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Released in November of 1992, Super Mario Land 2 first introduced the greedy Wario to the Mario universe. Wario took over Mario's kingdom while he was away in the first Mario Land, so it's up to our favorite plumber to take it back. Guide Mario as he flies on rabbit ears, rides hippo snot to the moon, and climbs through a gigantic clockwork version of himself.

 

Best time: Single-segment 0:32:06 by Alex 'AquaTiger' Nichols on 2005-12-27.

Author's comments:

I am probably the last person that people expected to do a Mario speedrun, since I generally prefer to take games that are slightly less popular. However, I've had this game for a whopping 12 years, so I felt it was only natural that I attempt to speedrun it myself. For a while, I had to practice on a Game Boy, since I didn't own a Game Boy Player. Once I finally got the Game Boy Player (referred to hereafter as GBP), this took about two days to finish up - it would have taken less time, but I insisted on a no-death run, as I figured that would be one of a few ways I could really impress people with this game. Precisely, the successful run was the second attempt on the day after I got the GBP - as you might notice, I was hardly able to wait. By the way, I am what seems to be one of just a few people that can actually tolerate using the Gamecube controller for Game Boy games, despite having to hold it oddly so I wouldn't hit the L button (which would stretch the screen, making the run look just plain ugly).

This run was done with very little outside help. However, I would like to thank blaat - an emulator-based run (which was not a TAS, actually) that he did helped me with some strategies.

Rather than go level-by-level on the comments, I'll be a bit more generic about stuff this time. My general strategy is to have Fire power for the bosses and Bunny power (why haven't I seen Bunny power in any other Mario game?) for the stages. Fire obliterates most bosses, while Bunny power often makes stages at least 5 times easier. I try to do some impressive jump tricks whenever the opportunity presents itself, in order to keep any viewers entertained. I do take damage quite a bit - not all of it is intentional, but since you're invincible for about three or four seconds after taking a hit, there is intentional damage in several spots. Lastly, if you're observant, you'll notice I fall very little with Bunny power in some spots. Well, if you mash the A button fast enough, you can go without falling at all. Sadly, I can only keep this up for so long before my thumb decides to stop working that fast. Also, you don't lose speed if you let go of the B button in midair until you land (by the same token, if you jump going slow, you can't speed up until you've landed).

Okay, okay, I'll discuss a few specific areas:
-Pumpkin Zone 2: For some reason, I always had trouble with the first half of this level. However, I've never entered the stage with Fire power before, and it made the stage exponentially easier.
-Pumpkin Zone 4: I'm used to having Bunny power here in the second half of the level, but since I had Fire already I thought I didn't need Bunny power. I guess I should have gotten it, huh?
-Witch Boss: I don't actually use Fire power here because she'll immediately disappear after taking ANY sort of damage, which means Fire would just make the fight longer.
-Macro Zone 1: For speed purposes it is critical that you start this level with Big, Fire, or Bunny power - Fire is the fastest but either of the others will work as well. Starting small will kill a run, because the Fire power won't appear where I get it - there will be a Mushroom instead - and you NEED Fire power to take the shortcut I use.
-Macro Zone Secret: I'm convinced that despite the fact this level is autoscrolling, it is faster than Macro Zone 2 & 3 combined (which is your only other alternative). Plus, this level allows me to calm down and prepare for the next stretch.
-Macro Zone 4: I got hit way more than I wanted, and wound up not having the Fire power I needed for the boss. Damn wall spikes.
-Mouse Boss: Considering I didn't manage to keep Fire, this is an excellent fight. It is possible to take him out on his first pass, but only with Fire power. Maybe 5 seconds lost at most.
-Space Zone: You can't run in space, but despite this, I'd say the zone went well.
-Tree Zone 1: Witness one of my suckiest Tree Zone 1 performances EVER. At least I lived. That's all I want to say.
-Tree Zone 3: I was taking this level easy because falling off those leaves is instant death.
-Tree Zone 4: I end this level with Bunny power because I need it for Wario Castle.
-Wario Castle: I took the first two areas slow, because those rooms are very lethal and I absolutely positively NEED Bunny power to make Rooms 3, 4, and 6 go smoothly. Room 3 alone has ruined more runs than any full level in the game - and it's always been right in the spot where I decide to wait this time. After room 6, I don't critically need Bunny power anymore - I can afford to take a hit or two. In that second room with the bouncing enemies, I have never taken TWO hits before - usually only one. Wario's a real disappointment as far as bosses go - I only get the mushroom before him for safety reasons, not because I truly need it.

Well, with all this said, enjoy the run.

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