Super Mario Land 2- 6 Golden Coins was released for the Game Boy in 1992. The progeny of the rather anomalous Super Mario Land (of ancient Egyptian shenanigans, bizarrely anachronistic Easter Island heads and superballs fame), the sequel certainly took a similarly gleeful beating from the oddity stick. There?s a nail on the end of that thing, so arrange a precautionary tetanus shot before we investigate another celebrated chapter in the tome of Mario.
From diminutive alien menace Tatanga in the previous installment, to a malevolent miscreant who would become an integral element of Nintendo?s lunatic cast. Wario is the villain of 6 Golden Coins, in his first gaming role. It?s a formidable resum?-builder, too. While Mario was absent from his castle (at the dry cleaners expunging the ghastly sewer stains from his overalls, I?d venture), the yellow fellow commandeered it, bewitching the denizens of ?Mario Land? in the process. They now perceive Wario as their master, and his alter-ego is rendered persona non grata. When did Mario acquire a castle? Prithee, Nintendo, tell us! We exhort.
No, Nintendo replies curtly. Cease your ingress, and instead simply accrue the six coins required to unlock the defences and challenge the purple-overalled-purloiner! With this -quite possibly imaginary- exchange, the quest commences.
To reiterate, franchise conventions are rather subverted here. Beginning a new game, you are transported to a bereft arctic tundra, your only compatriots ravenous polar bears. With my spectacles in place, futher clarity presents us, instead, with a map screen. These do not depict individual worlds, but the game?s full complement of six ?zones.? To obtain each coin, you must dispatch the guardian of a zone, after a small clutch of themed levels. You may traverse the worlds in any order you please, and they encompass the likes of the macabre Pumpkin Zone, the wondrously arboreal Tree Zone and the? space-tacular Space Zone. Which is in space.
Upon entering a level, you?re beset by further wanton forays from the main man?s comfort zone. Each locale is bereft of those now-ubiquitous Mushroom Kingdom trappings. Moronically shambling Goombas in their leap upon my cranium with the magnificent grace of a young gazelle t-shirts, Koopa Troopas and their ilk are present in mere cameo form. Instead, you?ll more frequently be beset by contextually-appropriate-yet-conventional foes; humongous malevolent bees, sharks and ants will all oppose you. In summation, Super Mario Land 2: 6 Golden Coins is akin to that Honey, I Shrunk the Kids prequel, the one that was entitled: Honey, I Grew an Assortment of Wild Beasts to Preposterous Size and Infused Them With a Belligerent Temperament. (As I recall, the movie?s release was suspended indefinitely when it was concluded that no theater screen was large enough to display it.) Tangential meanderings aside, the point remains: It?s Mario, Jim, but not as we know him.
The level design is imbibed with the deft platform-ery inherent in the later titles, yet it suffers somewhat from a dearth of the familiar charm offensive that endangers one?s tooth enamel from a mile away. The backgrounds are often sparse, nigh blank, and the proliferation of clouds-with-eyes, hills-with-eyes and suchlike are sorely missed. Super Mario Land 2, however, lent a subtle nuance or two of its own to the fledgling formula; bolstering its renown. Mario?s bunny ears power-up, enabling floaty-flighty-flappy antics, is an exclusive item; while the ?hub? world was plainly adapted later for Wario?s own exploits. Graphically and aurally, the game is laughably superior to its predecessor, and pioneered the secret exits concept for a richer platforming experience. It is acclaimed as one of the console?s most venerated titles, quite a feat for a significantly-less ?mario? Mario.
Source: http://www.gamingsurvival.com/2012/09/08/game-of-the-week-super-mario-land-2-6-golden-coins/
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