Ah, for a simpler era. Simpler graphics, simpler controls, simpler levels. With every few steps forward, we have taken other steps back. Some things have improved. Others have deteriorated.
Case in point: Super Mario Land 2. For its time, this game had fantastic graphics. It also had a plethora of levels that could be traversed backwards and forwards. But it also was very simple in just about every way. Its simplicity was its greatest weakness.
Let’s start with the controls: A to jump/glide, B to run/shoot fire/pick up and throw enemies. Control pad moves Mario, and down crouches, enters a pipe or does a twirl in midair, a la Super Mario World.
Aside from the standard mushroom, there are two powerups, the fire flower and the winged carrot. The former can burn certain blocks and enemies, and the latter can allow you to glide certain distances but negates the ability to twirl. The carrot is put to liberal use in many levels, and can feel like a bit of a cop-out to Mario speedrunners. Often, the fastest way from point A to point B is to grab a carrot and glide, although other means may be used, and are often encouraged.
After a simple intro level, the game is split into 6 zones:
1. Tree Zone
a. Focus on leaves/treetops
b. Giant owls appear in certain of these. Mario can ride on them.
2. Space Zone
a. Focus on space
b. In one level, Mario can float as the screen moves toward the right.
c. In another, Mario jumps very high due to low gravity.
3. Macro Zone
a. Mario is mini
b. In the levels, with the exception of most enemies, objects appear huge.
4. Pumpkin Zone
a. Halloween theme
b. Various halloween-themed enemies are fought in these levels.
5. Mario Zone
a. Completed in a giant robot version of Mario
b. Many conveyor belts and the like.
6. Turtle Zone
a. Inside a turtle
b. Many levels feature large underwater sections.
Overall, the concepts in these levels are not dwelt on enough or are too easy fare for the common gamer. Younger children may feel at home. Most people probably will enjoy it, and move on, unless they are a fan of Mario games.
Beating a zone earns a “token”. Gain all six, and a final level will open up. Lose all your lives, and you have to face the bosses of each zone again. Fortunately, there is a generous sprinkling of lives (hearts) throughout the levels. In addition, you can spend coins on a slot machine of sorts. The more coins you spend, the greater chance of earning more lives.
Also, defeating 100 enemies earns Mario a star. This star appears immediately in the level once Mario defeats the 100th enemy. Like previous Mario games, it will make him invincible for a short amount of time. Defeat enough enemies (5+) and you will earn consecutive 1ups per extra enemy beaten.
Overall, this game is mediocre for a Mario game. I give it a 7.0.
Nota Bene: The final level may be worth playing through the game for. It is tightly designed, and is quite the challenge. Ah, for a simpler era. Simpler graphics, simpler controls, simpler levels. With every few steps forward, we have taken other steps back. Some things have improved. Others have deteriorated.
Case in point: Super Mario Land 2. For its time, this game had fantastic graphics. It also had a plethora of levels that could be traversed backwards and forwards. But it also was very simple in just about every way. Its simplicity was its greatest weakness.
Let’s start with the controls: A to jump/glide, B to run/shoot fire/pick up and throw enemies. Control pad moves Mario, and down crouches, enters a pipe or does a twirl in midair, a la Super Mario World.
Aside from the standard mushroom, there are two powerups, the fire flower and the winged carrot. The former can burn certain blocks and enemies, and the latter can allow you to glide certain distances but negates the ability to twirl. The carrot is put to liberal use in many levels, and can feel like a bit of a cop-out to Mario speedrunners. Often, the fastest way from point A to point B is to grab a carrot and glide, although other means may be used, and are often encouraged.
After a simple intro level, the game is split into 6 zones:
1. Tree Zone
a. Focus on leaves/treetops
b. Giant owls appear in certain of these. Mario can ride on them.
2. Space Zone
a. Focus on space
b. In one level, Mario can float as the screen moves toward the right.
c. In another, Mario jumps very high due to low gravity.
3. Macro Zone
a. Mario is mini
b. In the levels, with the exception of most enemies, objects appear huge.
4. Pumpkin Zone
a. Halloween theme
b. Various halloween-themed enemies are fought in these levels.
5. Mario Zone
a. Completed in a giant robot version of Mario
b. Many conveyor belts and the like.
6. Turtle Zone
a. Inside a turtle
b. Many levels feature large underwater sections.
Overall, the concepts in these levels are not dwelt on enough or are too easy fare for the common gamer. Younger children may feel at home. Most people probably will enjoy it, and move on, unless they are a fan of Mario games.
Beating a zone earns a “token”. Gain all six, and a final level will open up. Lose all your lives, and you have to face the bosses of each zone again. Fortunately, there is a generous sprinkling of lives (hearts) throughout the levels. In addition, you can spend coins on a slot machine of sorts. The more coins you spend, the greater chance of earning more lives.
Also, defeating 100 enemies earns Mario a star. This star appears immediately in the level once Mario defeats the 100th enemy. Like previous Mario games, it will make him invincible for a short amount of time. Defeat enough enemies (5+) and you will earn consecutive 1ups per extra enemy beaten.
Overall, this game is mediocre for a Mario game. I give it a 7.0.
Nota Bene: The final level may be worth playing through the game for. It is tightly designed, and is quite the challenge. |