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Topic: Let's talk about Super Mario Land 2 VC

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Aqueous

The best Mario title and to me the only one worth my time

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Kid_A

Aqueous wrote:

The best Mario title and to me the only one worth my time

Explain this tomfoolery

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Yosheel

I just downloaded it some days ago... Man I am bad at platforming, but somehow I managed to beat 3 zones already (Is it just me, or Macro Zone was ironically short? the boss was a nightmare, though)

I also tried to control the bubble by pressing A a lot, how silly of me. But it does work for the bunny power up, if you press A over and over you'll fall even slower.

As soon as I got 999 coins I entered the last pipe and won 50 lives, that's useful .

Oh, I should add, I totally love the water from the world map! It's the best water animation I have seen in any game boy game.

Edited on by Yosheel

Yeah I don’t know either.

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MetalMario

On Super Mario Land 1 and 2 being so different, a big part of that had to do with the fact that Shigeru Miyamoto did not help with the development of them. They were also the first Mario titles to be produced by Gunpei Yokoi.

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Tare

Kid_A wrote:

Aqueous wrote:

The best Mario title and to me the only one worth my time

Explain this tomfoolery

Because back then, there was no foundation of the Mario-verse. It was merely get to the end of a stage, touch something, and you win. Everything else was optional.

This incarnation was exciting. A shiny new overworld map, big detailed sprites, and some catchy tunes to boot.
To me, these differences made the sequel feel more like a console game rather than a primitive expansion.

I also feel the colour may detur people. The comfort level for most people would have rose if they could have added colour. Any Mario game in black and white feels off.

Every Mario game has also had different enemies. There was like, 5-6 enemies in the first super mario bros. The second upped that number to like, 20 (estimates may be off) There was no goombas or koopas in Sunshine.

To really enjoy and appreciate SMW2, you'd have had to play it when it was new. I understand why you have compatibility issues, just not the mindset of "tomfoolery" towards this one.

Thaaaaaanks for noticin' me.

pocket_arsenal

Project-L wrote:

Why can't I go back to the boss levels from each zone?

You need to get a game over.

MetalMario wrote:

On Super Mario Land 1 and 2 being so different, a big part of that had to do with the fact that Shigeru Miyamoto did not help with the development of them. They were also the first Mario titles to be produced by Gunpei Yokoi.

Such a shame how he hates everything he didn't create directly, it keeps any elements from these great games from being put into the mainstream games. Thanks to that, you won't so much as see a single enemy introduced in the Mario Land series ever again. I don't know what miracle made Wario become playable in SM64 DS.

Edited on by pocket_arsenal

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WaveBoy

It's been a while since I've played SML2, I'm talking years...That is until today, and once again I'm instantly reminded by the terrribly bland and boring(for the most part)level design along with the wonky weird controls and the constant touch of slow down here and there.

I'm Just not finding it that fun to play really. Other than that, it looks fantastic, the world map is easily hands down my favorite thing about the game along with the quirky and unique themed worlds...The music is pretty funky and sounds simular to the stuff heard in Virtual Boy Wario Land half the time. I've cleared 3 worlds already, and i'm just not finding it quite as fun as the original SML suprisingly.

Yet I remember Wario's Castle being the main highlite back in the day which definitly ramped up the difficulty, which the game desperately needed considered it's so bloody easy to begin with.

Also I'm really getting tired of having to choose from Black & White(which is just lifeless looking) Or Pea Soup Green(Which drowns out the detail) If SML2 had been in Color it would of been a much more pleasing, fun and exciting experience.

Edited on by WaveBoy

WaveBoy

Stereoman

cmon waveboy if SML2 was trash to begin with why didnt you choose such GB innovative titles like Catrap or gargoyles quest ?
Much longer , complex and better story ( for the latter at least)

plus nobody forces you to buy inferior pea soup GB games , when you got the choice to experience them in all their color blizz glory on a different system ...

Edited on by Stereoman

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WaveBoy

Well, It's Mario and i had to get it. Besides i wanted to see how it held up based on when i played it back during it's release. I mean it's fun...ish I guess I'm just thrown off by some of the bland platforming and floaty physics. But i should look at this as an entirely different breed of Mario, and something that eventually grew into Wario land.

Ahem, and did i mentioned I love the world map? It's been so long since Nintendo has given us a mario map like this, what happened?

and I'd be fine with the Pea Soup color, IF it didn't drown out the detail. It's nostalgic, but the emulation could of been better.

WaveBoy

Bass_X0

Such a shame how he hates everything he didn't create directly, it keeps any elements from these great games from being put into the mainstream games. Thanks to that, you won't so much as see a single enemy introduced in the Mario Land series ever again.

Such a petty petty man...

Stereoman wrote:

where did waveboy go ?
was kidnapped into another castle ?

Well its not my turn to rescue him.

Edited on by Bass_X0

Edgey, Gumshoe, Godot, Sissel, Larry, then Mia, Franziska, Maggie, Kay and Lynne.

I'm throwing my money at the screen but nothing happens!

WaveBoy

I'm right here babe.
Anyways! Just finished SML2 a few hours ago....And you know, WHY couldn't the rest of the game be as brilliant(Ok that's stretching it, but it felt 'mario-ish' and it was nicely done and challenging) level design wise as Wario's Castle? Easily the best part of the game with a catchy and spooky track to match.

The rest of the level design in this game is such a departure from any typical 2D mario game and basically falls under the kitchen sink design catagory. Which is odd, because SML2 has everything else going for it. It's beautiful, it's got an absolutely wonderful World MAP, Creative and quirky enemies, fresh unique Worlds to hit up such as Pumpkin Zone for example and Micro(Turtle Zone was awful....I almost fell asleep during those stages, could they be anymore bland, stupid and uninspired?)
The music was pretty great, not to mention the new Carrot power up....But all of those positives aside, it's just lacking big time in the level structure, platforming and even in the controls department.

SML2 just doesn't have any rythem, the physics are a little wonky as well. Especially when you have stuttery and floating enemies falling down below in slow motion.

It does everything right aside from the Boring to semi-fun level design which seems like it was created by a group of monkies. Wario Land 1 puts both SML and SML2 to shame. I can't wait until it hits the VC >

Edited on by WaveBoy

WaveBoy

Retro_on_theGo

I just beat the game. That was absolutely wonderful! I loved it a lot! The music was wonderful. Holy crud that last level was reaaally hard too! This was such a big step up from SML 1. The controls still felt a little slippery though. I actually liked how wacky and unmario-ish most of the levels were. It was fresh. I loved Space Zone.
I had to try so many times on that last level! The game was a breeze until then! Overall reaaly loved this.

Whopper744

This along with Donkey Kong Land 3 were the first two Gameboy games I got, when I first got my green Gameboy Pocket back in the mid 90's (good times).
I still love this game. I think I have played it a little more on my 3DS than I have a couple of my 3DS games.
I wish they would have made Mario 3D Land more like this one. Same sort of wacky world, Wario as the bad guy (Nothing against Bower by any means, but just for a change...). I think it is one of the easiest on the eyes, old black and white Gameboy games too. Played the first Land game for the first time when it popped up in the eshop. It's ok...but I can see how good 2 is now, compared to the first one.
I know some people say it feels slippery, but there is something I actually like about the controls.
The secret exits add to the fun as well....even if they aren't really needed to beat the game.
Also, I like how they made a Game Over actually kind of painful. You have to go back and get the coins you collected again, but I think newer games don't punish you for dying as much as they used to, and the way this game does it adds to the challenge of it all...even though it's not that hard of a game.
May I suggest this old gem to those who haven't played it

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WaveBoy

Lol i'm in the complete crazy minority but i actually enjoyed the original SML a bit more than SML2. SML2 is practically superior in everyway imaginable except for the stage design itself with is ultra bland and lazy to the Donkey Kong tee. If you look past all of the fancy gobbely goop like the fantastic-crazy map, the trippy locations, superior graphics, great tunes ect ect and you look just directly at most of the stage design itself...the end result is crummy. I beat it a few or so months ago on the 3DS's VC 'again' and i still stand by based on what i've said.

However, Wario's Castle is legendary! The challenge at that point gets ramped up considerably. Thank god, since the entire game itself other than the castle was too easy.

Edited on by WaveBoy

WaveBoy

Chrono_Cross

You may be right on this one but Super Mario Land's level design and enemy placement was topnotch garbage. I mean, it being short wasn't enough that they had to make uninteresting, ugly layouts that were repetitive and boring. If it wasn't for the vehicle levels that game would be even worse than it already is. And it's pretty bad.

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WaveBoy

Well, during the time when it was released i saw past all of that considering it was the first Portable Mario of it's time. I looked at it as Nintendo's odd ball quirky & fresh first attempt if anything. The vehicle portions were pretty special for the time, the music was memorable, the SFX were pretty trippy, you were supposed to find Daisey instead of Peach and the entire game alone was just a crazy unique breed of Mario all on it's own. But you're right, the stage design for the most part is pretty lousy in this day and age. But the super simplicity of the graphics and slippery wierd controls almost compliment it, it's hard to explain.

But ya, I totaly agree with ya. Maybe it's SML2's longer leangth that turns me off considering i have to endure more of the same craptastic level design.
Where as SML can be beaten in not even 2 hours. lol SML2 to me just wasn't that fun....Decent overall, but i wish more of the stages were like Wario's Castle. That would of been amazing.

Edited on by WaveBoy

WaveBoy

Chrono_Cross

What soundtrack? I remember maybe... three songs.

Just for you.
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WaveBoy

Chrono_Cross wrote:

What soundtrack? I remember maybe... three songs.

LOL can't argue with that.
yet all 3 you have to admit are pretty memorable.

Especially the underground tune This track is so enchanting, hypnotic & alluring that it puts kittens in a trance and makes them get up and do the Egypt-O dance.
[youtube:B4a9Sa0MXes]

Edited on by WaveBoy

WaveBoy

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