Super Mario Land is the fifth entry in the Super Mario series[2] and the first installment in the titular Super Mario Land series, released as a launch title for the Game Boy in 1989 as the first handheld title in the series. It is the first Super Mario game to be released during the Heisei era in Japan, following the death of emperor Hirohito and ascension of prince Akihito the previous January. Unlike previous installments, the game takes place in Sarasaland rather than the Mushroom Kingdom, and introduces Princess Daisy, a new character serving as the damsel-in-distress in place of Princess Peach. Tatanga, a malevolent alien with powers of hypnosis, serves as both the main antagonist and final boss. Unlike previous games, Super Mario Land was not developed by Shigeru Miyamoto and Nintendo's EAD division, but by Nintendo R&D1, with Gunpei Yokoi as guiding producer.

Once upon a time, there was a peaceful world called Sarasaland. In this world there were 4 kingdoms named Birabuto, Muda, Easton and Chai. One day, the skies of Sarasaland were suddenly covered by a huge black cloud. From a crack in this cloud, the unknown space monster Tatanga emerged to try to conquer Sarasaland. Tatanga hypnotized the people of all the kingdoms so that he could control them in any way he liked. In this way he took over Sarasaland. Now, he wants to marry Princess Daisy of Sarasaland and make her his queen. Mario came to know of these events, and he has started on a journey to the Chai Kingdom where Princess Daisy is held captive, in order to restore peace to Sarasaland. Can Mario defeat Tatanga, release people from his interstellar hypnosis, and rescue Princess Daisy? It's all up to you and Mario's skill. Go for it Mario!


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In this game, Mario is tasked with saving Princess Daisy and the inhabitants of Sarasaland from Tatanga. To do so, he must travel across and conquer all four kingdoms - the Birabuto Kingdom, a desert kingdom based on ancient Egypt, the Muda Kingdom, an aquatic kingdom, the Easton Kingdom, a kingdom partially based on Easter Island, and the Chai Kingdom, a kingdom inspired by mythical ancient China.

Super Mario Land utilizes Sarasaland as the main setting rather than the Mushroom Kingdom. The land is divided into four kingdoms serving as the corresponding worlds of the game - the Birabuto Kingdom, the Muda Kingdom, the Easton Kingdom, and the Chai Kingdom, respectively. Each world consists of three levels. These levels normally feature music, backgrounds, and enemies relevant to the themes of their respective worlds. Due to the length of the game, as well as the amount of enemies featured in the game, most enemies are indigenous to one world, while some only appear in one level. At the end of the first two levels of each world, Mario reaches a goal allowing him to advance to the next level immediately, or complete a bonus game for an item beforehand. At the end of the third and final level of each world, Mario fights and defeats a boss to rescue an enemy disguised as Daisy, with the exception of the Chai Kingdom, where he must defeat two bosses, including Tatanga, to rescue the real Daisy.

Corbie Dillard of Nintendo Life noted the successors of the game as superior in both length and quality, praising the sequel, Super Mario Land 2: Six Golden Coins, as the better game, despite the price. However, he recommended playing the game in commemoration of Mario's first portable experience. Adam Riley of Cubed3 scored the game well, also acknowledging the standards achieved by later games, while also recommending the game as a short and sweet adventure.

Super Mario Land[a] is a 1989 platform video game, and it was developed and published by Nintendo as a launch game for its Game Boy handheld game console. It is the first Mario platform game to have been released for a handheld console (not including the earlier Game & Watch). In gameplay similar to that of the 1985 Super Mario Bros., but resized for the smaller device's screen, the player advances Mario to the end of 12 levels by moving to the right and jumping across platforms to avoid enemies and pitfalls. Unlike the other Mario games, Super Mario Land is set in Sarasaland, a new environment depicted in line art, and Mario pursues the debuting Princess Daisy. The game has two Gradius-style shooter levels.

As a side-scrolling platform game and the first in the Super Mario Land series,[1] Super Mario Land is similar in gameplay to the Super Mario Bros. series.[2] As Mario, the player advances to the end of the level by moving to the right and jumping across platforms to avoid enemies and pitfalls,[3] the screen only scrolls to the right, as the player advances, but will not scroll back to the left, and sections of a level that have passed off screen cannot be revisited. Mario travels to Sarasaland to save Princess Daisy from Tatanga, an evil spaceman.[4] Two of the game's twelve levels are "forced-scrolling" Gradius-style shooters where Mario helms a submarine or airplane and fires projectiles towards oncoming enemies, destructible blocks and bosses.[5] Levels end with a platforming challenge to reach an alternative exit located above the regular exit, the former leading to a bonus minigame styled after a Ghost Leg lottery that awards 1 to 3 extra lives or a Superball Flower power-up.[6]

Unlike the other Mario games, which take place in the Mushroom Kingdom, Super Mario Land is set in Sarasaland[7] and drawn in line art.[1] Mario pursues Princess Daisy, in her debut, rather than the series standard damsel in distress, Princess Peach.[5] When jumped on, Koopa shells explode after a small delay, Mario throws bouncing balls rather than fireballs (referred to as "Superballs" in the manual),[6] 1-Up Mushroom power-ups are depicted as hearts, and the level-end flagpoles are replaced with a platforming challenge.[7] Compared to Super Mario Bros., which contains 32 levels subdivided into 8 "worlds" with 4 levels each, Super Mario Land is smaller, with 12 levels subdivided into 4 "worlds" with 3 levels each. There are five unique bosses, one at the end of each of the four worlds, and a fifth and final boss being Tatanga, who appears when the fourth boss is defeated. The first three bosses may be destroyed with projectiles, or the player may move past them to the exit without destroying them first; the last level has no regular exit, and the two bosses at the end of that level must be destroyed with projectiles to complete the level and the game. Some elements recur from the previous Mario games, such as blocks suspended in midair, moving platforms that must be used to traverse pitfalls, pipes that lead to other areas, collectible coins that grant an extra life when 100 are collected, and Goomba enemies.[5] After the player has completed the game they may play through again on a harder mode, in which the levels are the same apart from enemies being more numerous; if the player completes the harder mode, the game allows the player to start another play on any level in the game.

The song "Supermarioland" (1992) by British group Ambassadors of Funk was inspired by the game and became a novelty hit, appearing in the UK top ten charts. Simon Harris, the mastermind behind Ambassadors of Funk, said that he initially had no intention to create Super Mario themed compositions, but after his friend introduced him to Nintendo's Game Boy console, he became fond of the theme music from Super Mario Land, composed by Hirokazu Tanaka. He realised that the songs on the game's score had a similar tempo to house music, so he was able to incorporate the samples into "Supermarioland" easily, recruiting Einstein to provide the rap vocals. After Harris created the track, he contacted Nintendo to clear the music samples, and the company, liking what Harris had done, also requested that he and Einstein record an album of Super Mario material. Nintendo UK quickly began to promote and market "Supermarioland", even providing an actor for the music video, but Nintendo of America was difficult to contact, and the track was never released in the United States. Mario's designer, Shigeru Miyamoto, approved the project, and the album, titled Super Mario Compact Disco, was released in Japan in August 1993, featuring tracks from other Mario games such as Super Mario Bros. 3 and Super Mario Kart.[28][29]

This is most important reason: Mario doesnt slide around, you want to stop moving then dont press the button ! every other mario game has additional steps/sliding. This game feels very responsive and is easy for newcomers to pick up and play. (I really wish they made all Mario platformer games remove the sliding around)

I've never played them before and I don't see a lot of people talking about them they seem like really unique 2d mario games compared to the others but since there on the game boy I expected them to be some what limited and short there on the 3ds eshop for 3.99 so if I do buy them I'm not losing much but I want to here you guys opinion on the games

Never played the 3rd one, but Super Mario Land 2 is one of the best marios ever created. I wish they'd make another game like it, it just felt way different than any of the similar Marios, and better in my opinion, until Super Mario World came along. SML2 and Tetris were the only two games I had for my brick back in the day and they got many many many many... hours of play time.

I do have to say though, with all the love showered on the WL games, i'll probably have to check them out again (yay GBA flashcarts), as i recently did with Yoshi's Island, another game i never really got into, but am enjoying now (though still not as much as other "proper" Mario games).

Twitter is a good place to throw your nonsense.

Wii FC: 8378 9716 1696 8633 || "How can mushrooms give you extra life? Get the green ones." -7Bass_X0Fri 7th Aug 2009Never played the 3rd one, but Super Mario Land 2 is one of the best marios ever created. I wish they'd make another game like it, 2351a5e196

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