

Pollack envisioned a video game version of Tommy, a famous rock opera released by The Who in 1969 about a deaf, blind, and mute child inexplicably skilled at pinball. Inspired by Nintendo game competitions, he wished to direct a film about them.

In 1989 as they were preparing to export the latest Mario game, Tom Pollack of Universal Studios approached Nintendo of America’s marketing department with an interesting proposition. However, the delay proved to be a blessing in disguise. 2 prevented them from exporting games such as Zelda II: The Adventure of Link to North America according to their original schedules. A shortage of ROM chips along with Nintendo’s preparation of the Western Super Mario Bros. Nintendo was willing to export the game to the West, but this plan quickly encountered a problem. The game was slated for a domestic release in the Spring of 1988, but because the developers wanted to add many new features, Nintendo delayed it to the following October. By the end of development, anywhere from twenty to thirty people worked on the game compared to the seven or eight who worked on the original. True to its name, it was a long, narrow meeting room in which they spent the entire day looking at sheet papers, programming map data. To this end, the programmers had what they called a “Map Room”. Tezuka also wanted to overhaul everything from the characters’ sprites to their movesets. Unlike The Lost Levels, which was considered by reviewers at the time to be frustratingly difficult, this new installment would welcome players of varying skill levels. Meanwhile, shortly after the release of The Lost Levels in 1986, a ten-person team helmed by Takashi Tezuka known as Nintendo Entertainment Analysis and Development began work on a follow-up. 2 in the West to become a success, eventually moving over ten million units. This in no way, shape, or form stopped the game released as Super Mario Bros. Western enthusiasts at the time had little way of knowing that what they got was a different game reworked to include Mario characters.

This prompted Nintendo to create an easier Mario game for audiences abroad, which would also be repurposed mid-development as a promotional title for Fuji Television dubbed Dream Factory: Doki Doki Panic. 2, which would eventually be dubbed Super Mario Bros.: The Lost Levels in the West, was rejected by Nintendo of America both for being overly similar to the original and unreasonably difficult. Both domestically and internationally, a game named Super Mario Bros. When it took on a life of its own, a sequel was inevitable. With Super Mario Bros., Nintendo had achieved a level of success that made their impressive arcade presence seem quaint by comparison.
