Forty years after Nintendo quietly shelved a sequel it thought Western players couldn’t handle, that game is back in the headlines. Screen Rant published a piece on September 13, 2026 titled “40 Years Later, This NES Game Is So Hard Nintendo Didn’t Want Us Playing It,” reviving a story that has circulated among retro gamers for decades: the original Japanese Super Mario Bros. 2, later localized as Super Mario Bros.: The Lost Levels, remains one of the toughest platformers Nintendo ever shipped. Collider has also covered the game’s brutal reputation, and the renewed attention lands at an interesting moment, right as Nintendo leans hard into nostalgia programming around its 40th anniversary push this year.

The story isn’t new. What’s new is the framing: a 1986 Famicom game still generating headlines in 2026, still getting cited as a benchmark for “Nintendo hard” design, and still available to play today through Nintendo Switch Online. That combination of history, difficulty, and present-day accessibility is why the topic keeps resurfacing, and why it’s worth unpacking what actually happened, what Nintendo’s own staff said about it at the time, and why the game still matters to how difficulty gets designed in 2026.

What Screen Rant’s Report Actually Says

Screen Rant’s September 13 article focuses on the Japanese Super Mario Bros. 2, the true sequel to 1985’s Super Mario Bros., which released in Japan in 1986. The piece frames the game as a direct answer to players who found the original too easy. Nintendo’s development team responded not with more content but with more punishment, stacking sharper platforming, meaner enemy placement, and mechanics designed to break the habits players built in the first game. The article treats this as a 40-years-later retrospective, tying the game’s difficulty legend to its continued presence on modern Nintendo hardware.

That last point matters for search interest in 2026. This isn’t an abandoned cartridge sitting in a drawer. It’s a game Nintendo actively maintains and distributes, which is part of why a 40-year-old title can still generate a fresh news cycle. Readers aren’t just being told a history lesson, they’re being pointed at a game they can boot up on a Switch or Switch 2 the same day they read about it.

The Sequel Nintendo Almost Never Let Americans Play

Here’s the part that makes this a genuinely odd piece of Nintendo history rather than just “old game is hard.” When Super Mario Bros. became a phenomenon in the US, Nintendo of America needed a sequel fast. The Japanese Super Mario Bros. 2 already existed, but internal testers concluded it was too difficult and too visually similar to the original to work as a follow-up for the American market. Instead of localizing it, Nintendo of America shipped a reskinned version of a different Japanese game, Doki Doki Panic, as the Super Mario Bros. 2 that American and European players got in 1988.

The original Japanese sequel didn’t disappear. It just waited. When Nintendo finally brought it West, the company gave it a new name rather than call it a true sequel: Super Mario Bros.: The Lost Levels, bundled into Super Mario All-Stars for the Super Nintendo Entertainment System in 1993, seven years after its Japanese debut. That gap, and the rename, is the entire reason this story still gets written about four decades later. Few games have had their difficulty literally used as the reason to delay a Western release by the better part of a decade.

Howard Phillips and the Verdict That Buried a Sequel

The person most associated with that decision is Howard Phillips, the Nintendo consultant whose job in the late 1980s included evaluating Japanese games for the American market. His assessment of the Japanese Super Mario Bros. 2 has been quoted for years, and it’s blunt. Describing his time with the game, Phillips said: “As I continued to play, I found that Super Mario Bros. 2 asked me again and again to take a leap of faith, and that each of those leaps resulted in my immediate death. This was not a fun game to play. It was punishment – undeserved punishment,” according to Den of Geek.

Phillips also pointed to one specific mechanic as the moment the game lost him. “I was immediately killed by a mushroom that, unlike those in Super Mario Bros., was now poisonous,” he said, per GameSpot. That’s a small design choice with an outsized effect: a power-up players had learned to grab on instinct could now end a run. It’s a textbook example of a sequel weaponizing the first game’s own habits against the player, and it’s a big reason the game’s reputation as punishing has held up so well.

Mario or Luigi: A Character Swap That Changes Everything

Beyond the poison mushroom, the Japanese sequel introduced a structural change that modern platformers still borrow from: letting players choose between two characters with genuinely different physics. Mario and Luigi move at different speeds, accelerate differently, and jump to different heights, so switching characters between levels changes how every jump, gap, and enemy pattern needs to be approached. It sounds like a minor variation. In practice, it forces players to relearn muscle memory mid-playthrough, which is exactly the kind of friction that turns a hard game into a legendarily hard one.

Combine that with harder, more complex level layouts than the original Super Mario Bros. and the difficulty curve stops looking like a gentle escalation and starts looking like a wall. Nintendo built a game where the reward for mastering the first title was a sequel that punished you for relying on what you’d already learned.

Invisible Blocks and Memorization-Based Design

The Japanese Super Mario Bros. 2 also leans on invisible blocks placed in specific spots that players effectively have to memorize through trial and error, or die finding out the hard way. That design philosophy, hide the solution and let repetition teach it, was common in 1980s game design but rarely applied this aggressively inside a Mario game, a series generally built around intuitive, forgiving platforming. Pairing invisible blocks with poison mushrooms and dual-character physics gives the game three separate systems that can each end a run in ways the original Super Mario Bros. never would have.

The Nintendo Power Campaign That Almost Gave It Away

One detail that rarely makes it into difficulty retrospectives: Nintendo of America came close to giving the Japanese sequel away for free years before it officially localized it. Gail Tilden, former vice president of brand management at Nintendo of America, has described a Nintendo Power promotion built around the unreleased game. “We weren’t doing anything with it! [So] I worked up with my Nintendo Power agency a campaign called ‘The Lost Levels,'” Tilden said, according to Nintendo World Report.

That quote is also where the game’s eventual Western name came from. “The Lost Levels” started as a magazine promotion concept for a game Nintendo wasn’t sure what to do with, and it stuck permanently once Super Mario All-Stars finally shipped it in 1993. Few branding accidents have had that much staying power.

Timeline: From Famicom Exclusive to Switch Online Staple

The gap between the game’s Japanese debut and its full global availability spans nearly four decades, and it’s worth laying out plainly because the timeline itself is unusual for a first-party Nintendo title.

ReleaseRegionPlatformYearNotes
Super Mario Bros.Japan / USNES / Famicom1985Original game, sets the difficulty baseline
Super Mario Bros. 2 (Japan)JapanFamicom1986True sequel, sharply harder difficulty
Super Mario Bros. 2 (US)US / EuropeNES1988Reworked version of Doki Doki Panic, not the Japanese sequel
Super Mario Bros.: The Lost LevelsGlobalSNES (Super Mario All-Stars)1993Western localization of the Japanese sequel
Super Mario Bros.: The Lost Levels (NES app)GlobalNintendo Switch OnlineOngoingAvailable in the NES classics library

Seven years passed between the Japanese release and the West seeing any version of the real sequel. Today, Nintendo Switch Online’s NES library makes it available on demand, alongside dozens of other classics, which is the biggest reason a 1986 game can still headline a gaming news cycle in 2026.

What Actually Makes the Game Harder: A Mechanics Breakdown

Stacking the confirmed difficulty mechanics side by side against the original Super Mario Bros. shows why this specific sequel earned its reputation rather than just inheriting it from being old.

MechanicSuper Mario Bros. (1985)Super Mario Bros. 2 Japan / Lost Levels (1986)
Mushroom power-upAlways safe to grabCan be a poison mushroom that shrinks or kills Mario
Level designBaseline platforming layoutsMore complicated, tighter platforming challenges
Block placementVisible blocksIncludes invisible blocks players must memorize
Playable charactersMario onlyMario and Luigi, each with different speed, acceleration, and jump height

None of these mechanics is exotic on its own. Poison items, invisible platforms, and character-specific physics all existed elsewhere in 1980s game design. What made the Japanese Super Mario Bros. 2 stand out is that Nintendo dropped all four into a franchise players associated with fairness and readability, then relied on the resulting muscle-memory betrayal to do the difficulty work.

How This Compares to Other “Nintendo Hard” Games

Retro gaming discussion has long used “Nintendo hard” as shorthand for a specific era of NES design, one built around limited continues, punishing enemy placement, and trial-and-error learning. Super Mario Bros.: The Lost Levels sits near the top of that conversation for a specific reason: it isn’t a spinoff or a third-party licensed game built cheaply, it’s a mainline sequel to Nintendo’s flagship franchise, made by the same team, using the difficulty itself as the design pitch. Games like Battletoads or Ghosts ‘n Goblins earned their brutal reputations from unforgiving level design built from scratch. The Lost Levels earned its reputation by taking a game players already knew intimately and using that familiarity against them.

That distinction is part of why the game keeps getting rediscovered. It isn’t just hard, it’s hard in a way that’s legible to anyone who has played the original Super Mario Bros., which makes it an easy story to retell to a general audience rather than just retro-gaming diehards.

Why the Story Is Resurfacing Right Now

Nintendo has spent much of 2026 leaning into anniversary programming, including Zelda’s 40th anniversary Direct coverage earlier this month, and a broader pattern of using older franchises to anchor news cycles around new hardware and services. Super Mario Bros. as a series turns 40 or 41 depending on how the anniversary is counted from the 1985 or 1986 releases, and outlets covering Nintendo’s back catalog have an obvious hook available in a game whose entire identity is built around being the sequel Nintendo didn’t want Western players to have.

It also doesn’t hurt that Nintendo has kept the company in headlines through a major customer appreciation sale and ongoing Switch 2 firmware coverage this year, which keeps general audience attention on Nintendo’s ecosystem at a level that makes a retro difficulty story land with readers who might otherwise skip it.

Historical Context: Difficulty as a 1980s Design Philosophy

Arcade Roots Shaped Console Difficulty

Nintendo’s design instincts in the mid-1980s were still shaped heavily by arcade economics, where difficulty existed to burn through quarters. Console games inherited that DNA even though the business model had changed, and Super Mario Bros. 2’s Japanese version is a clear artifact of that transition period, a home console game designed with arcade-era toughness before the industry fully adjusted its difficulty expectations for a living-room audience.

Localization as Editorial Judgment

The decision to swap in Doki Doki Panic rather than localize the harder sequel also says something about how early Nintendo of America treated localization: not as a direct translation job, but as an editorial call about what a Western audience would tolerate. That’s a very different approach than the industry takes today, where near-simultaneous global releases are standard and difficulty options are often built in rather than solved by substituting an entirely different game.

Market Impact: A 40-Year-Old Game Still Drives Engagement

Stories like this one matter commercially in ways that go beyond nostalgia clicks. Nintendo Switch Online’s value proposition depends heavily on its NES and SNES libraries giving subscribers a reason to stay subscribed between big first-party releases, and a game with a decades-old “too hard to release” story attached to it is a stronger retention hook than a generic classic would be. Every time an outlet revisits the Lost Levels story, it functions as free marketing for a subscription service that already owns the content being discussed.

It also feeds a broader retro gaming economy that includes speedrunning communities, YouTube retrospectives, and collector markets for original Famicom and Super Mario All-Stars cartridges. None of that requires new investment from Nintendo. The company already did the hard part in 1986 and 1993, and stories like Screen Rant’s simply keep pointing new audiences at content Nintendo already monetizes through its existing subscription tier. It’s the same dynamic that shows up across the rest of the gaming industry whenever a publisher revisits its back catalog during a slower release window.

What Comes Next: Predictions

  • Expect a short-term bump in search interest and video content around Super Mario Bros.: The Lost Levels as more outlets pick up the Screen Rant and Collider coverage in the days after September 13.
  • Speedrunning communities are likely to see renewed attention on Lost Levels categories, since difficulty-focused news cycles reliably drive viewers toward high-skill runs of the same game.
  • Nintendo’s continued anniversary programming in 2026 makes it plausible the company highlights more of its punishing 1980s catalog in future Nintendo Switch Online updates or Direct segments, though Nintendo has not announced anything specific along those lines.
  • Retro difficulty discourse around this game will likely keep getting used as a reference point in broader conversations about modern “souls-like” and punishing indie game design, given how often journalists already draw that historical line.
  • Watch for follow-up pieces comparing Lost Levels to other infamous Nintendo difficulty spikes, a natural next story for outlets that see traffic on the original piece.

How to Play It Today

For readers who want to try the game rather than just read about it, the simplest path in 2026 is through Nintendo Switch Online, where Super Mario Bros.: The Lost Levels sits inside the NES app alongside the rest of Nintendo’s classic library. That’s a meaningfully lower barrier than the 1993 original, which required buying a physical Super Mario All-Stars cartridge on SNES, or the 1986 Famicom original, which never released outside Japan on original hardware. The game’s full release history is publicly documented for players curious about every version, including later Game Boy Advance and Virtual Console re-releases that kept the game in circulation between its 1993 debut and today’s Switch Online availability.

Why This Keeps Coming Back as a Story

Plenty of NES games were hard. Very few had their difficulty become an actual business decision that delayed a Western release for seven years and produced a name that stuck permanently. That’s the detail that separates Super Mario Bros.: The Lost Levels from a generic “old games were harder” retrospective. It’s a documented case of a company shelving its own sequel because internal testers, Howard Phillips chief among them, decided American players weren’t ready for it. Forty years on, that decision is still the hook, and it still works, because the game itself remains one click away on hardware most Nintendo fans already own.

Frequently Asked Questions

What NES game is Screen Rant’s September 2026 article about?

Screen Rant’s article, published September 13, 2026, covers the Japanese Super Mario Bros. 2, the true 1986 sequel to Super Mario Bros., which was later localized in the West as Super Mario Bros.: The Lost Levels.

Why didn’t Nintendo release Super Mario Bros. 2 (Japan) in the US right away?

Nintendo of America testers, including consultant Howard Phillips, judged the game too difficult and too visually similar to the original for the American market, so the company substituted a reworked version of Doki Doki Panic as the 1988 US Super Mario Bros. 2 instead.

What is Super Mario Bros.: The Lost Levels?

It’s the Western name given to the original Japanese Super Mario Bros. 2 when Nintendo finally released it globally in 1993 as part of Super Mario All-Stars on the Super Nintendo Entertainment System.

What makes the Japanese Super Mario Bros. 2 harder than the original?

Confirmed differences include poison mushrooms that can shrink or kill the player, invisible blocks that must be memorized, more complex level design, and playable Mario and Luigi characters with distinct movement speed, acceleration, and jump height.

Can I play Super Mario Bros.: The Lost Levels today?

Yes. It’s available through Nintendo Switch Online’s NES classics library, making it accessible on current Nintendo hardware without needing original cartridges or older consoles.

Who is Howard Phillips and why is he quoted in coverage of this game?

Howard Phillips was a Nintendo consultant in the 1980s whose evaluation of the Japanese Super Mario Bros. 2 as excessively punishing directly influenced Nintendo of America’s decision to withhold it from Western release for years.

Where does the name “The Lost Levels” come from?

Former Nintendo of America brand management VP Gail Tilden has said the name originated from a Nintendo Power promotional campaign concept built around the then-unreleased game, and it became the game’s permanent Western title when it launched in 1993.

Is the Japanese Super Mario Bros. 2 the same game as the 1988 US Super Mario Bros. 2?

No. The 1988 US release is a reworked version of a separate Japanese game called Doki Doki Panic. The true Japanese sequel didn’t reach the West until 1993, under the name Super Mario Bros.: The Lost Levels.