Super Mario Land 2 on the 3DS Virtual Console: A Retro Review
The Club Nintendo rewards program is something I’ve finally started to keep up with this past year. Previously, I had never bothered with it, as I had never really bought enough Nintendo products within a single year to really qualify for any rewards. But last year, I picked up a 3DS XL(which was an excellent time to get into the 3DS) and a handful of games, and, consequently, decided to register everything and fill out the multitudinous mimetic surveys in the hope of accruing enough points to finally get some free stuff. And free stuff I did get, although nothing overly exciting. Not managing to reach the highly exclusive, super-elite “platinum” tier, I instead was treated to the reward options of the lowly “gold” tier, which consisted mostly of virtual console games. To be fair, they did choose some cool virtual console games to offer members at this level, but it still felt a little anticlimactic after filling out all those surveys and copy-pasting into the suggestions box my go-to request of “PLZ BRING GBA GAMES TO 3DS LOL!” In the end, I settled on nabbing Super Mario Land 2, a game I had a blast with when I was younger.
As with its predecessor, Super Mario Land 2 feels a little off-beat for a Mario game. This is on account of it being the product of the team that masterminded the Game Boy, Nintendo R&D1, as opposed to the team behind the monumentally significant console titles, R&D4. I’ve heard that internally the Nintendo development teams were fiercely competitive with each other, a behavior which was greatly encouraged by Nintendo’s upper management. It shows in SML2, because R&D1 was clearly not interested in simply trying to make an imitation of the console games but rather venture into creating a Mario title that feels very unique and idiosyncratic. But, on the other hand, they did succeed in creating something that has the feel of a Mario game which cannot be said about Super Mario Land 1. You can definitely tell that they had mastered developing for the portable’s hardware by this point. The game possesses the polish, length, and creative flair of a “real” Mario game. As is classic to Mario, you run, you jump, and you stomp on enemies and ram your head into question blocks for powerups and coins. But there are a few little tell-tale differences that clue you into its origins. You don’t attain a 1-up after collecting 100 coins. Rather, your coin count keeps going up after 100, and you use the coins to gamble for lives and powerups in a minigame available from the overworld map. (Using coins to gamble for prizes would be a major part of the Wario games which R&D1 later developed.) The game also breaks from the standard Mario level themes and allows travel to the moon, a submarine, a haunted cemetery, a giant clockwork Mario robot, and several other original locales. Also, I find the bosses are somewhat “out of left field” for a Mario game. I don’t think Mario games have ever really had notable bosses aside from Bowser and the Koopalings. In Super Mario Land 2, on the other hand, the boss fights get a little strange and include battles against the three little pigs, a witch, a giant rat, and Tatanga (the boss of the original SML) amongst others. The game climaxes with a battle against Wario, who sees his introduction in this game.
One thing I think gamers who played this game as a kid will notice when picking it up on Virtual Console is that the game is really easy. After replaying this game, I had the same sort of revelation I had after replaying Final Fantasy VII a few years ago. For both of these games, I actually found them very tough when I was much younger, but now as an adult, I find them to be absolute pushovers. I was particularly amazed at the ease of FFVII. I remember grinding for hours in that game as a kid to prepare for difficult bosses like Air Buster, Reno at the top of Sector 7 pillar, and the Materia Keeper. During my replay, I blew through all of those bosses and the rest of the game with incredible speed. I can’t understand how I could ever have been so bad at that game to need grinding, especially considering that it’s turn-based. But that’s how it goes I guess.
That leads me to wonder how new players to Super Mario Land 2 would receive it today. Despite the ease, I still really enjoyed replaying SML2, as I did with FFVII. But a lot of that has to do with how important the game is to me. The only Nintendo console I owned as a kid was the NES, so the Game Boy provided a valuable link to Mario, one of my favorite gaming series, during the Genesis and PSX years. For new players with perspectives not clouded by such personal attachment, they may find the game simply too easy and too off-beat for a Mario game (especially if they are comparing it to modern titles in the series). But I feel that some may appreciate the off-beat nature of the game because it is the result of there being a fairly large amount of creative levels and enemies on display here. The music is also really great, truly on par with the mainline Mario entries. And while the game may not be particularly challenging, there are a fair few secret exits in the game which open up hidden levels on the overworld map. The secret exits aren’t extremely well hidden, but you won’t stumble upon them unless you’re specifically hunting for them. These secret exits are good at creating an impetus to take time and explore the levels, instead of just blowing through the areas because they are so easy.
In the end, I think new players with an interest in exploring retro gaming will probably find a lot to appreciate in this game, but those not so attracted to gaming antiquity likely won’t be as absorbed. As for me, I find that I still rank SML2 among my favorite Game Boy games. The only other game I feel that could possibly compete with it for my number one favorite on the platform would be, of course, Donkey Kong.