1992 · Platformer · Game Boy
Super Mario Land 2: 6 Golden Coins is a platformer in which Mario reclaims his castle from the scheming Wario by collecting six golden coins from themed worlds, featuring the Bunny Ears and Carrot power-up that gives Mario slow-falling and high-jumping abilities. The game introduced Wario as a major Nintendo character and featured the largest overworld map of any Mario game to that point.
Super Mario Land 2 was a massive improvement over its predecessor in every dimension — larger sprites, more expressive character animation, a full world map allowing nonlinear zone selection, and power-ups specific to the game including the Bunny Ears (slow descent when jump is held) and Fire Mario. Mario's castle had been taken over by Wario during his long absence, and each of the six themed worlds — Space, the Pumpkin Zone, the Macro Zone, the Turtle Zone, the Hippo Zone, and the Tree Zone — contained one golden coin in a boss room. The nonlinear world map allowed players to approach zones in any order and explore optional stages branching from main paths. The map itself was an achievement of Game Boy design — Mario's castle at the center surrounded by themed regions, with visual design that communicated each zone's character immediately. The scale of each level was substantially larger than Super Mario Land, with more enemy variety, more elaborate platform arrangements, and longer stage lengths that justified the handheld format's extended play potential. Super Mario Land 2 was commercially enormous — selling over 11 million copies globally — and critically celebrated as one of the Game Boy's definitive titles. The introduction of Wario proved to be the game's most lasting contribution: the antagonist was popular enough to receive his own franchise, the Wario Land series, beginning in 1994.
Super Mario Land 2 was developed by Nintendo R&D1 under director Hiroji Kiyotake, who had served as a designer on the original Super Mario Land. Kiyotake's mandate was to create a Game Boy Mario game that felt like a complete Mario experience rather than a portable compromise, and the larger sprites, world map, and nonlinear stage selection were his direct responses to criticism of the original game's brevity and simplicity. The decision to introduce an antagonist — Wario — as a structural framing device reflected Kiyotake's belief that Mario games benefited from having a personality in the villain role rather than an abstract threat, and Wario's immediate popularity confirmed that judgment.