Level design has always been a feature of games that we've marveled at. There's a big difference between a level that is frustrating due to challenge and a level that is frustrating due to design. Now, we aren't going to pretend that we are masters of creating excellent levels. No, we're very much not. However, we believe we've had enough experience playing games that we can weed out the good levels from those that are bad. This series of articles talks about the latter, where we focus on those levels that are either poorly designed, frustrating for all of the wrong reasons, or just boring in general. (We have a series of articles dedicated to great levels anyway.) After we've exhausted our picks for this newest edition of Bad Levels in Gaming History, help us come up with some more levels for future installments and your reasoning as to why your chosen levels are so bad.
Miss out on Volume One, Volume Two, and Volume Three? Click those links, then!
One Shot, One Kill - Call of Duty 4: Modern Warfare (Multi)
We don't feature the Call of Duty franchise a lot on SuperPhillip Central. It's not really our type of series, and we wouldn't want to review something we don't have an interest in. It wouldn't really be fair of us to bother. Anyway, we did enjoy Call of Duty 4: Modern Warfare, and that was the title that truly cemented Call of Duty is a blockbuster multi-million selling franchise.
Modern Warfare features plenty of awesome scenarios, but it also comes with some immensely obnoxious moments, some of which simply aren't that fun to play due to the sensational amount of aggravation involved.
The level One Shot, One Kill has an example of this at its conclusion. It has you and an injured superior pinned down near a Ferris wheel, anxiously awaiting the arrival of a helicopter to take you boys home. The aggravation here comes from the multitude of enemy soldiers, each equipped with fully automatic rifles that can tear you a new one in a matter moments, that you have to contend with. Did we neglect to mention that you and your superior must survive for a bit over five minutes? You have a limited amount of Claymore mines to work with, used for protecting your AI superior. If he somehow bites the dust (and it's very likely that he will), you fail the mission. Not only is that scenario easy to have happen, having yourself perish mid-confrontation is also quite easy to see occur.
One might think that hiding behind the Ferris wheel itself for cover is a good strategy. Why, it may seem that way, but then you get the privilege of being assaulted by attack dogs, each ready to rip into your red, white, and blue flesh with an instant kill move that can only be avoided with extremely narrow timing. If you wish to persevere elsewhere in this skirmish, you'll be greeted with a barrage of grenades. This is a scenario where even the Terminator would have issues with, much less a regular U.S. army soldiers, regardless of what the commercials on TV tell you. One Shot, One Kill ends with an insanely hard and not very fair encounter with a seemingly endless amount of enemies to take down and survive against. That's why it kicks off our list of Bad Levels in Gaming History for this fourth volume.
Air's Rock - Golden Sun: The Lost Age (GBA)
If you're a fan of lengthy levels and areas that take hours of time to complete, then you will likely find Golden Sun: The Lost Age's Air's Rock to be a pleasure cruise. For the rest of us, we probably would have enough when we discovered that the dungeon takes as long as the original Golden Sun's final dungeon. This wouldn't be so bad if this was a late place in the game to visit, but it's actually near the start of The Lost Age! Your party is at a relatively low level, your hit points and Psynergy points are in the low amount spectrum, your equipment is mediocre at best, and the enemies aren't pushovers, unlike those that you've encountered already. Sound fun? Great! Here's some more stuff!
Trial and error gameplay is what you receive with several opening maze and platforming puzzles. This requires your party to be using its low amounts of PP to use a certain skill repeatedly, meaning you run out of Psynergy points rather quickly. As you make your way to the top of Air's Rock, believing the hardest parts are behind you, you encounter the realization that you're actually not even halfway done with this dungeon. Still sound fun? Well, let's continue!
You must then enter inside the stone and move downward, as you progress closer and closer into the mountain's core. This is all the while facing off against even stronger enemies and more time-consuming and repetitive puzzles. Once you've reached the center of the mountain, you must make your way to the top of the mountain again. This time, however, you are able to use various activated tornado devices to shoot your way up to areas that couldn't be reached before. The end of this part of this dungeon is the end of your journey through the insanely long Air's Rock. It's not just a feat of endurance to conquer this dungeon; it's a test of one's insanity. Oh, and the game doesn't even bother to mention that you need to come to Air's Rock for a Psynergy magic that is required to advance the story in the first place. How nice of the developers! Not. If somehow this all sounds like no big deal and a lot of fun, may we introduce you to a game called Superman 64? You'll probably find pleasure in that torture (albeit much, much worse torture) as well.
Babel Tower - Xenogears (PS1, PSN)
Based on the Tower of Babel, a tower from the Bible that was humanity's way of essentially saying to God, "Hey, you. We're defying you. Take your now-useless Great Flood and get lost!", Xenogears' Babel Tower hasn't been entered for over five centuries due to the ancient Ethos Society sealing it shut with powerful magic. That is, until Fei's party manages to enter Babel Tower themselves. If you ask us what Xenogears' take on the tower was built for, our answer would be pure frustration. Unlike the Bible's version of the tower, Xenogears' Babel Tower actually served its purpose quite well... unfortunately.
It wouldn't be so bad if it was just a straight up climb. However, the developers had a different idea in jazzing up the player's process in ascending the tower. What happens when you have an RPG and you introduce platforming, a mechanic that has no place in the game, in order to cross chasms? Well, you get a recipe for disaster, and that's exactly what Babel Tower is.
You see, Xenogears came out before the PlayStation's implementation of the analog stick. This meant you were stuck using the d-pad for movement. While this setup was less than ideal, what really makes this trek through Babel Tower frustrating is that you can enter into a random battle mid-jump. That wouldn't be so bad if after the battle you didn't fall downward like a two ton safe. That's not even taking into account the very awkward leaps Fei and friends must make at the beginning of the tower that are hard enough without any battles to impede your progress. That alone takes a good chunk of time to perfect the first time! All this adds up to being forced to retry segments of the tower because you keep falling after battles that begin in mid-jump. It's incredibly frustrating and tedious, and it's one of those points in the game that make us disinterested in playing through Xenogears again.
Desert of Death - Breath of Fire III (PS1, PSP, PSN)
As if the name didn't come across as unfriendly enough, Breath of Fire III's Desert of Death is a slog of a place to travel through. It's an area that can get severely boring and tedious, even when you know what you're doing. If you don't, you'll curse the heavens, the stars, and the developers for even coming up with this hellish spot in the game.
The kicker here is that in the English version of Breath of Fire III, the translation was fouled up. This results in the trek through this sand-filled nightmare being much more difficult than it needs to be. You need to have an incredibly precise directional sense to get through the desert. You are required to use the stars in the nighttime sky as your markers to know where to go and how to find the exit here. Since there's a star that is placed in the sky merely to trip you up and trick you, this makes for a pretty rough and obnoxious part to an otherwise enjoyable RPG to overcome.
In addition to these problematic issues, wandering around in the desert for an extended period of time causes you to become thirsty, needing to drink water. Run out of water, and your maximum amount of hit points will continually lower with each step until Ryu and party rest at an inn. After all of your work through this tedious part of the game, you arrive at the end of the Desert of Death, only to be greeted by a boss battle.
...Now don't that just beat all?
Mario's Castle - Super Mario Land 2: 6 Golden Coins (GB, 3DS VC)
The final level of Super Mario Land 2: 6 Golden Coins has Mario returning to his overtaken by Wario castle after collecting all six of the eponymous golden coins. What is a generally fairly easy game ramps up in difficulty to roller coaster levels in an instant.
Mario's Castle is a three floor nightmare of a level that requires really tight and precise platforming, great reaction time, and steady thumbs. The obstacles include moving platforms, giant Piranha Plant statues that shoot out fireballs at intermittent times, and large pits of lava that will cook Mario's hind parts instantly.
Not only is this level more than double the length of every other level that Mario has previously conquered within the game, but it also features nothing in the way of checkpoints. This means that wherever you die, even in the three stage fight with Wario, the final boss of the game, you must restart the level at the very beginning. That's just poor and unfair design in what would otherwise be a giant jump in difficulty for players of Super Mario Land 2.
Showing posts with label super mario land 2. Show all posts
Showing posts with label super mario land 2. Show all posts
Tuesday, April 8, 2014
Tuesday, November 26, 2013
Top Ten Super Mario Series Soundtracks
Super Mario 3D World released in North America last Friday, and in Japan the day before. Our friends across the pond will have their chance to pick up the game at the end of the week. Conveniently, that's when we plan on having our full review of the game. Anyway, one of the most important and continuing features of Super Mario games is their terrific soundtracks. It was difficult, but the crew at SuperPhillip Central have put our heads together and ears to our computer speakers to come up with our top ten favorite Super Mario series soundtracks. While we don't imagine you'll agree with our order or even picks (if that is the case, please leave us a comment below), we hope you enjoy this journey through the musical side of the Mushroom Kingdom.
10) Super Mario 3D Land (3DS)
We start our list of favorite Super Mario soundtracks with the game that the latest Mario release is a sequel to-- or at least shares a common level structure. Super Mario 3D Land has a really nice and jazzy main theme, which is played in various outside levels throughout the game. There's multiple variations played during the game as well. Then you have standbys like the requisite underground theme and even Super Mario Bros. 3's athletic theme to enjoy.
9) Super Mario Bros. 2 (NES)
Let's go back in time a long while with the NES' Super Mario Bros. 2. No doubt anyone who frequents this site, in addition to other gaming sites, already knows that the North American version of Super Mario Bros. 2 was a game in Japan called Doki Doki Panic, just with Mario characters attached to it. Regardless, this soundtrack really outdoes its predecessor in nearly every facet. We feel Super Mario Bros. 2's track list eclipses the original Super Mario Bros. due to its catchier themes and increased amount of themes.
8) Super Mario Sunshine (GCN)
Seeing as it's near freezing outside the windows of SuperPhillip Central HQ, we wouldn't mind returning to the sun-baked shores of Isle Delfino, drenched in the warm rays of the sun. Since we can't do that, at least we can have warm memories while listening to Super Mario Sunshine's soundtrack, made up of a multitude of tropical tunes and a jaunty hub world theme in Delfino Plaza. Mario soundtracks always have a bit of pep to them for the majority of songs, and Super Mario Sunshine is no different.
7) Super Mario Land 2: 6 Golden Coins (GB)
Super Mario Land 2: 6 Golden Coins might be on a system with poor sound quality, but Kazumi Totaka (Animal Crossing, Luigi's Mansion) created some truly amazing and ultra-catchy tunes that linger in our minds to this day. Super Mario Land 2 has one of our favorite athletic themes in any Mario game, an out-of-this-world space tune in Star Maze, and a finale level song that will get the pulses pounding.
6) Super Mario Bros. 3 (NES)
Super Mario Bros. 3 has always had a wide variety of classic 8-bit tunes that have gone on to be included in every Mario game under the sun. That's for good reason, too. Many of the themes are absolutely amazing, but there's also some nostalgia in there for older gamers like ourselves, too. Super Mario Bros. 3 has the type of soundtrack that delights to this day. It's peppy one level, then dramatic and bold the next. It's a brilliant work by Koji Kondo.
5) Super Mario 64 (N64)
Mario's debut into 3D was revolutionary. To go along with the epic new worlds of Super Mario 64, the premier launch title for the Nintendo 64, Koji Kondo composed a soundtrack fitting for such a game. Super Mario 64's soundtrack features many themes that would go on to be used in numerous future Mario games, such as Slider, Inside the Castle Walls, and Koopa Road. It contains one of the greatest water level themes in industry history, and it's just all-around a fantastic score that still invokes happy memories and fun times.
4) Super Mario World (SNES)
Super Mario World is our favorite 2D Mario. There. We said it. However, it's not our favorite Super Mario soundtrack. That said, World offers much in the way of pleasurable sounds to go along with Mario and Luigi's journey through Dinosaur Land. We would have put this game higher up on the list, but so many of the tunes in Super Mario World reuse the same melody, only changing the key, rhythm, tempo, and/or instrumentation to fit the mood of each type of level. Still, it's a lovely main melody, and that's why it's number four on our list!
3) Super Mario World 2: Yoshi's Island (SNES)
Our favorite classic Super Mario soundtrack comes from Yoshi's Island, a game on the fringe of being called a true Mario game, but we'll allow it on the list regardless. Super Mario World 2: Yoshi's Island comes with a whole healthy heaping of wondrous musical delights. The Athletic theme is charming, the Castle & Fortress theme has a pleasant waltz feel to it, and the underground theme has a certain mysterious quality to it. To hear such a sharp decline in composition quality from the SNES Yoshi's Island to the DS sequel... it just rips at the heart to this day.
2) Super Mario Galaxy 2 (Wii)
While Mario may not be the video game mascot you think of when you have an orchestra in the mix, when you have Mario in space, it certainly does in this larger than life game. Super Mario Galaxy 2's presentation alone is superb, and what makes this truly great (near perfect) game even greater is the music, composed with a team led by Mahito Yakota and the invaluable Koji Kondo, and performed by the Mario Galaxy Orchestra. Super Mario Galaxy 2's soundtrack features plenty of symphonic versions of classic Mario tunes, such as Super Mario 64's Main Theme, as well as Koopa Road and the Ghost House theme from Super Mario World. Then there's the final boss theme... hold us down!
1) Super Mario Galaxy (Wii)
The most sensational Super Mario soundtrack-- at least in our crew's opinion-- comes from the original Super Mario Galaxy. Nothing was quite like it at the time for a Mario game. Real instruments, a full orchestra, and so many sublime melodies and themes... Nothing can touch Wind Garden, Space Junk Galaxy, Waltz of the Boos, in addition to Battlerock Galaxy, The Galaxy Reactor and Bowser's battle theme. There are few soundtracks that meet the majesty and magical heights of Super Mario Galaxy's, making Mario's first space odyssey an easy choice for best Super Mario soundtrack.
10) Super Mario 3D Land (3DS)
We start our list of favorite Super Mario soundtracks with the game that the latest Mario release is a sequel to-- or at least shares a common level structure. Super Mario 3D Land has a really nice and jazzy main theme, which is played in various outside levels throughout the game. There's multiple variations played during the game as well. Then you have standbys like the requisite underground theme and even Super Mario Bros. 3's athletic theme to enjoy.
9) Super Mario Bros. 2 (NES)
Let's go back in time a long while with the NES' Super Mario Bros. 2. No doubt anyone who frequents this site, in addition to other gaming sites, already knows that the North American version of Super Mario Bros. 2 was a game in Japan called Doki Doki Panic, just with Mario characters attached to it. Regardless, this soundtrack really outdoes its predecessor in nearly every facet. We feel Super Mario Bros. 2's track list eclipses the original Super Mario Bros. due to its catchier themes and increased amount of themes.
8) Super Mario Sunshine (GCN)
Seeing as it's near freezing outside the windows of SuperPhillip Central HQ, we wouldn't mind returning to the sun-baked shores of Isle Delfino, drenched in the warm rays of the sun. Since we can't do that, at least we can have warm memories while listening to Super Mario Sunshine's soundtrack, made up of a multitude of tropical tunes and a jaunty hub world theme in Delfino Plaza. Mario soundtracks always have a bit of pep to them for the majority of songs, and Super Mario Sunshine is no different.
7) Super Mario Land 2: 6 Golden Coins (GB)
Super Mario Land 2: 6 Golden Coins might be on a system with poor sound quality, but Kazumi Totaka (Animal Crossing, Luigi's Mansion) created some truly amazing and ultra-catchy tunes that linger in our minds to this day. Super Mario Land 2 has one of our favorite athletic themes in any Mario game, an out-of-this-world space tune in Star Maze, and a finale level song that will get the pulses pounding.
6) Super Mario Bros. 3 (NES)
Super Mario Bros. 3 has always had a wide variety of classic 8-bit tunes that have gone on to be included in every Mario game under the sun. That's for good reason, too. Many of the themes are absolutely amazing, but there's also some nostalgia in there for older gamers like ourselves, too. Super Mario Bros. 3 has the type of soundtrack that delights to this day. It's peppy one level, then dramatic and bold the next. It's a brilliant work by Koji Kondo.
5) Super Mario 64 (N64)
Mario's debut into 3D was revolutionary. To go along with the epic new worlds of Super Mario 64, the premier launch title for the Nintendo 64, Koji Kondo composed a soundtrack fitting for such a game. Super Mario 64's soundtrack features many themes that would go on to be used in numerous future Mario games, such as Slider, Inside the Castle Walls, and Koopa Road. It contains one of the greatest water level themes in industry history, and it's just all-around a fantastic score that still invokes happy memories and fun times.
4) Super Mario World (SNES)
Super Mario World is our favorite 2D Mario. There. We said it. However, it's not our favorite Super Mario soundtrack. That said, World offers much in the way of pleasurable sounds to go along with Mario and Luigi's journey through Dinosaur Land. We would have put this game higher up on the list, but so many of the tunes in Super Mario World reuse the same melody, only changing the key, rhythm, tempo, and/or instrumentation to fit the mood of each type of level. Still, it's a lovely main melody, and that's why it's number four on our list!
3) Super Mario World 2: Yoshi's Island (SNES)
Our favorite classic Super Mario soundtrack comes from Yoshi's Island, a game on the fringe of being called a true Mario game, but we'll allow it on the list regardless. Super Mario World 2: Yoshi's Island comes with a whole healthy heaping of wondrous musical delights. The Athletic theme is charming, the Castle & Fortress theme has a pleasant waltz feel to it, and the underground theme has a certain mysterious quality to it. To hear such a sharp decline in composition quality from the SNES Yoshi's Island to the DS sequel... it just rips at the heart to this day.
2) Super Mario Galaxy 2 (Wii)
While Mario may not be the video game mascot you think of when you have an orchestra in the mix, when you have Mario in space, it certainly does in this larger than life game. Super Mario Galaxy 2's presentation alone is superb, and what makes this truly great (near perfect) game even greater is the music, composed with a team led by Mahito Yakota and the invaluable Koji Kondo, and performed by the Mario Galaxy Orchestra. Super Mario Galaxy 2's soundtrack features plenty of symphonic versions of classic Mario tunes, such as Super Mario 64's Main Theme, as well as Koopa Road and the Ghost House theme from Super Mario World. Then there's the final boss theme... hold us down!
1) Super Mario Galaxy (Wii)
The most sensational Super Mario soundtrack-- at least in our crew's opinion-- comes from the original Super Mario Galaxy. Nothing was quite like it at the time for a Mario game. Real instruments, a full orchestra, and so many sublime melodies and themes... Nothing can touch Wind Garden, Space Junk Galaxy, Waltz of the Boos, in addition to Battlerock Galaxy, The Galaxy Reactor and Bowser's battle theme. There are few soundtracks that meet the majesty and magical heights of Super Mario Galaxy's, making Mario's first space odyssey an easy choice for best Super Mario soundtrack.
Monday, February 18, 2013
SuperPhillip's Favorite VGMs - Presidents' Day 2013 Edition
Happy Presidents' Day to every USA reader. As for everyone else, it is just an ordinary day. Actually, for many USA readers it is still an ordinary day. This edition of SuperPhillip's Favorite VGMs will make today special with five tracks from five video games. We have music from Super Mario Land 2: 6 Golden Coins, Let's Tap, and Kingdom Hearts: Birth by Sleep. Let's "hurry up" and get to the first song.
v316. Wario Land 4 (GBA) - Hurry Up!
While this song takes a little while to get going, Wario should be on the move the entire time, as he runs and tumbles his way towards the goal. Hurrying up is the aim of each level's conclusion, and the faster the player performs this action, the less time they'll have to hear the horrifying end to this song!
v317. Super Mario Land 2: 6 Golden Coins (GB) - Athletic
Sitting near the top of the best Game Boy themes, Super Mario Land 2's Athletic theme is a super catchy theme. Not only that, but alternate takes of the theme are played throughout the game. The composer, Kazumi Totaka, is a well known name in Nintendo circles. He has composed the music for many memorable games, including Animal Crossing, Wii Sports, and Luigi's Mansion, to name a few.
v318. DK: King of Swing (GBA) - Contraption Cave
DK: King of Swing is one of my more liked Game Boy Advance (notice how it is Advance and not Advanced) games. It was a unique take on the Donkey Kong Country formula, having levels with bonus barrels and hidden secrets, but combining all that with a Clu Clu Land feeling. I urge you to pick up either this game or DK: Jungle Climber, the Nintendo DS sequel.
v319. Let's Tap (Wii) - Tap de Papapaya
Let's Tap was a severely overlooked game by Prope, a studio founded by Sonic the Hedgehog creator Yuji Naka. The Wii title had players placing their Wii remotes onto a cardboard slab that came with the game and had them tapping the slab to interact with the various mini-games. It was a novel, but quite eccentric, idea that didn't do too well financially. At least the game had this insanely catchy main theme attached to it.
v320. Kingdom Hearts: Birth by Sleep (PSP) - The Encounter
Kingdom Hearts: Birth by Sleep was the sole entry in the Kingdom Hearts franchise on the PSP. After 358/2, Re:Coded, Chain of Memories, and this game, it was fair to say that even the most addicted fans were getting a bit tired of all of the spin-offs. That showed with the sales of Kingdom Hearts 3D.
With that, another edition of SuperPhillip's Favorite VGMs has concluded. Next week we'll have five more songs from five more games. If you missed a previous installment of this SPC segment, then check out the VGM Database where every song featured is listed.
v316. Wario Land 4 (GBA) - Hurry Up!
While this song takes a little while to get going, Wario should be on the move the entire time, as he runs and tumbles his way towards the goal. Hurrying up is the aim of each level's conclusion, and the faster the player performs this action, the less time they'll have to hear the horrifying end to this song!
v317. Super Mario Land 2: 6 Golden Coins (GB) - Athletic
Sitting near the top of the best Game Boy themes, Super Mario Land 2's Athletic theme is a super catchy theme. Not only that, but alternate takes of the theme are played throughout the game. The composer, Kazumi Totaka, is a well known name in Nintendo circles. He has composed the music for many memorable games, including Animal Crossing, Wii Sports, and Luigi's Mansion, to name a few.
v318. DK: King of Swing (GBA) - Contraption Cave
DK: King of Swing is one of my more liked Game Boy Advance (notice how it is Advance and not Advanced) games. It was a unique take on the Donkey Kong Country formula, having levels with bonus barrels and hidden secrets, but combining all that with a Clu Clu Land feeling. I urge you to pick up either this game or DK: Jungle Climber, the Nintendo DS sequel.
v319. Let's Tap (Wii) - Tap de Papapaya
Let's Tap was a severely overlooked game by Prope, a studio founded by Sonic the Hedgehog creator Yuji Naka. The Wii title had players placing their Wii remotes onto a cardboard slab that came with the game and had them tapping the slab to interact with the various mini-games. It was a novel, but quite eccentric, idea that didn't do too well financially. At least the game had this insanely catchy main theme attached to it.
v320. Kingdom Hearts: Birth by Sleep (PSP) - The Encounter
Kingdom Hearts: Birth by Sleep was the sole entry in the Kingdom Hearts franchise on the PSP. After 358/2, Re:Coded, Chain of Memories, and this game, it was fair to say that even the most addicted fans were getting a bit tired of all of the spin-offs. That showed with the sales of Kingdom Hearts 3D.
===
With that, another edition of SuperPhillip's Favorite VGMs has concluded. Next week we'll have five more songs from five more games. If you missed a previous installment of this SPC segment, then check out the VGM Database where every song featured is listed.
Wednesday, October 5, 2011
Super Mario Land 2: 6 Golden Coins (GB, 3DS VC) Retro Review
Last week a new Virtual Console game was released in North America and Europe for $3.99. It was none other than Mario's second portable outing in Super Mario Land 2: 6 Golden Coins. Here we are introduced to the tyrant known as Wario. How does Mario's attempt to take back his castle hold up so many years later? Why don't you pull up a chair and find out? This review won't bite. Promise.

Mario has had many adventures across a plethora of platforms. From the early days where he was leaping over barrels thrown by a mad ape to his more popular side-scrolling ventures on the Nintendo Entertainment System or Famicom, Mario is a busy plumber-- and that's without even unclogging sinks or bathtubs! Just imagine his backlog of plumbing work! Regardless, his very first title on the original Game Boy was quite unlike anything seen before. There was no Bowser, no Princess Toadstool, just a space alien named Tatanga who captured Princess Daisy. Through four worlds of challenging platforming and miniature monochrome sprites, Mario persevered and saved the day. Now comes his second adventure with larger sprites and a more traditional game in Super Mario Land 2: 6 Golden Coins. Is it worth the $3.99 asking price?
While Mario was away saving Princess Daisy from her possessor, a new rival in the form of the nefarious Wario took up residence in Mario's castle. He locked the door and scattered the keys to the gate, the six golden coins across the land. If Mario wants to reclaim his castle and throne, he'll have to overcome the odds, journey through six worlds, beat bosses, and gather all six golden coins to open the fortress door, battle Wario, and kick his sorry bum out. It's all in a day's work for our favorite portly plumber. There's no story besides this to be had. Players are immediately thrust into the game as soon as they choose one of three save slots.
Super Mario Land 2 works much differently from the original Mario Land. Mario can choose which of the six worlds he wishes to visit and tackle levels accordingly. By marching around a world map, he explores the worlds, enters levels (each world has 2-5 levels), and in each final level of the worlds, battles a boss to regain one of his lost and precious golden coins. Each world has its own theme from the underwater escapades of the Turtle Zone to the meta world of the Mario Zone to the everything-is-enormous-but-Mario Macro Zone. Additionally there's the haunted Pumpkin Zone, forest-filled Tree Zone, and Super Mario Galaxy-esque Moon Zone where no plumber has gone before.
Levels are usually linear. Some do, however, possess secret exits leading to hidden levels. These are more for show than anything as they do not unlock anything in particular. What's the point, really? That's what I asked myself. Perhaps the fun of discovery these secret exits is the true gift to be had. Each level is chock full of obstacles, enemies, and traps. Sometimes Mario will be forced to ride on bombs set to explode at a given interval while on other occasions he'll be in an auto-side-scrolling level where dodging stars is the aim of the game.
Each level ends one of two ways. Mario can either enter the regular goal, or he can aim to hit a bell hanging over the goal. It's usually in a hard-to-reach spot accessible only through some tricky platforming skills. Ringing the bell transports Mario to a bonus mini-game of sorts. There's two varieties. One is a claw mini-game where a button press lowers the claw into an assembly line of items from fire flowers to 3ups. The other is a game where Mario chooses one of four buttons. The circuit flows from the button into one of four items at the top of the screen. Which ever item is selected, Mario wins. Additionally there's a dome where our red and blue clad hero can spend his hard-earned coins on extra lives. Except for Wario's Castle, these aren't really needed, but it is cool to have some extra insurance in hand.
Apart from the traditional Goombas, Koopa Troopas, and Cheep-Cheeps, the cast of villains is entirely new. There's skullfish, sharks with boxing gloves (though they never show their pugilistic powers), ants which retract spikes in and out of their bodies, vampires that spawn infinite supplies of bats, a Halloween mask with a sword through it that saunters around much like a Goomba, owls that are used as platforms to carry Mario across bottomless pits, and many more creatures both harmful and helpful.
Speaking of enemies, each world concludes with a boss. Whether they're three pigs that either roll, jump in a precise pattern, or bounce around the room, a rat that scampers through pipes, a witch that conjures up fire to shoot at our mustachioed hero, a bird protecting its egg, or an ornery octopus, they all go down with three hits. Easy is an understatement when it comes to 6 Golden Coins, and it's made even more hilarious by the fact that there's an easy mode that can be selected. The only truly challenging portion of the game is Wario's Castle where if a player dies, they must restart at the beginning.
Mario isn't all to his own thankfully. He has power-ups which come into play to even the odds. From Power Mushrooms that grow Mario to full-size to Fire Flowers that allow Mario to shoot off fireballs to scorch baddies in his path to a one-and-done Bunny suit that only appears in this game, Mario has plenty of tools in his arsenal to take down fiendish foes and navigate through the perilous levels.
Super Mario Land 2 isn't a lengthy game. My first run through of the title without having played it in about a decade was just under an hour and thirty minutes. Of course, games like this beg to be replayed constantly for the fun factor alone, but still, it's a fairly brief adventure. It feels like it's over before it really gets off the ground which is unfortunate. Add in that aforementioned simplistic difficulty, and you have a journey that most gamers will make short work of.
Casting aside the small sprites of Super Mario Land, the sprites in 6 Golden Coins are much larger and take up a sizable portion of the screen. Don't get confused though. You can always see what's coming ahead at any given point in time, so there's little in the way of cheap deaths. The detail and variety in environments is immensely appealing with some levels made up of LEGO-like blocks, nestled within gigantic trees, and placed inside the bowels of a whale. Moby Dick has nothing on this game. The soundtrack by Nintendo veteran composer Kazumi Totaka is extremely catchy with tunes that will infest your mind and linger for days on end while you perform your daily duties. It's infectious to say the least.
Super Mario Land 2: 6 Golden Coins might not be as abnormal a Mario game as the O.G. Super Mario Land, but it has its own share of uniqueness to it. It's unlike any other Mario game to date. it may be on the short side, but the ride players experience along the way is worth the meager asking price in this reviewer's humble opinion. The bounty of secret exits, the joy in replaying levels, and the constant desire to pummel Wario to a pulp all make for an entertaining game. If you have some dollars left over in your eShop account, you really can't go wrong with Super Mario Land 2. It's one of the best Virtual Console games currently available on the service. It's as simple as that.
[SuperPhillip Says: 7.5/10]
Mario's 6th Sense

Mario has had many adventures across a plethora of platforms. From the early days where he was leaping over barrels thrown by a mad ape to his more popular side-scrolling ventures on the Nintendo Entertainment System or Famicom, Mario is a busy plumber-- and that's without even unclogging sinks or bathtubs! Just imagine his backlog of plumbing work! Regardless, his very first title on the original Game Boy was quite unlike anything seen before. There was no Bowser, no Princess Toadstool, just a space alien named Tatanga who captured Princess Daisy. Through four worlds of challenging platforming and miniature monochrome sprites, Mario persevered and saved the day. Now comes his second adventure with larger sprites and a more traditional game in Super Mario Land 2: 6 Golden Coins. Is it worth the $3.99 asking price?
While Mario was away saving Princess Daisy from her possessor, a new rival in the form of the nefarious Wario took up residence in Mario's castle. He locked the door and scattered the keys to the gate, the six golden coins across the land. If Mario wants to reclaim his castle and throne, he'll have to overcome the odds, journey through six worlds, beat bosses, and gather all six golden coins to open the fortress door, battle Wario, and kick his sorry bum out. It's all in a day's work for our favorite portly plumber. There's no story besides this to be had. Players are immediately thrust into the game as soon as they choose one of three save slots.
Super Mario Land 2 works much differently from the original Mario Land. Mario can choose which of the six worlds he wishes to visit and tackle levels accordingly. By marching around a world map, he explores the worlds, enters levels (each world has 2-5 levels), and in each final level of the worlds, battles a boss to regain one of his lost and precious golden coins. Each world has its own theme from the underwater escapades of the Turtle Zone to the meta world of the Mario Zone to the everything-is-enormous-but-Mario Macro Zone. Additionally there's the haunted Pumpkin Zone, forest-filled Tree Zone, and Super Mario Galaxy-esque Moon Zone where no plumber has gone before.
Levels are usually linear. Some do, however, possess secret exits leading to hidden levels. These are more for show than anything as they do not unlock anything in particular. What's the point, really? That's what I asked myself. Perhaps the fun of discovery these secret exits is the true gift to be had. Each level is chock full of obstacles, enemies, and traps. Sometimes Mario will be forced to ride on bombs set to explode at a given interval while on other occasions he'll be in an auto-side-scrolling level where dodging stars is the aim of the game.
Each level ends one of two ways. Mario can either enter the regular goal, or he can aim to hit a bell hanging over the goal. It's usually in a hard-to-reach spot accessible only through some tricky platforming skills. Ringing the bell transports Mario to a bonus mini-game of sorts. There's two varieties. One is a claw mini-game where a button press lowers the claw into an assembly line of items from fire flowers to 3ups. The other is a game where Mario chooses one of four buttons. The circuit flows from the button into one of four items at the top of the screen. Which ever item is selected, Mario wins. Additionally there's a dome where our red and blue clad hero can spend his hard-earned coins on extra lives. Except for Wario's Castle, these aren't really needed, but it is cool to have some extra insurance in hand.
Apart from the traditional Goombas, Koopa Troopas, and Cheep-Cheeps, the cast of villains is entirely new. There's skullfish, sharks with boxing gloves (though they never show their pugilistic powers), ants which retract spikes in and out of their bodies, vampires that spawn infinite supplies of bats, a Halloween mask with a sword through it that saunters around much like a Goomba, owls that are used as platforms to carry Mario across bottomless pits, and many more creatures both harmful and helpful.
Speaking of enemies, each world concludes with a boss. Whether they're three pigs that either roll, jump in a precise pattern, or bounce around the room, a rat that scampers through pipes, a witch that conjures up fire to shoot at our mustachioed hero, a bird protecting its egg, or an ornery octopus, they all go down with three hits. Easy is an understatement when it comes to 6 Golden Coins, and it's made even more hilarious by the fact that there's an easy mode that can be selected. The only truly challenging portion of the game is Wario's Castle where if a player dies, they must restart at the beginning.
Mario isn't all to his own thankfully. He has power-ups which come into play to even the odds. From Power Mushrooms that grow Mario to full-size to Fire Flowers that allow Mario to shoot off fireballs to scorch baddies in his path to a one-and-done Bunny suit that only appears in this game, Mario has plenty of tools in his arsenal to take down fiendish foes and navigate through the perilous levels.
Super Mario Land 2 isn't a lengthy game. My first run through of the title without having played it in about a decade was just under an hour and thirty minutes. Of course, games like this beg to be replayed constantly for the fun factor alone, but still, it's a fairly brief adventure. It feels like it's over before it really gets off the ground which is unfortunate. Add in that aforementioned simplistic difficulty, and you have a journey that most gamers will make short work of.
Casting aside the small sprites of Super Mario Land, the sprites in 6 Golden Coins are much larger and take up a sizable portion of the screen. Don't get confused though. You can always see what's coming ahead at any given point in time, so there's little in the way of cheap deaths. The detail and variety in environments is immensely appealing with some levels made up of LEGO-like blocks, nestled within gigantic trees, and placed inside the bowels of a whale. Moby Dick has nothing on this game. The soundtrack by Nintendo veteran composer Kazumi Totaka is extremely catchy with tunes that will infest your mind and linger for days on end while you perform your daily duties. It's infectious to say the least.
Super Mario Land 2: 6 Golden Coins might not be as abnormal a Mario game as the O.G. Super Mario Land, but it has its own share of uniqueness to it. It's unlike any other Mario game to date. it may be on the short side, but the ride players experience along the way is worth the meager asking price in this reviewer's humble opinion. The bounty of secret exits, the joy in replaying levels, and the constant desire to pummel Wario to a pulp all make for an entertaining game. If you have some dollars left over in your eShop account, you really can't go wrong with Super Mario Land 2. It's one of the best Virtual Console games currently available on the service. It's as simple as that.
[SuperPhillip Says: 7.5/10]
Labels:
3ds,
6 golden coins,
eshop,
game boy,
nintendo,
retro,
review,
super mario land 2,
virtual console
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