#Retro Friday: Super Mario Land 2 – 6 Golden Coins

I welcome you back to this space in which we talk about the titles “old but beautiful.” On this occasion we return to the portable universe of Nintendo to resume our journey through a trilogy that marked the Game Boy: Super Mario Land. In previous weeks I told you about the first part, which, although brief, is very funny and surprised us with a couple of scenes that come out of the plumber’s platform mold, which represent 2 of the most memorable moments of the game.

Super Mario Land 2 – 6 Golden Coins starts right where the first part ended. While Mario was doing his thing in Sarasaland, Wario, who debuted in this title, took over his island and his castle. The objective of the game is to recover the 6 gold coins with which the access to the castle is opened to defeat Wario and return everything to normal. It is curious that who in this case is the antagonist, became the protagonist for the third part. I suppose the decision was made based on the popularity of the peculiar character. As a curious fact, the name Wario not only comes from changing a letter from the original, but it is a word made up of the Japanese word “warui” which means “bad” and the name of Mario. So, literally, he’s the bad Mario.

By the time Super Mario Land 2 – 6 Golden Coins (1992) appeared, we already had Super Mario Bros. 3 and Super Mario World in our bags, so the bar was very high. It was no surprise that this sequel took elements from its predecessors to shape one of Mario’s best portable adventures. It beats the first part in every way. In addition to the graphics and music, there is a great improvement in the mobility of the character, which is very similar to that of the first Super Nintendo installment. There are still some problems with the physics of the jumps, but it is nothing that prevents you from moving forward and enjoying the game. Along the way you can get a large number of lives, either by collecting hearts or by winning them in a minigame. That’s right, there are 3 mini-games and although they are very simple, they do help to get some power ups. Speaking of power ups, here is a carrot that allows Mario to cushion his fall or more easily cross some chasms. It is something similar to what can be done with the tail in Super Mario Bros. 3. Curiously, it is not possible to fly, something we got used to in previous installments.

I guess Bugs Bunny served as the inspiration for thisI guess Bugs Bunny served as the inspiration for this

As for development, once again Miyamoto sat on the bench and Gunpei Yokoi again stepped onto the pitch as a producer. As always, he did a great job that represented a huge step forward in the franchise; So much so that Super Mario Land 2 – 6 Golden Coins sold about 11 million copies and became one of the most successful titles on the Game Boy.

The variety of scenarios is something that we had already enjoyed in other iterations of the saga, so in Super Mario Land 2 – 6 Golden Coins is present and represents an outstanding achievement by the developers. Each of the 6 zones has a well-defined and set theme, so one never gets bored while conquering the different levels. The same happens with the heads of each zone. In this case, it is worth mentioning that Tatanga, the last boss of the first part, appears again as the enemy to be defeated in the space zone. The map is a scale representation of the one in Super Mario World, although here the levels have no name, only the area to which they belong.

Each place has its own styleEach place has its own style

In the ghost house in the Calabaza area, I was struck by the effect of lights coming through the window and the oil lamps embedded in the wall. It is something simple, but it does a lot to create a good atmosphere. I found Mario’s zone very ingenious as we set out to explore a giant, mechanized version of the plumber. I also really liked the Macro Zone, where Mario grows small and explores in the style of Link in Minish Cap. It also reminded me of world 4 from Super Mario Bros. 3, one of the most creative in the entire saga.

Since in Super Mario World one of the most interesting challenges was finding all the secret exits to reach the much sought after number 96, in Super Mario Land 2 – 6 Golden Coins some secret levels were included that you can only reach if you find a door with a star on top. I liked that detail, because it took the replay value of the title further and followed up on what we had recently done on the Super Nintendo. For a Game Boy game, the level design is very advanced and it shows that they took into account all the details, following the rules already established in the saga but also inventing some others, especially in terms of the environments in which Mario unfolds. I wonder what would have happened if, instead of making it for the Game Boy, they had released it as Super Mario World 2 for the Super Nintendo. It would surely be a great game, as Yoshi’s Island finally was, although with a different theme.

Playing Mario in MarioPlaying Mario in Mario

Where can I play it currently?

Game Boy Nintendo 3DS cartridge ($ 48.99 MXN)

If you have not had the opportunity to play Super Mario Land 2 – 6 Golden Coins, believe me you are missing a very pleasant experience. If you played the first installments of NES and Super NES and enjoyed them, surely the same will happen with this exponent of the fabulous Game Boy catalog that is made up of a large number of classics.

I am very glad that you have reached this point and I remind you that I am very interested in reading your comments. We will read each other in the next #FridayRetro.