And only be conquering the six areas and attaining six magical golden coins, one of which is concealed within each level, will Mario be able to enter the castle and face off against this new threat. Taking a cue from the 16-bit 1990 release "Super Mario World", the game follows Mario as he travels around an over-world map to six different "levels", each comprised of several stages to conquer. While Mario is away, a new nemesis called Wario, a sort-of evil version of the heroic plumber, takes over the castle at the heart of the magical Mushroom Kingdom and seals it shut, making entry impossible. And in my humble opinion, it's the definitive Gameboy-era Mario. And I'm happy to report that despite coming out well over twenty years ago, this is one Mario game that's well worth revisiting over and over again! It's well structured and well paced with improved graphics and gameplay, and also significantly truer to the franchise than its immediate predecessor. But where that game fell short, it's sequel "Super Mario Land 2: 6 Golden Coins" more than made up.
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But it didn't have all that much variety and suffered clunky hit detection, in addition to lacking some of the classic iconography that defined the series up until that point.
It was solid enough and provided about twenty minutes of reasonably entertaining gameplay. That being that the original game basically just didn't hold up all that well.
And I had a bit of an odd revelation regarding the first entry in the spin-off hand-held franchise "Super Mario Land". A must for Game Boy or Mario fans and a real classic.Ī few years back, I had a bit of nostalgic fun and played through some of the earlier entries in Nintendo's iconic and beloved 'Super Mario' franchise, intent on reliving childhood thrills. It's just a fun relaxing platforming adventure, and like any good Mario game it really puts you in a happy mood while playing it and makes you feel like a kid again, in the best way possible. Getting one of them will give Mario a pair of rabbit ears which are oddly adorable, and they grant you the ability to jump higher and float across wide distances. It was one of the largest Game Boy games ever released, and the branching stages or "zones" were fantastically varied, one was a giant clockwork robot version of Mario, wherein one of the levels looks a lot like a legoland, there's a macro zone where Mario is miniaturised, there's a lunar zone which has a fun gravity boost gimmick as well as some awesome music, there's a pumpkin zone that has a cool creepy Halloween vibe and has enemies that are cute little Jason Vorhees hockey mask heads with knives stuck in them running around, and a turtle zone where Mario gets swallowed whole by a giant turtle and one of the levels inside is a giant living whale - inside the giant living turtle!!! And you've just gotta give the game major kudos for being the debut of Mario's evil moustache-twirling(probably) doppelganger Wario, who you face after traversing the hardest part of the game that requires you to use everything you've learned while making your way through the zones as you beat the six bosses with three stomps to the head each to obtain the six gold coins that you need to gain access to Mario's castle which the dastardly antihero has usurped and taken over as his own! Upon defeat Wario bursts into tears before throwing a shoe at you and running off! I can never think of this game without automatically thinking of the carrot power-up, which despite only ever appearing in this adventure, is to me really one of the best Mario power-ups ever. The game play was wonderful to control, and there's a lot of levels to explore and you could choose which order to explore them in. Everything ran smoother, was bigger and more detailed, and it just plain had a lot more depth and character to it.
Everything a sequel should be and more, this was a vast and complete improvement over Super Mario Land.