Super Mario Land 2: 6 Golden Coins (Game Boy Review)
July 30, 2025 4 Comments
Super Mario Land 2: 6 Golden Coins
Platform: Game Boy
First Released October 21, 1992
Directed by Hiroji Kiyotake and Takehiko Hosokawa
Developed by Nintendo
Available with Switch Online Subscription (Standard)
Listing at Mario Wiki
Color screenshots are from Super Mario Land 2 DX by toruzz
Link to the Patch

I really don’t think it’s Mario or Zelda or Kirby or Samus Aran that prove Nintendo is the Death Star of video games. It’s Wario. You know, the throwaway final boss in a Super Mario Bros. spin-off that went on to star in twenty games where his name appears in the title, and that’s not even considering that he’s one of the most popular characters in Mario Kart. Hell, Wario can even lay claim to being the star of a killer app for an entire video game platform. Okay, so it’s Virtual Boy, but it still counts. Meanwhile, Wart is like “f*cking seriously?”
I can’t imagine how mind-blowing seeing Super Mario Land 2 must have been in 1992. Mario as a Game Boy franchise went from looking like this:

To looking like this:

Cool. Nintendo set out to give players the Super Mario World experience on the Game Boy. A task that was basically impossible, but they really did give it the old college try. I suppose that’s why Mario Land 2 is maybe the weirdest game in the entire “Super Mario” franchise. Most of the rogues gallery are one-off enemies that don’t really feel like Mario baddies. This even includes things like pigs with cannons for snouts, a Kid Dracula-like vampire that shoots bats at Mario, and Jason Voorhees-like evil hockey masks complete with a f*cking knife sticking out of them. Seriously, what?
6 Golden Coins feels like it has just enough Mario staples like the mushrooms and fire flowers, Goombas and Koopa Troopas, or the right kind of destructible blocks to pass as a Mario game and not some kind of weird ROM hack. I assume this was done because turning a popular colorized 16-bit game into an 8-bit black and white game was too tall an order. If they copied too many enemies, then all they would be making is a much, much lesser version of the game everyone really liked. Which is sort of what they ended up with anyway, but I do kind of understand why they created such a large roster of new enemies and locations. Probably the best thing I can say about Mario Land 2 is it still feels pretty fresh. Instead of the typical hill stages, fire stages, ice stages, etc, you go into outer space, a graveyard, or a giant mechanical statue that Mario built to honor himself, I guess.

For seemingly no reason, here’s a stage where the ground is shaped like LEGO. It doesn’t do anything different. It’s just a floor, but, look, it’s shaped like LEGO (or Nintendo’s LEGO knock-off)!
So, uh, this is the one that gets me assassinated but I didn’t really like Mario Land 2 at all. I didn’t hate it or anything. It controls fine and has decent jumping physics, but I was just really bored playing it. I imagine a child in 1992 would be more than satisfied with this brisk, easy-going Mario game that looks great but had its potential held back by the Game Boy’s hardware limitations. While the enemy sprites might look original, they couldn’t really do anything creative with their placement or have too many on screen at once. Hell, the hockey masks are just normal Goombas that look different when you get right down to it. Granted, most enemies in Super Mario games are cannon fodder, but these ones are especially easy to deal with. Some of the indestructible underwater ones had a tight squeeze to avoid, but otherwise, there’s just not enough threats in Mario Land 2. The bosses are all pretty weak too.

Tatanga, the final boss from Mario Land 1, was the second boss I faced and the first enemy that damaged me at all. About three seconds after he got me with one of his projectiles, I nailed all three hits against him in a row because they didn’t give him hardly any invincibility frames. He basically reverse-stomped himself into my feet.
If the level design was amazing, that wouldn’t be a problem. But despite the original backdrops, I found myself listless playing the stages. Even the ones structured like mazes are too basic for their own good, and the act of exploring isn’t very rewarding because so many of the unlockable bonus stages feel samey. Only one of them provides any reward besides just an extra stage for the sake of an extra stage, and that’s a shortcut in the Macro Zone that skips two of the levels and takes you straight to the zone’s final stage. Okay, so it was cute that the moon got pissed off at me for getting the Space Zone’s bonus level, but the novelty wore off when I had to actually play the stage and it was just more of the same. I don’t mind the level count, but the bonus levels need a reason to exist. Hell, there’s even a random level in the map, the “Scenic Course” that just sort of is there for no reason besides “why not?” It does nothing. It unlocks nothing. It’s pointless. I think Nintendo was capable of better than that by 1992.

Hey, don’t look at me like that! You’re the one that only has two levels.
So, yeah, I’m not a fan of Super Mario Land 2. The rabbit ears aren’t a very fun power-up (they’re basically the racoon tail without the soaring through the sky part), the game is far too easy, and things like how carrying a turtle shell is done by balancing it on your head because they couldn’t squeeze in an animation of Mario carrying the shell thanks to the hardware limits made me cringe instead of smirk. Really, the only purpose Mario Land 2 serves today is being a reminder that ALL games are a product of their time. Most of Nintendo’s catalog holds up remarkably well to the test of time. It’s their most astonishing achievement. But the Game Boy wasn’t ever really meant to do that. It was designed to provide a lower cost portable experience that was good enough for the standards of over three decades ago.

You know, having the Three Little Pigs would have been a cute idea if I hadn’t already fought a completely different species of pig that shoots cannonballs at me. Do YOU guys shoot cannonballs? No? Then how come that thing wasn’t the boss and you are?
I actually tried to do this review back in January, when I reviewed Super Mario Land, but I got bored pretty quickly and shut it off. I gave the original game a YES! because, rough as it is, it’s a unique Mario experience unlike any other Super Mario game before or since, something you can’t really say about Mario Land 2. The two games have a lot in common. Like 6 Golden Coins, Mario Land 1 has unique-to-it locations, enemies, and themes. I guess I just like the idea of Mario exploring Ancient Egypt, Easter Island, and a world based on Chinese folklore more than lock blocks or a graveyard. But it’s not just that. Mario Land 1 feels like a one-off Mario gameplay experience. Mario Land 2’s gameplay is just the best approximation of Mario World they could muster within the limits of the Game Boy. An impressive engineering feat? Sure.

The level design just never rises above being okay. I’m happy I waited until after playing every other 80s and 90s Super Mario game to do 6 Golden Coins, because it really aged the worst out of any other game in the series. It just offers so very little that holds up. All that it really has left is a lot of personality, but hell, every Mario game has that, don’t you think?
Fated to age well? Nope, and that’s okay, because it worked for the kids of 1992. I’m happy for them. It’s just not 1992 anymore, and from the moment I booted up Mario Land 2, I couldn’t wait to be done with it. God, I really hope they don’t remake this one. Oh, Nintendo will eventually, but when it happens, I hope it’s a full reimagining with new level design and power-ups that keeps the basic frame work. The idea of Mario Land 2 is fine, but it’s a product of its time, and that product is about thirty years past its expiration date. Thanks for giving us Wario, though. I do like Wario.
Verdict: NO!

Mario Land 2 was a Big Deal back in 1992 because any game greater than 1 megabit in size was, including two Square RPGs and their first Seiken Densetsu. But those had *content*. Mario Land 2 was well-received but still essentially a glorified and prettier tech demo than the first with hints of what *could* be done. It did the job it was meant to, but never mind now, it was barely a year later when Link and Wario himself utterly blew this out of the water with cartridge roms twice this size again and games with real depth. In a sense Mario Land 2 was almost *designed* to not age very well.
I remember needing to use a save state on the final battle with Wario. Something about that was super hard to me and I remember the checkpoint making you replay a tough part of the stage.
It’s the only hard part of the game and it’s annoying on OG hardware because you’ve got to learn his pattern and it’s hard to do that when you’re replaying the part leading up to the boss fight.
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