Super Mario Land 2: 6 Golden Coins for Game Boy is actually better than the NES games

Super Mario Land 2: 6 Golden Coins for Game Boy is actually better than the NES games

Honestly, the original Super Mario Land was a bit of a fever dream. It had exploding Koopa shells, a submarine level, and sprites so tiny you had to squint just to see if you were jumping on a Goomba or a stray pixel. It was a launch title, and it felt like one. But then 1992 rolled around, and Nintendo R&D1—the legendary team led by Gunpei Yokoi—decided to drop Super Mario Land 2: 6 Golden Coins for Game Boy on a public that wasn't remotely prepared for how good it was going to be.

It changed everything.

You have to remember that back then, handheld games were usually "lite" versions of console experiences. They were stripped-down, compromised, and often just plain ugly. 6 Golden Coins didn't care about those rules. It looked better than the NES games. It played smoother than Super Mario Bros. 3 in some ways. Most importantly, it introduced the world to Wario. That alone makes it a pillar of gaming history.

The weird, wonderful world of Super Mario Land 2: 6 Golden Coins

Most Mario games follow a pretty predictable script. Bowser kidnaps Peach, Mario runs right, everything is fine. But Super Mario Land 2: 6 Golden Coins for Game Boy takes a hard left turn into the surreal. While Mario was away saving Princess Daisy in Sarasaland (the plot of the first game), a greedy, muscle-bound creep named Wario moved into Mario’s private castle.

Yes, Mario has a castle. Or he did.

Wario hypnotized the inhabitants of Mario Land and scattered six magical coins across the realm to lock the gates. To get his house back, Mario has to travel through six distinct zones. We aren't talking about "Grass Land" and "Desert Land" here. We’re talking about the Macro Zone, where Mario is shrunk down to the size of an ant in a massive house, and the Pumpkin Zone, which is basically a playable Halloween nightmare.

The sheer variety is staggering. In the Space Zone, physics change. You’re floating, trying to navigate the Moon and beyond. In the Turtle Zone, you actually enter the belly of a giant whale. It felt like R&D1 was throwing every weird idea they had at the wall to see what would stick, and miraculously, it all worked. It wasn't the "standard" Mario aesthetic established by Shigeru Miyamoto's team at EAD. It was weirder. It was grittier. It felt like a Game Boy game that knew it was a Game Boy game and embraced the black-and-white (well, four shades of pea-soup green) limitations to create high-contrast, beautiful art.

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Why the graphics were a massive leap forward

If you put the first Super Mario Land next to Super Mario Land 2: 6 Golden Coins, the difference is night and day. The first game used tiny sprites to show as much of the level as possible. It was cramped. In the sequel, the sprites are huge. Mario actually looks like the Mario from the SNES era. He has personality. When he gets the Fire Flower—which, interestingly, manifests as a feather in his cap rather than a color change because of the Game Boy's screen—he looks empowered.

The background detail was also revolutionary for 1992. In the Macro Zone, you can see individual books on shelves and massive ants crawling through the floorboards. It gave the game a sense of scale that most handheld titles lacked. It wasn't just a platformer; it was an atmosphere.

The Introduction of Wario: A Villain for the Ages

We can't talk about Super Mario Land 2: 6 Golden Coins for Game Boy without talking about the big man himself. Wario wasn't just another boss. He was the antithesis of everything Mario stood for. He was gross. He was greedy. He had a zig-zag mustache and a hat that looked like he'd stolen it from a thrift store.

Director Hiroji Kiyotake and the team at R&D1 reportedly felt a bit of frustration always working on Miyamoto’s characters. Wario was their way of rebelling. He represented their "warui" (Japanese for "bad") version of the corporate mascot.

The final battle against Wario in the castle is notoriously difficult. Unlike Bowser, who usually just jumps around or breathes fire, Wario uses Mario's own power-ups against him. He grabs a Carrot to get bunny ears and fly. He uses a Fire Flower. It’s a mirror match that feels personal. When you finally boot him out of the castle and he runs off crying, it doesn't feel like you saved the world. It feels like you just won a very intense legal dispute over real estate.

Power-ups and the Bunny Ears meta

The Power Carrot is arguably the best power-up in the entire 8-bit Mario library. By growing bunny ears, Mario can flutter through the air, slowing his descent. It’s better than the Raccoon Tail from Super Mario Bros. 3 because it doesn’t require a running start to maintain altitude. It changed the level design. Suddenly, the developers could hide secrets high up in the clouds or across massive gaps that required precise fluttering.

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The game also kept the classic Super Mushroom and Fire Flower, but the physics felt different. There’s a certain "floatiness" to the jump in Super Mario Land 2: 6 Golden Coins that takes a minute to get used to if you’re coming from the NES games. Once it clicks, though? It’s incredibly precise.

Non-linear exploration before it was cool

Most people don't give this game credit for its structure. In 1992, almost every platformer was a linear trek from Level 1-1 to the end. But in Super Mario Land 2: 6 Golden Coins for Game Boy, you have a hub world. Once you finish the tutorial-ish first level, the world opens up.

Want to go to the Space Zone first? Go for it. Prefer the spooky vibes of the Pumpkin Zone? Head North. This non-linear approach meant that if you got stuck on a particularly nasty boss (like the Three Little Pigs in the Mario Zone), you could just leave and try a different path. It made the game feel much larger than it actually was.

There were also hidden levels everywhere. If you found a secret exit, the map would change, carving out new paths to optional stages. This added a layer of replayability that was rare for handheld games at the time. You weren't just playing to finish; you were playing to see every inch of Mario Land.

Technical limitations and the "Ghosting" problem

Look, as much as I love this game, we have to be honest about the hardware it was born on. The original Game Boy (the "DMG-01") had a screen with a notoriously slow refresh rate. When Mario moved fast, he left a trail of blur behind him.

The developers tried to compensate for this by making the sprites larger and the movement slightly more deliberate than the first game. Even so, if you play this on original hardware today, it can be a bit of an eyesore. Thankfully, playing it on a Game Boy Color, a Game Boy Advance, or the Nintendo Switch Online service fixes almost all of these issues. On a modern screen, the art style absolutely pops. It’s clean, bold, and incredibly expressive.

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The music also deserves a shoutout. Kazumi Totaka—the man behind "Totaka’s Song"—composed the soundtrack. It’s catchy, weird, and perfectly fits the offbeat tone of the game. The main theme has dozens of variations that play depending on which zone you’re in. It’s a masterclass in 8-bit composition.

The legacy of the 6 Golden Coins

Why does this game still matter in 2026? Because it represents a moment where Nintendo was willing to be weird. It wasn't polished to a corporate sheen. It had personality. It gave us Wario, which led to the Wario Land series and WarioWare, some of the most creative games Nintendo has ever produced.

It also proved that handhelds didn't have to be "lesser" versions of consoles. Super Mario Land 2: 6 Golden Coins for Game Boy was a full-fat Mario adventure that stood shoulder-to-shoulder with its big brothers on the NES and SNES. It’s a reminder that great game design isn't about how many colors you have on screen or how many buttons are on the controller. It's about how the world feels to explore.

How to play it today

If you want to experience this masterpiece now, you have a few options.

  1. Nintendo Switch Online: It’s available in the Game Boy library. This is the easiest way. You get save states and a crisp screen.
  2. The Original Hardware: If you’re a purist, hunt down a cartridge. They aren't terribly expensive yet, but prices are creeping up.
  3. The "DX" Romhack: There is a fan-made colorized version of the game called Super Mario Land 2 DX. It adds full color and allows you to play as Luigi. It’s arguably the definitive way to experience the game if you have the means to play it.

Actionable insights for your first (or fifth) playthrough

  • Farm the 999 coins: Don't spend your coins on the 30-coin crane game. Save up until you hit 999. There is a special game in the hub world that gives you the best chance at 99 lives. Having a huge stock of lives makes the final Castle level much less stressful.
  • Find the Secret Level in the Space Zone: There’s a hidden level called "Space Zone Secret" that is basically a giant coin-collecting bonanza. It’s great for farming lives.
  • Beat the Pumpkin Zone boss early: The boss of the Pumpkin Zone is a giant witch. She’s relatively easy once you understand her pattern, and getting that coin out of the way early feels good.
  • Don't ignore the bells: The bells at the end of each level aren't just for show. If you hit the bell at the top of the goal post, you trigger a mini-game that can give you power-ups or extra lives. Always aim for the top.

Super Mario Land 2: 6 Golden Coins for Game Boy remains one of the most inventive entries in the entire Mario franchise. It’s short, sure—you can probably beat it in two hours—but every minute of it is packed with creativity. If you haven't played it since the 90s, or if you've never played it at all, do yourself a favor and get Mario’s castle back. Wario’s been squatting there long enough.