Super Mario Land 2: 6 Golden Coins

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Super Mario Land 2: 6 Golden Coins
North American box art for Super Mario Land 2: 6 Golden Coins
American box art
For alternate box art, see the game's gallery.
Developer Nintendo R&D 1
Publisher Nintendo
Platform(s) Game Boy, Virtual Console (Nintendo 3DS)
Release date Game Boy:
Japan October 21, 1992
USA November 1, 1992
Europe January 28, 1993
Virtual Console (3DS):
USA September 29, 2011
Europe September 29, 2011
Australia September 29, 2011
Japan October 12, 2011
South Korea June 1, 2016
Genre 2D Platformer
Rating(s)
ESRB:E - Everyone
Mode(s) 1 player
Input
Game Boy:
Nintendo 3DS:

Super Mario Land 2: 6 Golden Coins is a platforming game for the Game Boy released in 1992 and later for the Nintendo 3DS's Virtual Console in 2011. It is the direct sequel to Super Mario Land and also marks the debut of Mario's self-proclaimed arch rival Wario, who would later become a recurring character in the Mario series as well as a protagonist in his own series. Like its predecessor, it received a Player's Choice and was produced by the late Gunpei Yokoi rather than the Mario series creator Shigeru Miyamoto, who was not involved in the development of this game. It is notable for having been the last original side-scrolling Mario game until 2006's New Super Mario Bros., 13½ years later (discounting reissues). Like Super Mario Land, this game was originally excluded from the main Super Mario series by Nintendo, but was included alongside the more traditional games for the 30th anniversary of Super Mario Bros.,[1] and the history page from the Mario Portal and "The official home for Mario" websites.[2][3]

Story

Story from the instruction booklet[4]

DANGER! DANGER!
While I was away crusading against the mystery alien Tatanga in Sarasa Land, an evil creep took over my castle and put the people of Mario Land under his control with a magic spell. The intruder goes by the name of Wario. He has been jealous of my popularity ever since we were boys, and has tried to steal my castle many times. It seems he has succeeded this time. Wario has scattered the 6 Golden Coins from my castle all over Mario Land. These Golden Coins are guarded by those under Wario's spell. Without these coins, we can't get into the castle to deal with Wario. We must collect the 6 coins, attack Wario in the castle, and save everybody!
IT'S TIME TO SET OUT ON OUR MISSION!!
★The 6 Golden Coins are the coins needed to open the gate of Mario's castle.

After rescuing Princess Daisy from Tatanga in Sarasaland, Mario returns to his own private island, appropriately named Mario Land. Upon returning, however, he finds that an old rival of his named Wario had succeeded in taking over his castle and casted an evil spell to brainwash the island's inhabitants into serving him against Mario. The 6 Golden Coins (the keys to Mario's castle) were spread throughout the island, and Mario must retrieve these coins so that he can confront Wario in order to reclaim his castle and restore order to Mario Land.

The game begins with a simple "tutorial" level, Mushroom Zone, to help the player learn the controls of the game. This level can not be replayed. After this is completed, the player must travel through six different "zones" containing a series of levels to collect the coins:

 
Mario fighting Fiery Wario.
  • The Tree Zone: A large tree infested with giant insects, this zone is guarded by the Big Bird.
  • The Turtle Zone: Inside of a giant tortoise, this zone is an aquatic environment and is guarded by an octopus located inside of a whale.
  • The Macro Zone: A house-like zone that shrinks those who enter it, this zone is guarded by the Sewer Rat.
  • The Pumpkin Zone: Located inside a giant jack-o'-lantern containing graveyards and haunted houses, this zone is guarded by the Witch.
  • The Mario Zone: A mechanical version of Mario, this zone is guarded by the Three Little Pigs.
  • The Space Zone: Encompassing the moon and stars, this zone is guarded by the alien Tatanga, the final boss of the original Super Mario Land.
  • In addition to the tutorial level, there is also another level that is not part of any specific "zone" or area, and lies off the path between the Tree Zone and the Macro Zone. Playing this level does not unlock anything, though does count as one of the exits in the game. Unlike the tutorial level, this level can be replayed.

After gathering the 6 Golden Coins, Mario can venture into a dangerous, transformed version of his old castle. Upon reaching the throne room, Mario finally confronts Wario and they duke it out. Though Wario was bigger and stronger, Mario was able to best him with his wits and superior jumping skills. Wario then begins using the same powerups as Mario used during his journey, such as a Carrot to give him hovering abilities and a Fire Flower to give him the power to throw fireballs. Despite these power-ups, however, Mario was still able to defeat him in battle. As a result, Wario shrinks and begins crying in defeat, but then throws one of his shoes at Mario before making his escape from the castle, with Mario following suit. With Wario gone, the castle returns to normal and peace is restored to Mario Land.

Gameplay

Overview

 
Gameplay screenshot of the tutorial level.

Unlike the gameplay of its predecessor, Super Mario Land 2's gameplay more closely resembles that of past Mario franchise titles. Most notably, this game replaces the Superball Mario with a more traditional Fire Mario and does away with Super Mario Land's vehicle levels. The screen can now scroll to the left, allowing Mario to backtrack through levels, and character sprites have significantly increased in size, enabling more focused and fast-paced action as well as a better overall visual quality to the game. The game is one of the first Mario games to have two different difficulty levels: Normal and Easy mode. The level can be chosen by picking Mario's size with the   button before picking which file to save to.

Like in Super Mario World, the game's locations can be traversed via an overworld map. This gives rise to a few secrets, including "shortcuts," which allow Mario to traverse the map more quickly, and a casino where Mario can gamble his coins to earn more lives. Unlike those of Super Mario World and the earlier Super Mario Bros. games, Super Mario Land 2's worlds do not have to be played linearly without requiring a hidden item or exit, although all worlds must still be cleared. The player can return to the world map from a completed level by pressing   to pause and then  .

Controls

In levels, the   allows Mario to jump, while holding the   will make Mario run faster. Holding up on the   will make Mario jump a little higher. The   controls where Mario walks or runs. The player can pause in a level with the   button. Jumping on most enemies will defeat them, as will attacking them with fireballs, a Star, or hitting them with a Koopa Shell. A Koopa Shell can be picked up by running into it while holding   and thrown by letting go, or it can be kicked by walking into it or jumping on top of it.

Super Mario Land 2 continues a tradition established by past games and includes a plethora of level designs. For example, there are water levels through which Mario swims by tapping   (Mario can also swim through sap, and movements such as walking and falling are slowed down) and space levels with altered gravity (jump height is increased, as is fall time).

Mario can use Warp Pipes in the same manner as in other games: by holding down on the   while standing on top of one, up while jumping up into one above, or left or right for pipes that are horizontal.

Game Boy

Nintendo 3DS

  •  : Jump; swim
  •  : Run; throw fireball (as Fire Mario)
  •  : Move
  •  : Pause

Rewards and setbacks

Getting hit by an enemy or hazard while Mario is in his Small state, falling to the bottom of the screen or in lava, getting crushed behind the screen in an auto-scrolling level, or running out of time, makes Mario lose a life and get booted out of the level and back to the map. If Mario loses all of his lives, he will also lose all of the six coins he has collected and will have to fight their guardians once again, but he does not have to replay the other levels in their worlds to get there. Extra lives are represented as hearts as opposed to green mushrooms in this game, due to the grayscale graphics.

Each level has a checkpoint, which is a bell hanging from a block. If Mario rings the bell, he starts the level from this location should he lose a life.

The exits of regular levels are marked "GOAL" and consist of a door in the wall and a bell hanging from a post above it. If Mario enters the door, the level immediately ends, and he returns to the map and progresses to the next stage marker, but if he hits the bell first, he gets to play a bonus game which can reward him with power-ups or more lives.

Collecting 100 coins does not immediately reward Mario with an extra life like it does in other titles, but it does allow the player to enter the casino in the hill between Mario's castle and the tutorial level for a chance to earn lives. Mario can hold up to 999 coins.

There is no "score" in the traditional sense that Mario gets in this game for defeating enemies or completing the level with extra time, but he does have an enemy counter for each enemy he defeats, and defeating 100 enemies will cause a Star to fall down to Mario.

Items

Item Transformation Abilities
 
1-Up Heart
N/A
An alternative to 1-Up Mushrooms, the 1-Up Heart grants Mario one extra life when collected. They can be collected via ? Blocks and bonus games.
 
3UP Heart
N/A
Similarly to 3-Up Moons, a 3UP Heart grants Mario three extra lives when collected. They can be found in places that are hidden or difficult to reach.
 
Carrot
 
Bunny Mario
A new item exclusive to this game, the Carrot transforms Mario into Bunny Mario. In this form, he is able to hover briefly by tapping   while flapping his bunny ears. This allows him to stay in the air longer, helpful for crossing or maneuvering around obstacles, enemies, and other hazards with ease.
 
Coin
N/A
The most common collectible, coins are now used to earn extra lives and items via the casino.
 
Fire Flower
 
Fire Mario
As Fire Mario, Mario can throw fireballs with  . These fireballs bounce along the ground and defeat enemies. In this game, they may also be used to break fiery blocks. Interestingly, this transformation is distinguished with a feather in Mario's cap rather than a different color, most likely due to the Game Boy's limitations.
 
Moneybag
N/A
Moneybags can be found in certain ? Blocks. Collecting one rewards Mario with fifty coins.
 
Mushroom
 
Super Mario
As usual, a Mushroom powers Small Mario into Super Mario. This allows him to take one hit without losing a life, reverting him to his small form instead. While Super Mario, he may also break bricks either by jumping underneath them or by performing Spin Jumps by pressing down   in midair to break them on top, a technique similar to the one from Super Mario World. Certain enemies, such as Koopas, which normally require more than one hit to defeat, can be defeated in this manner.
 
Star
Invincible Mario
Collecting a Star turns Mario invincible for a short time, preventing him from being damaged by enemies and other hazards. Rather than moving around, in this game, the Star remains stationery when struck out of the ? Block it is contained in. Notably, after five enemies are defeated while invincible, an extra life is earned, with an additional one for every enemy defeated by invincibility afterward. Defeating one hundred enemies grants another Star.

Worlds

As the game's title suggests, the game is split into six different worlds, and then a final level where Mario fights Wario, the final boss.

World Coin Boss Levels
 
Overworld courses
N/A N/A
 
Tree Zone
   
Big Bird
 
Space Zone
   
Tatanga
 
Macro Zone
   
Sewer Rat
 
Pumpkin Zone
   
Witch
 
Mario Zone
   
Three Little Pigs
 
Turtle Zone
   
Octopus
 
Mario's castle
N/A  
Wario

Enemies and obstacles

Name Sprite Description
Antotto   Marches back and forth in a small area, damaging Mario if touched.
Aqua Kuribō   Moves like a Goomba and propels Mario high into the air when stomped.
B Fly   Flies away when Mario gets close.
Battle Beetle   Jumps into the air, and flies downwards at an angle.
Bear   Rolls on top of a Beach Ball, which can be used to traverse spiky and dangerous floors.
Bee   Emerges from honeycombs, trying to home in on Mario to sting him.
Bēro   Stays still, damaging Mario with its tongue. Can be used as a platform.
Blurp   Swims aimlessly in one direction, while occasionally pausing.
Bomubomu   Patrols an area, occasionally shooting cannonballs horizontally or diagonally.
Boo   Chases Mario whenever he's not facing it, but hides when he is.
Bopping Toady   Hops a small distance before lashing out its tongue for a short-ranged attack.
Boulder   Dug up by Goronto, and rolled towards Mario.
Būichi   Drops down to crush Mario, then flies back to its position.
Bullet Bill   A bullet that is periodically fired out of Turtle Cannons.
Cannonball   Fired from Bomubomu either horizontally or diagonally.
Cheep Cheep   Swims back and forth in the water.
Chikunto   Has retractable spikes that can damage Mario if he tries to jump on it.
Dokanto   Antotto with cannons on their heads that periodically fire pellets.
Dondon   Flies forwards in a straight line.
F Boy   Hovers around in a figure-eight area.
Falling spike   Falls from the ceiling to hit Mario.
Fire Pakkun Zō   Fire large, horizontal fireballs at Mario.
Floating Face   Bounces around diagonally in small rooms.
Furiko   Moves back and forth in a pendulum-like swing to damage Mario. Smaller than Furizō.
Furizō   Moves back and forth in a pendulum-like swing to damage Mario. Larger than Furiko.
Genkottsu   A replica of Wario's fist that crashes down at great speed.
Goomba   Walks forwards aimlessly, can be defeated with one stomp.
Goronto   Digs up rocks and rolls them towards Mario.
Grubby   A spiky Unera that cannot be jumped on.
Guruguri   Spins around a point slowly to damage Mario if touched.
Honebōn   Swims underwater in an upside-down V-shape.
J-son   Walks forwards aimlessly, propels Mario upwards when stomped.
Jack-in-the-Box   Emerges from ? Blocks, then hops around wildly.
Karakara   Hops into the air, before opening up and floating down, while moving side-to-side.
Karamenbō   Four spinning pillars that come crashing down from the sky before rising back up.
Keipu   Runs away carrying a 1-Up Heart.
Kiddokatto   Charges at Mario at high speeds, usually in groups.
Koopa Troopa   Can be knocked into its shell, which can be kicked to hurt other enemies.
Kurokyura   Stays in place, sending small bats called Minikyura after Mario.
Kyororo   Waits for Mario to appear before charging at him.
Kyotonbo   Flies in quick, darting motions to home in on Mario.
Minikyura   Small bats fired at Mario by Kurokyura.
Mōgyo   Swims in sap, and charges at Mario horizontally if he gets close.
Neijī   Emerges from the ground, and bounces towards Mario.
No.48   Jumps around, and fires arcing, exploding stars.
Noko Bombette   Patrols an area, and explodes after being stomped.
Para-Goomba   Hops around in a small area, having their wings removed with one stomp.
Pikku   Hops back and forth in a small area.
Piranha Plant   Periodically emerges from pipes to bite Mario.
Poro   Orbits blocks or areas of empty space.
Ragumo   Burrows underground to pop up and damage Mario.
Rerere   Bounces back and forth as it sweeps the ground.
Shark   Swims slowly in the water, but charges when Mario gets close.
Skeleton Bee   A variant of Bee that can come back to life when stomped.
Spikey   A hedgehog that curls up into a ball and dashes at Mario.
Spiny Cheep-Cheep   Occasionally puffs up to float upwards underwater.
Stars   Floats in space, and can not be defeated by any means.
Tamara   Egg-like enemies that emerge from small, plant-like pods and move upwards.
Tatenoko   Sawblades that move horizontally on a set path.
Terekuribō   Moves like a Goomba, but can not be defeated with a stomp.
Toriuo   Hops out of the water, and glides on the air for a brief period of time.
Tōsanbōru   Moves along a vertical, chained path to damage Mario, pausing briefly before changing directions.
Tōsenbo   Inflates briefly to block Mario's path.
Turtle Cannon   Periodically fires Bullet Bills at Mario.
Unera   Crawls slowly while patrolling an area.
Unibō   Indestructible enemies found in air and water.
Venus Fire Trap   Periodically emerges from pipes, and shoots a fireball.
Wakiri   Sawblades in the ground that move back and forth.
Yashichi   Spinning blades that move along tracks.

Educational film

 
Mario battling Wario, from the Japanese video based on the game.
Main article: Mario Kirby Meisaku Video

An educational Japanese-only video, called Mario Kirby Meisaku Video, was produced in 1995 based on the game. It featured a segment based off Super Mario Land 2, and another one featuring Kirby and other characters from his series. The video follows an alternative version of the game's plot, where Wario steals treasures from a school, and after being informed by Princess Peach, Mario embarks on a mission to defeat Wario. The intent of the videos was to teach Japanese children kanji.

Sequels and prequels

After the introduction of Wario (who quickly became popular) the Super Mario Land series shifted its attention to him. The next game, Wario Land: Super Mario Land 3, featured Wario as the protagonist, with Mario only making a minor cameo at the very end of the game. The next game in the series was simply titled Wario Land II, thus making Wario Land: Super Mario Land 3 the final entry in the Super Mario Land series.

Although this game marks the first appearance of Wario, dialogue in the instruction booklet suggests that Wario is an old enemy of Mario who has been jealous of his fame and fortune. In the comic book inspired by this game, Mario vs. Wario, Wario is portrayed slightly more sympathetically and is shown to have been one of Mario's friends when they were both children. However, because of the numerous indignities Mario (unknowingly) forced Wario to suffer, Wario has now sworn revenge on him (which causes the events of both Super Mario Land and Super Mario Land 2: 6 Golden Coins).

References to other games

  • Super Mario Bros. – After Mario defeats Wario, the ending cutscene reads "Thank you, Mario. Your quest is over." Princess Peach says this after Mario defeats Bowser in Super Mario Bros.
  • Super Mario Bros. 3 – The music for Water Land can be heard in the background of the music for the Mario Zone and stage 3 of Tree Zone.
  • Super Mario Land – The direct predecessor of Super Mario Land 2: 6 Golden Coins. It is revealed that Wario stole Mario's castle during Mario's rescue of Princess Daisy. Tatanga is seen working for him in the Space Zone, implying a connection between the two. Part of the Ghost House music is an arrangement of the coin room music from this game.
  • Super Mario WorldSuper Mario's sprite in this game is the basis of his Super Mario Land 2: 6 Golden Coins sprite. Blurps return from this game, alongside enemies inspired by Monty Moles and Fishbones, while Cheep Cheeps use a design inspired from their appearance in this game. Also, the spin jump returns. While not directly observed in-game, the overall design of Mario Land's map strongly resembles the design for the map of Dinosaur Land from this game, as can be seen from official maps. The Fire Flower also uses the same design as in this game.

References in later games

Development

Development for Super Mario Land 2: 6 Golden Coins began in November 1991, and took ten months to complete. In a 1992 interview, the game's director and designer Hiroji Kiyotake discussed that the team originally wanted to divert from the conventional ideas established by the past Mario games.[5] Pursuing this concept, the initial work on the game lead to the first draft being turned down, due to disagreements on whether the product properly represented Mario's character and the in-game world he is reknowned for. Realizing that they were on the wrong path, the team reworked it to "something a little closer to the existing Mario world". However, the team still desired to provide Mario with a new objective, rather than fighting to rescue the princess as seen in most Mario games leading up to that time. The game's staff wanted a "change of pace", and decided that Mario should fight to win back something that belongs to him, rather than fighting for "someone else's benefit".

 
Various members of development staff, who were a part of the interview published in the game's official Shogakukan guide. Clockwise from the top-left: Takahiro Harada, Kazumi Totaka, Takehiko Hosokawa and Hiroji Kiyotake, with their respective ages at the time.
 
Wario, as depicted being sketched by a gloved hand. The glove shows a "K", which presumably signifies Hiroji Kiyotake.

It was Kiyotake's idea to introduce Wario as a new character, with whom he discussed it with the assistant character designer Takehiko Hosokawa, before presenting the idea to the rest of the game's staff. Before Wario's actual character development, his name was the first thing that was decided on. It was derived from the Japanese word "warui", meaning "bad". The idea to have an upside-down "M" on his cap (representing a "W") received immediate, enthusiastic support by the rest of the development staff.[5] Wario's character was based on the idea that a protagonist should have an arch-rival and nemesis. Kiyotake compared Mario and Wario to comic book characters Popeye and Bluto's relationship, where Bluto is larger, stronger, and more cunning than his counterpart, and normally motivated by self-interests. After the idea of Wario was agreed on by the rest of the staff, Kiyotake discussed the details of in-game sprite animation and movement with programmer Takahiro Harada. As well as Wario, there were many other characters which was proposed by Kiyotake. Many of these were either direct rejects, or characters that did not gain approval from the wider staff team.

Kiyotake was very fond of the untouchable enemies used in Tree and Macro Zones, even causing him to "burst out laughing" after he first interacted with them after they were programmed. He was eager to see the Bē remain in the final game, as he was amused by how it would likely annoy players. While developing the controls for the game, Harada considered that players may find it difficult to hold down two buttons on the Game Boy's D-pad to move in a diagonal direction. This was kept in mind while programming how Mario's Bunny and Spacesuit performed high jumps.

Kazumi Totaka, who composed the music for Super Mario Land 2: 6 Golden Coins, acknowledged that the sound effect played when transforming into Super Mario was originally identical to the one used for Super Mario World until about midway through development.[5] However, he was afraid that the player would be given an impression that they are playing a game that overlaps with Super Mario World, and become "negatively conscious" that they were playing on a small Game Boy screen compared to the television screen used by the Super Nintendo Entertainment System. Therefore, Totaka chose to use many different sound effects across other past Mario games. Asides from composing, Totaka also had a partial role in some of the discussions between Kiyotake, Harada, and Hosokawa. Totaka was able to provide comments and feedback while proposed ideas were being evaluated. He was also able to come up with suggestions of his own, although these were mostly rejected.[5]

According to Takahiro Harada, the most challenging stage of development was adjusting and fine-tuning the test version after it was presented to playtesters. As he and the team had been playing and testing the gameplay since the beginning, they initially believed that the test version was too easy. However, Harada stated that the testers generally found the game very difficult. About 2-3 months was spent on making small changes to the stages, according to the feedback which they received from the playtesters.[5]

Reception

Reviews
Release Reviewer, Publication Score Comment
Nintendo 3DS Corbie Dillard, Nintendo Life 9/10 "The original Super Mario Land was a solid start for the series on Nintendo's Game Boy system, but nothing could prepare gamers for what the developers were able to do with this sequel. They managed to improve every aspect of the game and even made the adventure a much longer and more rewarding experience this time around. The difficulty is perhaps a bit on the easy side, but it's still one of the best Game Boy titles ever released and a testament to just how capable a game system the Game Boy truly was, and still is for that matter. If you're a Super Mario fan with a 3DS, you absolutely must take the opportunity to own this game; if you're not, this legendary release is good enough to make you one."
Nintendo 3DS Shane Jury, Cubed3 8/10 "Easily one of the early highlights for the 3DS eShop, Super Mario Land 2: 6 Golden Coins brings a pure platforming experience to handheld owners, together with some unique attributes for the game to call its own. Length and toughness issues aside, Mario's second portable endeavour and Wario's introduction is simply a must play."
Aggregators
Compiler Platform / Score
GameRankings 79.56%

Pre-release and unused content

See also: tcrf:Super Mario Land 2: 6 Golden Coins

A pre-release screenshot, as well as a video, showed a different, less detailed title screen in at least one build, featuring a sign more similar to the one from Super Mario Land.[6]

Early variations of certain graphics exist and may be found within the data of the game. Mario’s front poses in his different forms appear slightly different and thinner, with darker fireballs. Shadows were added to the fonts, while a time font used to indicate time remaining was removed. Pipes were made thicker, likely so that Mario could pass through completely. The goal had no bell and the goal sign was raised all the way up, likely indicating that the goal sign would lower down once Mario completed the level. On the other hand, platforms became thinner, with a cracked variety of platform remaining unused.

Some sprites were completely unused, such as swimming animations and forward-facing poses for Mario as Small Mario and Super Mario in the Space Zone. A trampoline highly reminiscent of one from Super Mario World may also be found.

Additionally, there were multiple changes to the overworld map that did not make the final cut. There is a cloud is positioned above the Pumpkin Zone. Despite being fully functional, its code was disabled in the final game. Tiles for the top of Mario's castle are present as well, though are obscured by the darkened cloud in front of the castle. For reasons unknown, some water tiles next to Macro Zone's right chimney were switched around. A piece of the fence surrounding Tenbōdai Course is missing.

Glitches

Main article: List of Super Mario Land 2: 6 Golden Coins glitches

Out-of-bounds glitch

In area 4 of Tree Zone, the player can lure a Skeleton Bee to the far left part of the stage, then lure it to a greater height, then hold up and jump to do a high jump and bounce off of the Skeleton Bee to reach a normally inaccessible area. The player should then wait for the Skeleton Bee to follow Mario, then go as high as they can to bounce off of the Skeleton Bee again. Mario will go into the wall and slide to the right until he falls out of it, then he will enter an out-of-bounds area that contains glitched tiles (which can crash the game, reset it, or even unlock a stage).

Pipe glitch

This glitch only works for ROM versions v1.0 and v1.1. In any level with a pipe in it, if the player presses Start and Select at the same time they leave a stage or enter a pipe and return to that level, they can then move through the floor. If there is nothing underneath the stage, the player can see a number of glitchy tiles. These tiles are actually the entire game's code and Game Boy's code being displayed as graphics.

Staff

Main article: List of Super Mario Land 2: 6 Golden Coins staff

The music for this game was composed by Kazumi Totaka. If the player waits on the Game Over screen for two minutes and thirty seconds, Totaka's Song will play.

Gallery

For this subject's image gallery, see Gallery:Super Mario Land 2: 6 Golden Coins.

Media

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Names in other languages

Language Name Meaning
Japanese スーパーマリオランド2 6つの金貨
Sūpā Mario Rando Tsū: Muttsu no Kinka
Super Mario Land 2: 6 Golden Coins

Chinese (simplified) 玛利欧世界 第二集[7]
Mǎlìōu Shìjiè dì èr jí
Mario World: Second Episode

Chinese (traditional) 超級瑪利歐樂園2 六個金幣
Chāojí Mǎlìōu Lèyuán 2: Liùgè Jīnbì
Super Mario Wonderland 2: Six Gold Coins

Korean 슈퍼 마리오 랜드 2
Syupeo Malio Laendeu 2
Super Mario Land 2

Trivia

  • If the player loses a life in a level they have already completed, it is possible to exit the level by pressing   +   (even when the death animation is playing, if done fast enough) without losing any lives.
  • On the File Select screen, if the player is deleting a file, Mario will transform into Bomb Mario.
  • With Wario as the antagonist, this is the third Super Mario title to feature a major villain that is not Bowser, the first being Super Mario Bros. 2's Wart, and the second being Super Mario Land's Tatanga.

External links

References

  1. ^ Template:Media link
  2. ^ Super Mario game collection, Mario Portal website (Japanese)
  3. ^ The official home for Mario - Super Mario games
  4. ^ Super Mario Land 2: 6 Golden Coins instruction booklet, pages 3-4
  5. ^ a b c d e Super Mario Land 2: 6 Golden Coins official Shogakukan game guide, staff interview on pages 106-111 (translation provided by "Shmuplations", accessed September 10, 2016)
  6. ^ Source
  7. ^ File:Chinese MANI GameBoy Box(Side).jpg

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