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Sûpâ Mario rando 2: 6tsu no kinka

  • Videogioco
  • 1992
  • E
VALUTAZIONE IMDb
8,0/10
949
LA TUA VALUTAZIONE
Sûpâ Mario rando 2: 6tsu no kinka (1992)
ActionAdventureFamilyFantasySci-Fi

Aggiungi una trama nella tua linguaMario's castle home has been stolen by the diabolical Wario, so Mario must find the six golden coins to open the lock and reclaim his house.Mario's castle home has been stolen by the diabolical Wario, so Mario must find the six golden coins to open the lock and reclaim his house.Mario's castle home has been stolen by the diabolical Wario, so Mario must find the six golden coins to open the lock and reclaim his house.

  • Regia
    • Takehiko Hosokawa
    • Hiroji Kiyotake
  • Sceneggiatura
    • Shigeru Miyamoto
  • Vedi le informazioni sulla produzione su IMDbPro
  • VALUTAZIONE IMDb
    8,0/10
    949
    LA TUA VALUTAZIONE
    • Regia
      • Takehiko Hosokawa
      • Hiroji Kiyotake
    • Sceneggiatura
      • Shigeru Miyamoto
    • 9Recensioni degli utenti
    • 3Recensioni della critica
  • Vedi le informazioni sulla produzione su IMDbPro
  • Vedi le informazioni sulla produzione su IMDbPro
  • Foto9

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    Recensioni degli utenti9

    8,0949
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    Recensioni in evidenza

    Op_Prime

    Good

    This was a good game. The story was original and so were many of the levels and bad guys. The game is not very hard at all though, so the lack of challenge kind of takes away the fun. The hardest part is beating Wario and that is the most fun. Not as fun as the original Super Mario Land, but it still gives some enjoyment.
    5MikeHunt1075

    Meh... it's OK.

    When it comes to the Gameboy, It's far less powerful and less memory than the Nes or Snes, so instantly I saw a speed issue here where it feels twice as slow as a regular Mario game. However once you get used to that, it's not that bad of a new version of Super Mario World.

    This time around Mario is not taking on King Kooper to rescue the princess, he's collecting 6 coins to enter Warios castle to defeat him. No Yoshi tho.

    You take on a map of various zones and complete about 4 stages in each zone to face a boss and collect one of the 6 coins.

    It's very short, I managed to complete the game in about an hour or so. It's not all that challenging, but it's not that bad.

    This time around Mario can get the usual power ups, plus a bunny ears thing to fly that's a little different to the Cape or feather of Mario 3 and 4.

    I found the music to be a bit annoying, I'll be surprised if it was Koji Kondo who scored this game. If not, it needed him.

    Overall, had I owned this back in the day, it mightve been repayable having a limited choice of games owned, but by today's standards there's nothing really to urge me to play again. Tho a remastered version in 3D would be cool. Who knows, we might see an enhanced version of this one day? Perhaps a Gameboy version of the Mario Collection made into an All-Stars type of thing with modern graphics?
    10transfan83

    Way better than the first.

    I'm not saying I don't the first Super Mario Land, but out of the two SML games which actually star Mario (SML3 has you controlling Wario instead of Mario), I prefer SML2. In graphics, game play, and presentation, this game has its predecessor beat. No more having to strain your eyes to see Mario. This game is perhaps the least linear of all the Mario games I've played (I've never played the 3-D games). Mario travels from level to level via an over-world map, just like in SMB3 and SMW (although the style of this game's over-world more closely resembles the latter). The first Super Mario Land plays similarly to the first Super Mario Bros, while SML2 plays more like Mario World. Some stages even have multiple exits. You can also save your progress, which makes perfect sense considering that the old Game Boys were serious battery-guzzlers IMO. No more having to start from square one when your Game Boy's batteries wear out. The sound effects in this game seem more "Mario-ish" than those of the first Mario Land. Jumping, squishing Goombas, kicking shells, and throwing fireballs generate sounds that anyone will recognize if they've played the three NES Mario games. Long story short, this game rocks. Rest in peace, Gunpei Yokoi.
    6Jerg3n

    Super Mario Land 2: 6/10 Golden Coins

    Mario Land 2 is decent at it's worst and pretty okay at it's best. I have really no strong feelings about this game at all. I played it... That's about it.

    Choosing to up the graphical quality from the first game while impressive, isn't that great. Having more detailed sprites causes the game to be very zoomed in and claustrophobic but at the very least it's designed with those limitations in mind.

    I never really died due to an off screen enemy or obstacle and you can scroll the screen up or down manually. Mario's movement does feels sluggish and imprecise compared to every home-console game in the series though.

    The one thing I will give to this game is the fun setting and unique worlds. There's a world themed around being tiny, one themed around Halloween and one themed around space etc. The variety in enemies and level design due to this is pretty great.

    So yeah the game doesn't leave much of an impression and after beating it I just wanted to go play Mario 3 or World. It's definitely decent enough but very low compared to other Mario's.
    9johannultimate

    A Giant Leap for Handheld Mario

    Super Mario Land 2: 6 Golden Coins is one of those rare sequels that doesn't just improve on the original-it redefines what a handheld Mario game can be. Where the first Super Mario Land felt like a quirky side project, 6 Golden Coins feels like the real deal: a full, feature-rich Mario adventure squeezed impressively into the Game Boy's limited hardware.

    Chapter 1: Bigger, Bolder, Better

    The jump in quality from the first game is enormous. Mario controls tighter, sprites are larger and more expressive, and the world is far more imaginative. Gone are the oddball enemies and vehicle levels-this time, it's a sprawling, nonlinear quest filled with personality. The overworld map lets you choose the order of the themed zones, a freedom rarely seen in Mario games at the time.

    Chapter 2: Creative Level Design

    Each of the six zones (Tree, Space, Pumpkin, Turtle, Mario, and Macro) is packed with clever level design and distinct visuals, especially impressive given the Game Boy's monochrome screen. The game constantly throws new ideas at you-gravity shifts, underwater mazes, and Halloween-themed enemies-without ever losing cohesion. The power-ups are simple but effective, especially the bunny ears, which allow for slow gliding and precision platforming.

    Chapter 3: Wario's Debut and a Memorable Finish

    This was the game that introduced Wario, and his presence adds a real narrative drive to the adventure. You're reclaiming your castle from a greedy imposter, and the final level-Wario's fortress-is one of the most challenging and memorable stages in any Mario platformer. It adds just enough story without getting in the way.

    Final Thoughts

    It may be overlooked due to its handheld roots, but Super Mario Land 2 is easily one of the best 2D Mario games of its era. Smart design, charm to spare, and a surprising amount of content for a Game Boy title.

    9/10 - A Game Boy masterpiece. Big ideas, great execution, and a must-play for any Mario fan.

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    • Quiz
      First appearance of Wario.
    • Citazioni

      Ending screen: THANK YOU MARIO. YOUR QUEST IS OVER.

    • Connessioni
      Featured in The Beach (2000)

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    • Data di uscita
      • 21 ottobre 1992 (Giappone)
    • Paese di origine
      • Giappone
    • Celebre anche come
      • Super Mario Land 2: 6 Golden Coins
    • Aziende produttrici
      • Nintendo R&D1
      • Nintendo
    • Vedi altri crediti dell’azienda su IMDbPro

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      • Black and White

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