Super Mario Land 2 is the Mario game the system deserved

User Rating: 8.5 | Super Mario Land 2: 6 Tsu no Kinka GB
Super Mario Land was a nice launch title for the Game Boy, but it was incredibly short and was plaged by an incredible simple gameplay and weird design choices, and it still stands as one of the weirdest Mario games ever. The sequel, Super Mario Land 2, goes for a much bulkier and complex experience. How does it accomplish that? Let's see.

GRAPHICS:
This game is one of the sharpest and nicer looking GB games ever. The sprites animate very well, it has very distinct backgrounds and conveys quite a bit of personality. No complains here, since this game is almost 20 years old. 5/5

SOUND:
The music goes by the same standarts as the graphics, giving us some of the best on the system. Some games, like the Pokemon games, could handle a lot of different tracks, and SML2 is the same. The tracks, while not as many as in Pokemon, still sound nice and fun on their own regard, even if they do repeat a bit too much, but they always get the mood right for the area. Again, so point in complaining about how it sounds nowadays, since it is good for what it is. 4.5/5

GAMEPLAY:
The game is a 2D plataformer. You play as Mario, who has to get his castle back from Wario after he saved Daisy in the previous game. This game introduced us to Wario, who would latter spawn his own series, and become a popular character in the franchise. The story is almost non-existant, and it really doesn't matter.

The game is not as similar to the first Mario Land game, as much as it is to Mario World. It is as in: the prequel to this game took its main inspiration as the first Mario Bros game; this one, Mario World. It can be seen as the controls mimic that game more, as you can even do a spin jump. Mario's jump is also not as stiff as it was in the previous game, and his power up selection is more varied. It is overall more complex that SML1.

You have to go though 7 different world and collect 6 golden coins (hence the title) in order to beat Wario. I say there are 7 worlds, even though one of the is only a connector between the hub and one of the worlds. This game is also non-linear, in the sense that you can go to any world you want to in any order. It is a great concept executed well in the game.

The plataforming is simple, yet fun. You can jump on enemies or use a fire flower to beat them. Hopping on different plataforms and progressing is fun, but at times can be a little finicky, as the jump can be a little slippery. Although it can screw you at some precise platorming, it isn't too big of a deal. A new power up introduced in this game is the carrot, which transforms Mario in Bunny Mario, where he can glide and reach plataforms easily. It is a cool power up, and a shame that didn't came back ever. Boss battles are normaly simple and easy, but also never too easy or boring, and the final boss can be rather challenging.

There really isn't much else to say, since this game is quite simple. The level design is quite varied, and most of the time imaginative and fun to go around on. It is also rather short and easy, and replaying it depends on how much you find it fun. But for what it is, it is quite the fun experience.
4.8/5

OVERALL:
Super Mario Land 2 is the first real worth portable Mario game. While not as complex as Bros 3 or World, it is a nice adventure fitting of the portable, and one a GB or 3DS owner would do well on buying.


The good:
-Graphics and sound are very nice for the system
-Plataforming is solid
-Is quite the fun game
-Power ups, while not that varied, are fun to use
-Has aged very nicely

The bad:
-Is a pretty short and easy game
-Controls can be a little slipery at times