Super Mario Land 2 stands out from most other franchise entries by the way its levels are utilized. The Fire Flower also returns, and regains its former ground-bouncing trajectory minus the coin-grabbing ability. Much like the cape of SNES’ Super Mario World, this lets Mario glide for long distances and jump even higher than normal a useful tool for areas of the game that demand it. One new item to this game and the franchise in general - and yet to be used anywhere else - is the carrot power up that bestows upon Mario a rockin’ pair of bunny ears.
tunes - that might annoy after repeated hearings, but they’re enjoyable enough for what they are. There isn’t a wide array of themes, and some of them that share a certain soundbite quality - much like the New Super Mario Bros. Music is also great, providing a unique blend of chiptunes and backing themes, culminating in Wario’s final track, signalling his gaming debut, being a particular highlight. Mario has more of a floaty feel than his other games in Super Mario Land 2 (a trait that is heightened considerably in the space-themed levels), but this can quickly be adapted to.
Though the game is in pre-colour TV mode, the visuals are bright, clear and concise, more so on 3DS’ screen than anywhere else before it. Players will notice that many levels have slightly longer stretches of nothingness between enemy and item-populated segments this was reportedly to help with the original Game Boy’s screen ghosting problem, which is thankfully not an issue here. Unlike the zoomed-out view of the older game that likened Mario’s size to that of a gnat, this game is a lot closer to the action, with all the usual Mario staples present: super mushrooms, blocks, enemies to jump on and platforms to leap to fan paradise in shortened terms. Cue lots of running, jumping, and bruised skulls. Instead, Mario returns to his island home after saving Princess Daisy in the first game, only to find that an evil doppelganger has taken over, corrupted Mario’s castle and sealed access to it with six golden coins hidden throughout the land in six unique locations, selectable in any order thanks to an overhead world map.
Some levels came out better than others just because of the nature of their level design, but I'm really happy with the way all these turned out.Story has never been an essential part of Mario lore, though it is worth mentioning that kidnapped princesses play no part in this game, nor is there any sign of a gigantic fire breathing lizard-koopa thing. Finding solutions to create the enemies not found in Maker was a challenge but the more levels I created, the quicker I got at creating them. I used sprite-maps i found online to help design each level and made them to scale (and made very small changes here and there since the physics in SML 2 are slightly different).
So, I present to you my total remake of Super Mario Land 2. This is what the Super Mario Land 2 map screen looks like, for reference. There are 32 levels and, thanks to the 64-level upload limit increase, I was able to re-create every level without deleting any of my original courses. After initially re-creating Wario's Castle from Super Mario Land 2, I decided I'd recreate the entire game. I have been working on this one for the past two weeks.