Super Mario Land 2: 6 Golden Coins
4.0
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  • Piloting a submarine through underwater caverns and navigating a plane past skyscraper obstacles in the first Super Mario Land offered me a chance to take a break from the traditional platforming challenges offered by the levels and sort of experience a different kind of gameplay that was, in its own way, challenging and fun, too
  • There's careful jumps that need to be made throughout the game, either to access certain higher areas or items or to avoid losing a life
  • I thought that was a nice change of pace from earning one-ups from blocks and points in other Mario games and it gave me an extra incentive not to fly through levels, in addition to the incentive that involved uncovering secret areas and exits
  • The game certainly has its own unique art style, and I think it's a creative art style that adds to the game's distinctive feel and experience, especially the zone, or world, designs, such as the crescent moon graphic
  • The game will offer a decent degree of difficulty, and the final boss is particularly tough to trounce, although the other bosses in the game are generally easy to defeat, especially with the Fire Flower power-up, with a few exceptions, and the first two zones, or worlds, are kind of each to get past, but the game definitely gets harder and although it lacks a special hard mode present in Super Mario Land, there's two levels of difficulty to choose from


    • by CirclingCanvas

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      Super Mario Land 2: 6 Golden Coins is a Game Boy game and it’s the sequel to Super Mario Land, also for the Game Boy. In some ways, I feel Super Mario Land 2: 6 Golden Coins improves upon what the first Super Mario Land game had to offer, although I do miss certain gameplay elements that were removed in the sequel. One such gameplay element that’s missing in the sequel is the ability to pilot vehicles. Piloting a submarine through underwater caverns and navigating a plane past skyscraper obstacles in the first Super Mario Land offered me a chance to take a break from the traditional platforming challenges offered by the levels and sort of experience a different kind of gameplay that was, in its own way, challenging and fun, too. It’s also not like the vehicle levels dominated the original Super Mario Land and took precedence over the traditional platforming levels, they were used here and there, and I don’t see why Nintendo couldn’t have slipped in just two levels in this game that utilize the submarine and plane, especially since this game offers up more than double the number of levels found in Super Mario Land, so more levels, yet apparently there’s no room for the submarine or airplane. That was disappointing, but certainly not something that completely ruined the game for me or anything like that.

      The concept of two


      exits was dropped in Super Mario Land 2: 6 Golden Coins, however it a way, the concept has been re imagined. In Super Mario Land, there were two exits, one at the bottom and one at the top, at the end of a regular level. The top exit was harder to get to and usually involved a platforming challenge of some sort, but it led to a bonus mini-game round that awarded points and power-ups. In Super Mario Land 2: 6 Golden Coins, there’s only one exit, but there’s still a platforming challenge that involves ringing a bell high up in the air. If I ring the bell, I can play a bonus mini-game and earn extra lives or a power-up. I’m real grad Nintendo kept this gameplay element in because it offers yet another challenge to overcome and rewards a player for playing the game to its fullest. I also really like the fact that this game holds secret areas that are purely optional, but nonetheless fun, that are accessible via the world map, something the first Super Mario Land didn’t offer, and so, if I explore the world map, I can discover alternative routes that lead me to the end of the game quicker as well as secret areas, like a casino. I’m not saying a player should skip levels on his or her first playthrough because then, one isn’t experiencing
      all there is to experience in Super Mario Land 2: 6 Golden Coins, but it’s fun, on later playthroughs, to uncover these little spots.

      I feel that the level design in Super Mario Land 2: 6 Golden Coins is pretty good. The game changes the type of environments a player must traverse now and then, and with a change in environments, comes a change in physics. Swimming underwater or walking on the moon is going to feel different, naturally from traveling on land. I liked that there was some variation in the type of environments because it forced me to adjust my playing style and it helped to keep the game fresh as I was playing through it. Anyone that’s played the Super Mario Bros. games for the Nintendo Entertainment System or Super Nintendo Entertainment System or even Super Mario Land for the Game Boy will find the level design and challenges that await familiar. There’s careful jumps that need to be made throughout the game, either to access certain higher areas or items or to avoid losing a life. There’s enemies that come at the player or pop in and out of pipes. I liked that Nintendo incorporated Mario’s spin-jump in this game as that enhanced the gameplay slightly as certain areas and items could only be accessed by it. Super Mario Land 2: 6 Golden Coins has all the building blocks of ...


      • Super Mario Land 2: 6 Golden Coins
      the traditional, two-dimensional side-scroller, although spiced up with its own unique aspects, such as power-ups like the carrot which enables Mario to sort of “hover” and levels that affect Mario in one way or another, such as one zone, or world, where Mario is shrunk down in size and must face challenges while being super small, as well as incorporating an “enemy counter” which encouraged me to kill as many enemies as possible as killing one-hundred would earn me an extra life. I thought that was a nice change of pace from earning one-ups from blocks and points in other Mario games and it gave me an extra incentive not to fly through levels, in addition to the incentive that involved uncovering secret areas and exits.

      It must be remembered that Super Mario Land 2: 6 Golden Coins, while visually and audibly superior to Super Mario Land, is nonetheless a product of the early nineties on the Game Boy, Nintendo’s first handheld. The animations are fairly simply as are the visuals and audio. None of this detracts from the gameplay though. The game certainly has its own unique art style, and I think it’s a creative art style that adds to the game’s distinctive feel and experience, especially the zone, or world, designs, such as the crescent moon graphic. The game will offer a decent degree of difficulty, and the final boss is particularly

      tough to trounce, although the other bosses in the game are generally easy to defeat, especially with the Fire Flower power-up, with a few exceptions, and the first two zones, or worlds, are kind of each to get past, but the game definitely gets harder and although it lacks a special hard mode present in Super Mario Land, there’s two levels of difficulty to choose from. The difference in difficulty, between Super Mario Land 2: 6 Golden Coins and Super Mario Land, especially with the first game’s hard mode factored in, isn’t too far apart. Super Mario Land 2: 6 Golden Coins does, as mentioned, offer several more levels compared to the first game, as well as a number of secret levels and areas that are fun to seek out and discover. I do think it’s superior to the first game, and I had fun playing it time and again, plus it’s got its own unique style and design while retaining essential two-dimensional, side-scrolling platforming elements from the Super Mario Bros. games. Thus, an “8″ is the rating I’ll award it with. A hard mode, like in the first Super Mario Land, some levels featuring vehicles, also present in Super Mario Land, as well as perhaps some tougher bosses that wouldn’t be so easily defeated by fire at a distance, all would’ve been appreciated, though, in an otherwise entertaining and satisfying video game for the Game Boy.




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The review was published as it's written by reviewer in August, 2010. The reviewer certified that no compensation was received from the reviewed item producer, trademark owner or any other institution, related with the item reviewed. The site is not responsible for the mistakes made. 2823081240810831/k2311a0823/8.23.10
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