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    Super Mario Land 2: 6 Golden Coins

    Game » consists of 7 releases. Released Nov 02, 1992

    Mario's second platforming adventure on Game Boy introduces the evil Wario, who has taken over Mario's castle in his absence. Mario must gather the six golden coins scattered throughout Mario Land to reopen the castle gates and defeat his twisted counterpart.

    Short summary describing this game.

    Super Mario Land 2: 6 Golden Coins last edited by Marino on 02/08/23 02:33PM View full history

    Overview

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    Super Mario Land 2: 6 Golden Coins is a platformer developed and originally published by Nintendo in 1992 for Game Boy. After rescuing Princess Daisy from the alien Tatanga in Sarasaland, Mario returns to his castle in Mario Land only to discover that it has been taken over by Wario, his jealous longtime rival, and that the residents of Mario Land have been placed under Wario's evil spell. Mario must gather the six golden coins that collectively serve as the keys to his castle in order to confront Wario and liberate Mario Land.

    The game is notable for featuring Wario's first appearance as a new character. Although he merely functions as the final boss in 6 Golden Coins, Wario would later go on to star in his several of his own games, including the Wario Land series of platformers and the WarioWare franchise.

    Super Mario Land 2 was re-released on the Nintendo 3DS eShop as a Virtual Console title in late 2011.

    Gameplay

    The game's first stage
    The game's first stage

    Super Mario Land 2 follows the basic template of several prior Mario platforming titles, particularly Super Mario World which had been released only two years prior. Mario makes use of his impressive jumping abilities to traverse several separate stages while collecting power-ups, which can help him to avoid or defeat his enemies. The Spin Jump from Super Mario World also makes its return in this game, allowing Super Mario or Fire Mario to break certain blocks underneath his feet.

    Mario typically proceeds from left-to-right in order to reach the Goal at the end of the stage. Every stage contains a small bell somewhere near the middle that serves as a checkpoint, allowing Mario to resume from that point in the stage after losing a life. Players can optionally try to reach a larger bell hanging above the stage Goal; if Mario manages to ring the large bell, he will be taken to a bonus stage in which the player can attempt to earn power-ups or extra lives by playing one of two mini-games.

    A bonus stage
    A bonus stage

    While Super Mario Land 2 features Coins, a staple of the Mario series, these collectibles are handled in a different manner than in previous games. Instead of granting players a 1-Up after collecting one hundred Coins, the game continues to increase the tally at the bottom of the screen up to a maximum of 999 Coins. Coins can be spent at the Casino hidden in a cave near Mario's castle for more chances to earn power-ups and extra lives. If Mario completely exhausts his stock of extra lives, the player will receive a game over screen; additionally, any of the six golden coins collected up to that point will be returned to their respective Zone's bosses, requiring Mario to defeat these bosses a second time.

    A second counter at the bottom of the screen reflects the number of enemies defeated by Mario. Defeating one hundred enemies causes a Starman to appear nearby, which Mario can collect to gain temporary invincibility. Defeating five enemies while invincible grants Mario an extra life, and the player will continue to gain 1-Ups for every enemy defeated afterward until the effect expires.

    Power-Ups

    • Super Mushroom: Small Mario transforms into Super Mario after picking up this item, allowing players to break certain blocks by jumping up from below, as well as by spin-jumping from above.
    • Fire Flower: Fire Mario can toss fireballs at enemies from a distance, but certain foes are immune to his projectiles. Fireballs can also break certain special blocks.
    • Carrot: This power-up is unique to Super Mario Land 2. It transforms players into Bunny Mario, who can glide through the air by flapping his long ears. Unlike other flight-based power-ups from previous Mario titles, such as the Super Leaf or Feather Cape, Bunny Mario cannot actually fly in the proper sense; he can only slow his descent by gliding while airborne.
    • Starman: Grants temporary invincibility for fifteen seconds.
    • Soap Bubble: Only available in the Hippo stage, Mario can find large bubbles near two hippo-shaped statues that allow him to fly when he touches them. However, soap bubbles are easily popped by enemies.
    • Space Mario: Mario dons a space suit during his visit to the Space Zone. While on the moon, Mario can jump much higher than normal. In outer space, holding the A button causes Mario to ascend at a constant rate.

    Zones

    Mario Land and its Zones
    Mario Land and its Zones

    Players can move between and select any of the game's six primary "Zones" from the overworld map, each of which contains several stages. Zones may be played in any order, but their individual stages must be completed in sequence to reach a Zone's boss stage and collect one of the six golden coins. Some stages contain alternate exits leading to hidden stages; if Mario loses a life in any of these hidden stages, he will be returned to the previous stage.

    In addition to the main Zones, Super Mario Land 2 also contains a handful of standalone stages.

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    Tree Zone: This Zone consists of five levels set around and inside a gigantic tree. The path splits after Stage 2; players are not required to complete every stage to reach the end. A secret exit in the second stage leads to a hidden level. A large Bird has made its nest at the top of the tree and guards one of the golden coins.
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    Space Zone: To reach this Zone, Mario must pass through the upper Goal in the Hippo stage located in the upper-left part of the map. It consists of two space stages in which gravity is greatly reduced, as well as one hidden level. Tatanga, the final boss from Super Mario Land, appears at the Zone's end for a rematch with Mario.
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    Macro Zone: Mario shrinks to pocket-size after entering this Zone resembling a modest house. It contains four normal stages, as well as a hidden stage that also functions as a shortcut to the boss stage. A fast-moving Sewer Rat serves as the Zone boss.
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    Pumpkin Zone: A group of four spooky levels full of odd-looking enemies. Shaped like a giant pumpkin, this Zone also holds two hidden stages and features a Witch as the boss.
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    Mario Zone: An unusual toy-themed Zone shaped like a mechanical version of Mario and consisting of four stages. This is the game's only Zone that does not contain a hidden stage. The Three Little Pigs make an unexpected appearance at the end as a trio of bosses.
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    Turtle Zone: A huge turtle acts as the gatekeeper to this set of three water levels. A secret fourth level can be reached through Stage 2's submarine, and an angry-looking Octopus at the end of this Zone acts as the boss.
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    Wario's Castle: The final stage takes place inside Mario's castle, which has been transformed by Wario to suit his twisted tastes. Mario faces his greatest challenge within the castle walls, which are filled with a variety of deadly enemies and instant death traps. Players that manage to reach the castle's throne room will face Wario himself, who must be defeated three times before he'll relinquish the castle to its rightful owner. In his first form, Wario simply marches around the room before ground-pounding to cause objects to fall from the ceiling towards Mario. After receiving three hits, Wario retreats to the next screen, where he collects a Carrot and attacks as Bunny Wario. Another three hits leads to the final showdown against Fire Wario, who hurls huge fireballs across the screen.
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