I remember the release of Super Mario Land 2. My (then not-yet) Stepfather in the run-up to one of his first Christmases with us asked me what I wanted. Despite being told it was too expensive I was adamant - the only thing I wanted was this game to add to my Gameboy library - which had for some years consisted of... Tetris.
Lo and behold, he surprised me and sated my need for some Mario. Bear in mind that at this point in time I had only ever owned two gaming machines, an Amiga 500+ and a Gameboy, so my experience with Nintendo was limited to visiting the couple of friends I had that owned one. Super Mario Bros and its sequels were staples in the library of everyone that owned the console, and so their legendary status was cemented in my psyche.
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This time round there is no princess in distress. Instead, Mario must reclaim his castle from new nemesis, Wario. |
At the time the game amazed me. It was basically Super Mario Bros 3, but on Gameboy! I've since, of course, been able to enjoy Super Mario World (released in 1990, between SMB3 and SML2) and now recognise that that SNES game also brought many influences to this game.
Rather than saving a princess, this time Mario seeks to reclaim his castle from Wario (in his first appearance!), but first he must defeat the bosses of each world, recovering from them the titular 6 golden coins to break Wario's seal on the castle.
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Mario Zone hints at the imagination at play in this game. |
If I had to sum Super Mario Land 2 up in one word, it would be "freedom". After the initial level you are free to explore the map, visiting each world in whichever order you see fit. The variety of stages is massive, with settings atop a tree, in space, in a sunken ship, in a haunted mansion, a giant house, and a toy Mario. The bosses reflect their respective worlds, and convey a similar level of imagination - thought none of them will present a huge challenge. Level design is also strong, and with the screen able to scroll now in any direction there are myriad secrets to find.
One element carried over from Super Mario World is the secret levels and stage completion count shown on the game select screen. Certain levels have a secret exit, found through exploration and sometimes with the help of a power-up. These levels are not essential to completing the game, however completionists will want to seek them all out.
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New themed enemies include the hockey-masked Jason-a-like in Pumpkin Zone. |
Some series staples carry over here - goombas and koopas are present and correct. Stomping a koopa allows you to then kick his shell along the ground to wipe out enemies it hits. Bullet Bill makes an appearance, as do piranha plants popping out of pipes. A range of new enemies and obstacles appear, sometimes reflecting the theme of the stages they appear in,
The final stage of the game is far and away my favourite final stage of any Mario game. Split into several sections, and far more difficult than any other stage in the game, with no checkpoints, you finally face off against Wario himself. Not once, not twice, but three times, as he uses each of your available power-ups against you. It's a rewarding experience and closes the game on a strong note.
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The carrot is the newest power-up, bestowing Mario with bunny ears and enabling him to float. |
Talking of power-ups: Naturally the game contains series staple the Super Mushroom, serving it's purpose as an extra hit point for Mario. As Super Mario, our hero can also break blocks with his head, and by holding down on the D-pad as you jump he will perform a spin jump that can break blocks beneath his feet. The fire flower also makes an appearance, this time performing as you expect - you can throw up to two fireballs at a time, and they bounce along the floor in the traditional manner (a difference to the game's predecessor). The newest power-up is the carrot. Yes, you read right - the carrot! Collect the carrot and Mario sprouts bunny ears that, by holding the A button mid-air, allow him to float. Besides not granting flight, it's not dissimilar to SMB3's raccoon tail. All of the power-ups can be used to access secret areas - by floating across bigger gaps with the bunny ears, blasting away certain blocks with a fireball, or knocking away blocks as Super Mario.
Finally, you can obtain series stalwart the invincibility star. As you run through your enemies now, you will notice a counter tallying your kills, with every enemy dispatched beyond 5 rewarding you with an extra life. With every 50th enemy defeated, a star will fall from the top of the screen, granting you an additional opportunity to grab some extra lives.
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No prize this time. That was a waste of 200 coins! |
Coins serve a different purpose here to the norm. Whereas in any other Super Mario game you collect 100 coins to earn an extra life, in Super Mario Land 2 you spend coins in a sub-game, resembling a one-armed bandit of sorts, in the hope of winning extra lives as a prize. You can hold at any time a maximum of 999 coins, and when playing said sub-game you can choose from four options of increasing cost. As the price of a play increases, so do the prizes, with a maximum prize of 99 lives (which is itself the maximum number of extra lives you can carry). Of course, you might win nothing more than a handful of coins back.
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Bosses are imaginative. The Three Little Pigs attack one at a time using different patterns. |
This game's music was composed by Kazumi Totaka, who has composed for many Nintendo games including Mario Paint, Yoshi's Story, and Luigi's Mansion, and also provides the voice for Yoshi in the series. The soundtrack is typically jaunty and fun, with recurring themes throughout. Each world has a style of music to match its theme well. Personally, I find it weaker than in the previous title, but it is still strong and stands as one of the best Gameboy soundtrack, but it is not amongst the best in a Super Mario game.
As mentioned in my previous reviews of Tetris and Super Mario Land, this game has a custom palette when played on Gameboy Color. The backgrounds are primarily blue, and Mario red. It looks good enough, but I tend to prefer to play with the standard grey palette. There are some minor issues with rough edges that become apparent when viewed with the expanded palette that are enough that I prefer not to use it, but of course your mileage may vary.
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6 Golden Coins have been collected, the door to Wario's Castle stands open, and Mario prepares for the final challenge. |
The impressive graphics, large sprites and open level design come at a price - slow down. Whilst Super Mario Land suffered from occasional slow down in its busiest moments, this sequel suffers from it frequently. It's never quite game-breaking, but can be annoying at times. This is truly the Gameboy hardware being pushed to (and beyond) its very limits. The controls are tight, though they feel sometimes a little grid-based, Mario not reacting to input as smoothly as you might expect having played others of his games.
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Wario sits on Mario's throne. |
Despite these gripes, this remains an essential game. Given the choice between this and it's predecessor as a Desert Island game, I'd select the first Land, but this sequel would be a close second choice. It's a shame that Nintendo hasn't seen fit to continue the series in any real way. From the next game Wario takes over the reigns, and subsequently the Super Mario Land title is lost. The closest we have to it now is Super Mario 3D Land on 3DS, which does a similar job of shrinking the full console's "World" game down to a handheld "Land", though this is a fully 3D Mario title - whereas for a 2D platforming fix we are left with the similar, but not the same, New Super Mario Bros.
Available on 3DS and Wii U Virtual Console if you don't have access to the original hardware. Screenshots for this review were taken using Openemu on OSX, but for the purposes of review the game was played on the original hardware.