he objective of Super Mario Land 2 is to reach the end of each level, defeating or avoiding enemies while doing so. The game retains several enemies from the Mario series, such as the Goomba and the Koopa Troopa, and also introduces several new enemies. Enemies can usually be defeated by jumping on their head, but also may need to be defeated by different means, such as by use of fireballs. Other established mechanics include Warp Pipes which allow the player to enter hidden areas or find shortcuts, coins, and ? blocks which hide coins and items. Unlike in previous Mario games, coins are not accumulated to automatically grant extra lives; instead, they are used to play games in a special area that awards lives and other power-ups. To gain lives, instead, the player must find hearts like they did in the previous Game Boy entry. After killing 100 enemies, a star drifts down to provide a short period of invincibility when touched. The star can also be found in other places in the game. While Mario is invincible, the 5th and each subsequent enemy he defeats will provide one extra life.
While its predecessor was similar to the original Super Mario Bros., Super Mario Land 2 has more in common with Super Mario Bros. 3 and Super Mario World: there is an overworld map, the player is no longer restricted to moving only right in a stage, many stages contain higher and lower areas instead of entire stages all at a single level, and any stage (except for the introductory stage and "boss" levels) can be replayed multiple times.[4] At the end of a level, there is a door that must be touched to clear a level. In addition, there is also a bell high above the door which, if touched, activates a mini-game where the player can try to get either a power-up or 1-ups. The game saves the player's progress after beating a stage, being the first Mario game released on a portable system to have a save feature.
There are 32 levels in total, based in several different themed zones.[3] There are some secret levels that can only be accessed by finding alternative exits found in regular levels. Once a player clears or loses a life in these secret levels, they are returned to the level where the secret exit was found. Each zone has its own boss, which must be defeated to get one of the 6 Coins. If the player loses all of Mario's lives, all of the Coins Mario retrieved are returned to the bosses, which must be defeated again to retrieve the coins. From the beginning of the game, the player may choose to complete the zones in any order.
Super Mario Land 2 features three returning power-ups—the Super Mushroom, Fire Flower, and Starman. The Super Mushroom increases Mario's size, the Fire Flower gives him the ability to shoot fireballs, and the Starman makes Mario invulnerable for a short time to anything besides pits. Both the Super Mushroom and the Fire Flower also allow Mario to do a spin jump like in Super Mario World. Due to the grayscale palette, Fire Mario is differentiated from Super Mario by having a feather in his cap, a feature not seen in any other Mario series game. Also unique to Super Mario Land 2 is the Magic Carrot power-up, which turns Mario into Bunny Mario.[5][6] Bunny Mario can jump higher, jump repeatedly by holding down the jump button, and descend slowly using his ears.
Upon collecting all Golden Coins, Mario's Palace is unlocked, where Mario must fight Wario in the castle throne room. To defeat Wario, Mario must jump on his head three times, a process that must subsequently be repeated in two additional rooms where Wario uses power-ups identical to Mario's
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