mario Bros. (1985). The sequel prototype is based on two cooperative players lifting and throwing each other, lifting and stacking objects, and scrolling the screen upward — a design too complex for the Famicom hardware and with dissatisfying gameplay. This ambitious concept was postponed in favor of a quicker upgrade to the original Super Mario Bros. engine, released in Japan as the notoriously challenging Super Mario Bros. 2. The Mario team resumed development of the prototype for another interim game, Yume Kōjō: Doki Doki Panic (1987). Instead of Mario graphics, this advergame was branded with the characters and themes of Fuji Television's technology expo called Yume Kōjō '87 (lit. "Dream Factory"). Nintendo of America decided Japan's Super Mario Bros. 2 had gameplay too frustratingly difficult and too similar to Super Mario Bros. to be worth releasing into the recently crashed American market. Therefore, finally delivering upon the inspiration of the original prototype and creating a second official sequel, Nintendo cosmetically modified Yume Kōjō: Doki Doki Panic to become the international release of Super Mario Bros. 2 (1988).
A commercial success, the international Super Mario Bros. 2 was re-released in Japan for the Famicom as Super Mario USA (1992), as part of the Super Mario All-Stars (1993) collection for the Super NES (including the Japanese Super Mario Bros. 2 as The Lost Levels), and as Super Mario Advance (2001) for the Game Boy Advance.
(en.wikipedia.org/wiki/Super_Mario_Bros._2)
#Mario #SuperMario #Nintendo
I wish we were good at games
Click to Subscribe for Occasional Content ► bit.ly/2K30d0A
Follow Our Twitch for Near-Daily Streams ► twitch.tv/whimsyshrimp
Click Here to Join the Official WhimsyShrimp Discord Server ► discord.gg/9zFcy4P
Click here to watch any missed streams (also where the raw footage for our videos go) ► youtube.com/channel/UCGZw...
WhimsyShrimp is:
Alek/WhimsicalPlushie
Zach/Shrimples
WhimsyShrimp Social Media:
Facebook ► facebook.com/WhimsyShrimp/
Twitter ► twitter.com/WhimsyShrimp
Super Mario Bros. 2 is a platform game developed and published by Nintendo for the Nintendo Entertainment System. The game was first released in North America in October 1988, and in the PAL region the following year. It has been remade or re-released for several video game consoles.
The game is the product of a circle of influences following the breakthrough success of Super Mario Bros. (1985). The sequel prototype is based on two cooperative players lifting and throwing each other, lifting and stacking objects, and scrolling the screen upward — a design too complex for the Famicom hardware and with dissatisfying gameplay. This ambitious concept was postponed in favor of a quicker upgrade to the original Super Mario Bros. engine, released in Japan as the notoriously challenging Super Mario Bros. 2. The Mario team resumed development of the prototype for another interim game, Yume Kōjō: Doki Doki Panic (1987). Instead of Mario graphics, this advergame was branded with the characters and themes of Fuji Television's technology expo called Yume Kōjō '87 (lit. "Dream Factory"). Nintendo of America decided Japan's Super Mario Bros. 2 had gameplay too frustratingly difficult and too similar to Super Mario Bros. to be worth releasing into the recently crashed American market. Therefore, finally delivering upon the inspiration of the original prototype and creating a second official sequel, Nintendo cosmetically modified Yume Kōjō: Doki Doki Panic to become the international release of Super Mario Bros. 2 (1988).
A commercial success, the international Super Mario Bros. 2 was re-released in Japan for the Famicom as Super Mario USA (1992), as part of the Super Mario All-Stars (1993) collection for the Super NES (including the Japanese Super Mario Bros. 2 as The Lost Levels), and as Super Mario Advance (2001) for the Game Boy Advance.
(en.wikipedia.org/wiki/Super_Mario_Bros._2)
#Mario #SuperMario #Nintendo
About this tutorial
WhimsyShrimp published this 19:22 video tutorial on March 1, 2020. It has been watched 1,911 times on YouTube.
- Channel
- WhimsyShrimp
- Category
- Gaming
- Duration
- 19:22
- Published
- March 1, 2020
- Views
- 1,911
- Likes
- 60
Tags
Share
This tutorial in other languages
- FRComment être mauvais aux Jeux | Super Mario Bros 2 | Partie 1
- ESCómo ser malo en los Juegos | Super Mario Bros 2 | Parte 1
- PTHow to Be Bad nos Jogos | Super Mario Bros 2 | Parte 1
- ITCome essere inappropriato in Giochi | Super Mario Bros 2 | Parte 1
- DEHow to Be Bad auf dem Game | Super Mario Bros 2 | Teil 1
- NLHow to Be Bad op de Games | Super Mario Bros 2 | Deel 1
- RUКак быть плохо в играх | Super Mario Bros 2 | Часть 1
- PLHow to Be Bad w Gry | Super Mario Bros 2 | Część 1
- JA大会で悪いことする方法|スーパーマリオブラザーズ2 |パート1
- ARكيف تكون سيئة في ألعاب | سوبر ماريو بروس 2 | جزء 1
- HIकैसे खेल पर बुरा होना | सुपर मारियो ब्रदर्स 2 | भाग 1
- IDBagaimana Menjadi Bad di Permainan | Super Mario Bros 2 | Bagian 1