Super Mario Land 2: 6 Golden Coins
Playable in browserNo download requiredGame BoyMario

Super Mario Land 2: 6 Golden Coins

Super Mario Land 2: 6 Golden Coins is an action-platformer released by Nintendo for the Game Boy in 1992, and the direct sequel to Super Mario Land. It introduced a world map, replayable levels, and save functionality for the first time in the series, and marked the debut of Wario as the antagonist. Players control Mario to collect six golden coins and reclaim his castle from Wario. With solid level design and groundbreaking content for a handheld, it became one of the best-selling Game Boy games of all time.

Play Now

Before you start

The game opens in a new page. The first launch may take a moment, and landscape mode works best on phones.

View play helpKeyboard, gamepad and mobile controls guide
Plays
22
Views
177

Gameplay and design

The core goal of Super Mario Land 2: 6 Golden Coins is straightforward: Mario must traverse six distinct zones, defeat each zone's boss to collect six golden coins, and then return to the castle entrance for a final showdown with Wario, who has taken over his territory. This objective drives the entire game, giving every level a clear sense of purpose. Unlike the linear, one-path-only progression of its predecessor, this game offers players more freedom of choice.

The biggest change is the introduction of a world map. Players can freely move between zones, choosing which to tackle first and which to save for later, rather than being locked into a fixed level order. This design clearly draws inspiration from Super Mario World, but it was a first for a handheld. The map also marks completed levels and uncollected coins, so players always know their progress, giving them a greater sense of control.

The Magic Carrot is the most memorable power-up in this installment. When Mario eats it, he transforms into Bunny Mario, with ears that act like propellers, allowing him to jump higher and float gently downward. This ability is key to solving puzzles and avoiding traps in many levels, adding a fresh twist to the platforming. The bunny form is both cute and practical, making it a vivid memory for many players.

This game is also the first Mario game on a portable device to support saving. Players no longer have to play through in one sitting; they can save their progress at any time and resume later. This feature is especially useful on the Game Boy, a platform suited for short play sessions, and it significantly lowers the barrier to completion. Combined with the world map and replayable levels, the game's pacing becomes more flexible and better suited to handheld gamers.

In level design, this game borrows many strengths from Super Mario World and Super Mario Bros. 3, such as hidden passages, replayable levels, and unique themes and enemies for each zone. The 32 levels are spread across six zones, each with its own visual style and boss battles. While the overall difficulty is not too high, hidden elements and collectibles give veteran players plenty to explore.

Background and release

Super Mario Land 2: 6 Golden Coins is a Game Boy game developed and published by Nintendo in 1992, directly continuing the story of the 1989 Super Mario Land. In the previous game, Mario rescued Princess Daisy from aliens, and this sequel picks up right after: Mario's private island, Mario Land, has been magically taken over by a self-proclaimed villain named Wario, who has also seized the castle. Mario must reclaim his territory.

The game was released in Japan on October 21, 1992, and later in the UK on November 28 of the same year. As a major title for the Game Boy, its release coincided with the peak of the handheld market. Nintendo had high hopes for this sequel, and it did not disappoint, achieving massive commercial success and becoming one of the best-selling games in Game Boy history.

The marketing strategy in the UK was particularly interesting. Nintendo UK's advertising slogan was "Why did the hedgehog cross the road? To get to Super Mario Land 2," a clear jab at Sega's mascot Sonic. This direct challenge to a competitor was uncommon in game ads at the time, reflecting Nintendo's confidence in the game's quality and the intensity of the console wars.

In terms of sales, the game sold 2.6 million copies in Japan and approximately 11.18 million copies worldwide, ranking fifth on the list of best-selling Game Boy games. This achievement remains impressive even today. For a handheld game to sell over ten million copies indicates that it was not only popular among core gamers but also attracted a large number of casual players, becoming an indispensable part of many people's childhood memories.

The game has been re-released multiple times. In 2011, it returned via the Virtual Console service on the Nintendo 3DS, and in 2023, it was added to the Nintendo Classics service, allowing a new generation of players to enjoy it on the Switch. Each re-release has brought this classic back into the public eye, proving its special place in Nintendo's history.

Development

The game was developed by Nintendo's First Development Department (R&D1), with Gunpei Yokoi as producer and Hiroji Kiyotake and Takehiko Hosokawa as co-directors. R&D1 was the core team behind the Game Boy hardware and software, but they had not previously worked on a mainline Mario game for home consoles. Assigning them to a Mario sequel was somewhat experimental and sowed the seeds for later creative friction.

Development began in November 1991 and took about a year, wrapping up in September 1992. The team's initial idea was to make the game completely free from the constraints of the previous title and create something new. However, after the first draft was completed, they felt it didn't resemble a Mario game at all, so they went back and adjusted the design to bring it closer to Super Mario World. This process of letting loose and then reining it in gave the game both novelty and the core feel of the series.

The creation of Wario is the most notable story from development. He was designed by Hiroji Kiyotake, and his name comes from the Japanese word "warui," meaning "bad." The "W" on his hat is the opposite of Mario's "M," and both his appearance and name exude a "villainous Mario" vibe. Interestingly, Wario's creation reflected R&D1's dissatisfaction with developing a Mario game that wasn't their original creation, and they used this character as a subtle form of rebellion.

The music and sound effects were handled by Kazumi Totaka, who had previously worked on sound for Mario Paint. The game's music is light and cheerful, fitting the overall atmosphere. Notably, the game hides a "Totaka's Song," which players can hear by waiting 2 minutes and 30 seconds on the Game Over screen. This hidden feature became a well-known Easter egg among players and a hallmark of Totaka's personal style.

In sound design, the team deliberately used different sound effects from the home console versions to prevent players from noticing the handheld's hardware limitations. This attention to detail reflects R&D1's commitment to player experience. Despite the Game Boy's limited hardware, the game still delivers a complete Mario experience through clever sound choices and level design, without feeling watered down.

Reception and legacy

Super Mario Land 2: 6 Golden Coins received widespread acclaim from both media and players upon release, with critics generally agreeing that it surpassed its predecessor. The game was praised for its level design, graphics, and system innovations, especially the addition of the world map and save feature, which set a new standard for action games on handhelds. For many Game Boy players, this game is an irreplaceable classic.

The game has also been recognized in various rankings. Official Nintendo Magazine listed it as the 44th greatest Nintendo game of all time, while Nintendo Power ranked it as the seventh best Game Boy/Game Boy Color game, specifically praising its improvements and visual effects. Additionally, PC Magazine's list of "Best Game Boy Games" included this title. These rankings attest to its significance in gaming history.

Wario's debut is one of the game's most important legacies. Originally designed as a villain, his unique personality and appearance led to his own series, first Wario Land and then WarioWare, making him another influential IP under Nintendo. From a boss in a game to a star character with his own brand, Wario's growth is rare in gaming history.

The game also spawned derivative content. In January 1993, Nintendo Power magazine published a comic titled "Mario vs. Wario," loosely adapted from the game's story. This comic fleshed out Wario's character and further expanded his influence. For players who had no internet and relied on magazines for information, such comics were an important window into the game world.

Overall, this game not only set a new benchmark for the Game Boy platform but also injected new vitality into the Mario series. It proved that handheld games could have depth and breadth, and it laid the foundation for Wario's future success. Even today, it remains a memorable work that left a significant mark on Nintendo's history.

Related Games

Keywords

MarioplatformerGame BoyWario六枚金币超级马里奥乐园2side-scrollingSuper Mario Land