Super Mario Land 2 6 Golden Coins Download |WORK|

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Orson Hardwick

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Jan 25, 2024, 7:25:33 AM1/25/24
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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 cast 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.

super mario land 2 6 golden coins download


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After the events of Super Mario Land, Mario returns from his adventure to find that Wario has taken over his private island and convinced all the inhabitants to attack Mario. For some reason, gaining access to his old mansion requires Mario to find six golden coins, because apparently his front door functions like a vending machine.

The sequel to Super Mario Land, this game is the First Appearance of The Rival, Wario, and one of the few times Wario is an outright Big Bad instead of just being extremely greedy. It was originally released in the last quarter of 1992, and is the seventh entry in the Super Mario Bros. series. The plot is that Wario took over Mario's castle and land while Mario was rescuing Daisy in the first game. Mario needs to find the eponymous six golden coins to get into the castle and stop Wario. Interestingly, one of the golden coins has been entrusted to Tatanga, the perpetrator of Daisy's kidnapping.

[10][11]Rabbit Mario fighting Fire Wario.The plot, which immediately follows that of the first game, consists of Mario returning to his castle after rescuing Princess Daisy, only to find that it has been taken over by an old enemy, Wario, while Mario was in Sarasaland. The six golden Coins (Mario's keys to the castle) were spread throughout Mario Land, and Mario must retrieve these coins in order to defeat Wario, reclaim his castle, and restore order to Mario Land.

Sometimes after I finish playing a game, various obligations prevent me from producing a review until quite a long time later. A week or two might pass, and I suddenly find I can barely remember relevant details about what I even played. Let's face it: a lot of games might be pretty good (or not so good) but fail to stand apart from the pack. When I wait too long to put my thoughts in writing, I sometimes find those thoughts have dissipated. Then I'm left staring blankly at a computer screen as I try to recollect enough details to put together something resembling a coherent review.

Fortunately, Super Mario Land 2: 6 Golden Coins doesn't fit into that category. The second Mario game released for the Game Boy, it marked a notable improvement over its predecessor. I have nothing against that older title, which was important and did a lot to make Nintendo's mobile system a success, but it also felt archaic the instant it hit store shelves. It was little more than a chopped-up version of Super Mario Bros., with a couple shooter stages thrown in for variety.

6 Golden Coins is different. The game feels like an original effort that just happens to feature Mario as its protagonist. Some aspects are familiar. You open with an introductory stage littered with Goombas and Koopas, and your power-ups allow you to either shoot fireballs or hover in mid-air, allowing you to jump much, much farther than normal, which at least feels close enough to the Super Leaf to be familiar. Sans fire, you're forced to jump on enemies... if they are the variety that can be squished. Each level also has a time limit, and there are blocks containing coins and power-ups and the like. This is a legitimate handheld Mario game, even if it falls just short of being a classic like those released for the NES and SNES.



This particular effort wasn't created by Shigeru Miyamoto, though, like all those classic Mario games were. Instead, some dude by the name of Hiroji Kiyotake took the reins. While he's nowhere near as famous as Miyamoto in the grand scheme of things, Kiyotake earned some renown when he created Mario's greedy counterpart, Wario. That now-familiar fellow takes the place of Bowser, serving as this game's villain. A mustachioed giant of a man sporting an omnipresent leer, Wario immediately became a staple of Mario's universe (commandeering this series in the process). His goal is to find riches, followed by more riches.

And here's the neat thing: Mario apparently owns a castle! Or at least, he owned a castle. The game's "plot" is that Wario swiped that abode, forcing Mario to collect six golden coins scattered over the world so he can regain entry to his former home and initiate a winner-take-all battle. There are no princesses to rescue, no dragon-turtles to temporarily subdue... just two obese dudes duking it out over possession of swank digs.

After clearing the introductory level, you gain access to the full world, which consists of a long, circular path leading to the six zones that comprise the bulk of 6 Golden Coins. Each zone has its own theme. In Tree Zone, Mario scales a tree, combating ants and bees as he makes his way to the nest of one very hostile bird. Macro Zone shrinks Mario down while placing him inside a suddenly enormous house. Much of the game's underwater action takes place in Turtle Zone, and Pumpkin Zone replaces all those Boo-haunted houses found throughout most of the franchise. Elsewhere, in Mario Zone, our hero travels through a giant mechanical statue someone built in his honor. Man, a plumber has his own castle and a giant commemorative statue? This game shows a pretty materialistic side of the affable hero!

And then there's Space Zone, which is likely the most memorable of the places simply because you have to work to even enter it. With most of the zones, you simply have to walk up to its location on the map and you're ready to take on a first stage. In contrast, Space Zone offers no automatic path to its stages. Instead, you have to walk up to a giant hippopotamus to take on a short level where you're tasked with riding bubbles emitted by hippos to the top of the screen. There, you find a door to outer space. In space, you deal with decreased gravity (i.e. floaty jumps) and wind up granting Super Mario Land big boss Tatanga a rematch. That confrontation gives this game its single grain of continuity with Mario's first Game Boy romp.



Most of the worlds mentioned above contain a handful of regular levels, as well as the occasional secret one accessed by exploring certain stages until you've found a secret alternate exit. The extra stages are kind of a letdown, as they tend to be short, often feeling like little more than tricky obstacle courses where one might find a couple 1-ups. Those items aren't even remotely in short supply, though, as long as you have a bit of luck. Although you do collect coins as you progress through the levels, they don't automatically get cashed in for extra lives each time you snag 100 of them. Instead, you visit a casino where you can spend your currency on games of chance. Win big on the most expensive machine and you will walk away with 99 bonus lives. That's just the thing to get through this game's many challenges!

Those challenges include the one you find once you earn the six golden coins and finally face Wario in a grand battle for your castle. You travel through a number of rooms, each with its own challenge to overcome, before engaging in a three-part battle with your new sitcom arch-nemesis. He proves every bit as capable of using Mario's power-ups as the famed plumber is.

The main thing I took away from this game is that it's a legit Mario outing. The characters are large and reasonably detailed and, while I'd never label the Game Boy a graphical powerhouse (what with its tiny screen and lack of an actual color palette), I can't say I felt that I was playing an inferior version of an established series like I did when I tried my hand at the original Super Mario Land. This bigger and better sequel simply feels like the genuine deal, except on a small-screen mobile platform.

6 Golden Coins isn't a be-all, end-all Super Mario game, though. If you missed out on it during the heyday of the Game Boy, that isn't some horrid travesty that needs to be rectified at all costs. Still, it is a very fun game that showed Nintendo had the desire not just to bring Mario to their portable system, but to feature him in games worthy of his name. The adventure delivers multiple, varied worlds, each with its own theme. It does a great job of mixing familiar staples of the NES games with new concepts and foes. The resulting experience might not match the excellence of my favorite titles in the series, but it still proves to be a more-than-suitable diversion.

After losing your last life, you are taken to the screen of the front entrance of Wario's castle.A flashing black stacked "GAME OVER" text in a box with a grey outline scrolls down, after this box goes into its place, you lose all of the golden coins that you collected, and they have to be regained by encountering the bosses again. The Game Over music is a variation of the Athletic theme. This Game Over screen stays until you press a button to go to the title screen.

To force Wario off his ill-gotten throne, Mario must search all-new worlds for the six golden coins that unlock the gate to Mario's castle. A mob of monsters, old and new, seek to stop him. Along the way, through 6 zones, Mario can nab Power Mushrooms, Super Stars and Fire Flowers for extra power. And if he eats the Magic Carrot, he'll turn into a high-flying bunny.

There are some bits of Super Mario Land 2 that never did make it out of this one game, however. For instance, outside of the mandatory start level and Wario\u2019s castle \u2014 the door of which is locked by the titular golden coins scattered across the land \u2014 you can approach the game\u2019s worlds in whatever order you wish. It\u2019s all open, and you can start on one and bail to try another. Part of why it\u2019s not normal for Mario is that these games are designed a very specific way, with the idea being that you learn concepts that are built on and become more complex over time. Here, though, in 6 Golden Coins, everything is varied and the repeatable stuff is basic enough that the order you play things in doesn\u2019t matter so much in a structural, educational sense, and so, no order has been imposed. You get the basics from the first (and required) stage, like you do in a Mega Man X game, and then you\u2019re able to go wherever you\u2019d like with the skills you acquired in that brief run, to figure out the rest as it comes.

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