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RF Generation Message Board | Gaming | Community Playthroughs (Moderators: techwizard, singlebanana, wildbil52, GrayGhost81, Disposed Hero, MetalFRO) | July 2019 Playthrough - Super Mario Land & Super Mario Land 2 0 Members and 1 Guest are viewing this topic. « previous next »
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Author Topic: July 2019 Playthrough - Super Mario Land & Super Mario Land 2  (Read 1329 times)
MetalFRO
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« Reply #30 on: July 11, 2019, 11:50:11 PM »

Well, I streamed Super Mario Land this evening, and ended up clearing it twice - once on Normal, and once on Hard:

Normal high score:


* SML Normal.jpg (1481.44 KB, 4032x3024 - viewed 5 times.)
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MetalFRO
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« Reply #31 on: July 11, 2019, 11:57:03 PM »

Here's my Hard mode score, seen during the end sequence.

Also, here's my stream, in case anyone's interested:


* SML Hard.jpg (1342.9 KB, 4032x3024 - viewed 5 times.)
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Mr_Stubbes
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« Reply #32 on: July 12, 2019, 07:09:48 AM »

I finished SML2 as well and had a lot of fun doing it.

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Crabmaster2000
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« Reply #33 on: July 12, 2019, 07:42:36 AM »

Regarding Super Mario Land, I'm definitely in the camp that says it doesn't quite feel right. Not a fan of the physics in this game and that really tarnishes the entire game for me. Like MetalFRO stated, because this is so early in the Mario timeline we didn't have established tropes for the series yet. So I don't think it's fair to be to tough on things that are different from Super Mario Bros, but I can't help it there is some stuff they should have just ripped off from that game. For example the ricocheting fireball is the worst. It's so easy to miss something and on a lot of stages that means waiting for that ball to bounce around a dozen times until it disappears. The turtles exploding can really kill the forward momentum/pacing of the game for me. The shmup stages, while I'm not against the idea, are so insanely easy and slow that there is just no fun in them.

With the 2 Mario games prior to SML you've got an amazing cast of enemies that are so iconic that many of them are still used in Mario titles and merchandising to this day. Every single enemy in SML is a bland forgettable attempt with no style or substance behind them. Prior to Mario Odyssey in which Nintendo finally decided to tweak the formula Mario games have had a bad rap for lives being meaningless, yet they are still in the game. I feel like that started with Super Mario Land and was in every major Mario game since that point. If that's the one thing to stick around moving forward from this game that's not a great legacy. The whole game itself is half the game Super Mario Bros was 4 years prior and doesn't have the same richness of secrets that SMB had either. When you finish a game that is half as long as SMB and have 30 lives left, something doesn't feel right. The bonus stage at the end of the level is a bad idea imo also. Too easy to get and abuse.

I definitely agree with bombatomba that the music is fantastic in SML though and definitely the highlight of playing this game for me.

Correct me if I'm wrong, but I think a lot of us growing up were in the mindset that handheld versions of console games were almost always inferior. I think SML is a prime example of that and a big reason why that stigma persisted for so long. I LOVE the Super Mario games and I've 100%'d nearly all of them in my life. I don't think SML is a bad game, I think it's a below average game though and it absolutely is near the bottom of my list of best Super Mario games and doesn't quite live up to the high standards most of the series offers.

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Mr_Stubbes
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« Reply #34 on: July 12, 2019, 08:48:44 AM »

Regarding Super Mario Land, I'm definitely in the camp that says it doesn't quite feel right. Not a fan of the physics in this game and that really tarnishes the entire game for me. Like MetalFRO stated, because this is so early in the Mario timeline we didn't have established tropes for the series yet. So I don't think it's fair to be to tough on things that are different from Super Mario Bros, but I can't help it there is some stuff they should have just ripped off from that game. For example the ricocheting fireball is the worst. It's so easy to miss something and on a lot of stages that means waiting for that ball to bounce around a dozen times until it disappears. The turtles exploding can really kill the forward momentum/pacing of the game for me. The shmup stages, while I'm not against the idea, are so insanely easy and slow that there is just no fun in them.

With the 2 Mario games prior to SML you've got an amazing cast of enemies that are so iconic that many of them are still used in Mario titles and merchandising to this day. Every single enemy in SML is a bland forgettable attempt with no style or substance behind them. Prior to Mario Odyssey in which Nintendo finally decided to tweak the formula Mario games have had a bad rap for lives being meaningless, yet they are still in the game. I feel like that started with Super Mario Land and was in every major Mario game since that point. If that's the one thing to stick around moving forward from this game that's not a great legacy. The whole game itself is half the game Super Mario Bros was 4 years prior and doesn't have the same richness of secrets that SMB had either. When you finish a game that is half as long as SMB and have 30 lives left, something doesn't feel right. The bonus stage at the end of the level is a bad idea imo also. Too easy to get and abuse.

I definitely agree with bombatomba that the music is fantastic in SML though and definitely the highlight of playing this game for me.

Correct me if I'm wrong, but I think a lot of us growing up were in the mindset that handheld versions of console games were almost always inferior. I think SML is a prime example of that and a big reason why that stigma persisted for so long. I LOVE the Super Mario games and I've 100%'d nearly all of them in my life. I don't think SML is a bad game, I think it's a below average game though and it absolutely is near the bottom of my list of best Super Mario games and doesn't quite live up to the high standards most of the series offers.

I can agree with some of this for SML. I found the controls a touch stiff and I had a few issues with hit boxes, where I clearly jumped on top of an enemy but would end up losing a life. I also found the fireball mechanics annoying as well. The action in itself felt weird and sluggish and waiting for a fireball to disappear was sometimes annoying. The difficulty of the game was also kind of an issue to me. It is very easy to rack up lives (even in the hard mode) resulting in little consequence to losing them, also with the clock resetting with each new life, it really slowed down the sense of urgency of the game to the point where the timer really doesn't matter. Had the bonus stages been harder to access the game may have been a little more challenging. As for the enemies, I thought they were interesting with a lot of variety. There were the standard goombas, koopa Troopa, piranha plants, etc,  which were for the most part true to their concept (except for the exploding koopas). I also liked the one off enemies for this series, like the fast moving Easter Island heads, the high jumping seahorses that shot balls at you, and the what I guess were elves? that were only stunned by being jumped on added some different obstacles to the game.

I think as the first portable system Mario game, I feel like this is right where it needed to be. They mimicked some things from NES version and tried some new things as well to make it a new yet familiar Mario experience.    
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MetalFRO
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« Reply #35 on: July 12, 2019, 03:39:01 PM »

One thing I would say regarding the "fireball" is that it's not actually a fireball. The manual states that it's a "super ball" instead. Hence, why it bounces off surfaces. This was a conscious decision by the development team, so keep that in mind.

In terms of my updated thoughts on the game, I was ruminating on stream last night about the fact that I didn't even realize there was a Hard mode. After having played through it, my years of experience with the game meant that it didn't end up being that much more difficult. But I can see it being a fair challenge for a newcomer. There are quite a few more enemies in that higher difficulty setting, and a few spots where the enemy placement might feel a bit cheap, because of how you would normally run through a Mario level. That said, it was still fairly easy to overcome, and I enjoyed seeing the game in a different light, all these years later. This is one of those games where I might be tempted to buy a Super Mario Land DX cart, just to have the colorization. The game's music is so ingrained with me, and all the tunes in the game make me smile. I can't separate out my nostalgia for the game, and look at it very objectively, because I just love it too much.
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MetalFRO
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« Reply #36 on: Yesterday at 11:37:00 PM »

I managed to beat Super Mario Land 2 in a single sitting, this evening. First time doing that. I had some fun with it, although the difficulty spike in the castle always throws me. I still prefer the original, even though I know that, objectively speaking, this is the better game. I have way more nostalgia for it, it plays faster, and slightly smoother, has a way better soundtrack, and I just enjoy it more, on the whole. I do appreciate that Nintendo was legitimately trying to make Mario on Game Boy a real contender, however. It followed the Super Mario World formula, brought in a new power-up, with the bunny ears, and introduced Wario, who has become a mainstay character of his own. But the music, despite having that bouncy, whimsical feel, often feels too much like variations on a theme, like Super Mario World. But it's not quite as well composed as that. On the upside, the different themed areas were a nice touch, though some of the enemy choices are a little goofy, such as the walking Jason Voorhees masks in the Pumpkin Zone. Also, the fact that you have to stomp on boss enemies in approximately the middle third of the top of their sprite is annoying. No Mario game before, or since, was as specific about how you had to take out bosses with a trio of simple bounces. It makes the boss fight on the moon more frustrating than it has to be. Despite all this, it's still a must play on the Game Boy, and something I've come back to a number of times over the years.

Here's my stream of it, if anyone's interested:


* SML2 end.jpg (1777.56 KB, 4032x3024 - viewed 4 times.)
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