SMB2 adventure archiveSuper Mario Bros. 2GUIDES
Super Mario Bros. 2 / Items

Vegetables, Potions, Mushrooms and Keys

Recognize the original game’s most useful carried and collected objects.

Edition covered

The international 1988 NES Super Mario Bros. 2, later released in Japan as Super Mario USA. This is the Subcon game with four playable characters, not the Japanese 1986 sequel known internationally as The Lost Levels. SNES All-Stars and Game Boy Advance remake additions are excluded.

4 items · one picture per entry · open a picture for full size.

Item directory

Actual original NES vegetable sprite.

Vegetable

Pluck this projectile from grass and throw it toward an enemy. Its usefulness comes from preparing a safe throw rather than jumping into the target’s body.

Actual original NES Magic Potion sprite.

Magic Potion

Throw the bottle to create a Subspace door. Its placement determines the portion of mirrored ground you can search for coins and a health-extending Mushroom.

Actual original NES Mushroom sprite.

Mushroom

A Mushroom found in Subspace increases the number of health points available during the current level. Learn the Potion position that reveals it on a familiar route.

Actual original NES Key sprite.

Key

Carry a Key to its matching door while Phanto pursues you. Drop it temporarily when you need room to arrange a safe jump or climbing approach.

Every Super Mario Bros. 2 item

From the original 1988 NES game.

  • Vegetables — pulled from grass and thrown
  • Magic Potion — opens a door to Subspace
  • Mushroom — found in Subspace; adds a life-meter slot
  • Key — opens locked doors; the Phanto guards it
  • Cherries — collect five for a Starman
  • Starman — invincibility
  • Stopwatch — freezes enemies
  • POW block — defeats enemies on the ground
  • Bomb — breaks walls
  • Coins — Subspace coins for the bonus slots
  • 1-Up mushroom — extra life
  • Crystal ball — opens the Hawkmouth gate

Quick notes

  • Turn grass into useful projectiles. Grass can hide vegetables and other objects, so lift from a clear position and look at what appears before throwing.
  • Place a Potion where Subspace helps. A thrown Magic Potion creates a door into temporary Subspace.
  • Treat a Key as a route commitment. A Key opens its matching locked door, but carrying it wakes the pursuing Phanto.
FIELD NOTE

Check the object in your hands before using B again; the same button lifts and throws.

Picture details

Game artwork belongs to its respective rights holders.

References