YMMV: Super Mario Land 2: 6 Golden Coins

  • Accidental Innuendo: Level 2 of Mario Zone is set approximately in the crotch area of a giant mechanical Mario. It's full of... balls. Big, bright balls, spiked balls, bears riding balls. Balls.
  • Even Better Sequel: A longer, more elaborate, and all in all much better game than the first Super Mario Land.
  • Game Breaker: The Bunny Ears. You can float infinitely, descend slowly, and jump higher, but the lack of ability to spin jump (That the Super and Fire forms can do) causes some to call this a Power Up Letdown than a truly useful power.
  • Hilarious in Hindsight: Space Zone. See Super Mario Galaxy.
  • Memetic Mutation: "Obey Wario, DESTROY MARIO!!!" It proved so popular in its initial airing that the commercial for Wario Land: Super Mario Land 3 used the same "hypnotized by Wario" premise even though hypnosis doesn't feature in that game.
  • That One Boss: The three pigs in the Mario Zone could be this, seeing as how they each take three hits to defeat, and there's three of them.
    • Ditto for the boss of Space Zone (who appears to be Tatanga from the previous game), who is arguably right behind Wario as the toughest boss.
  • That One Level: Star Maze. Those stars are going to kill you many, many times.
    • While it's expected that a final level would be difficult, Wario/Mario's Castle can be absolutely brutal. While the rest of the game (barring Space Zone) is relatively easy, the Castle is a difficulty spike that can be very jarring for first time players. Combine pools of acid/lava, swinging spiked balls, spiked traps, and several jumps that require almost-pixel-perfect placement, and you've got a tough level. On the plus side, the Bunny Ears power-up makes the stage much easier to manage, provided the player is able to keep hold of it.