Super Mario Land (Game Boy) review
"Super Mario Land was one of the first tests of the original game. To get a smooth action game, unlike the puzzle games that started it off. This is no easy feat, for the gameboy was not powerfully tested, and did not have any action games. Then Castlevania Adventure and Super Mario Land came out, one showing why it could do action games, another why it is weakened. However Super Mario Land showed that an action game could be made. It mostly resembles Super Mario Bros 1, with the simple jump game..."
Super Mario Land was one of the first tests of the original game. To get a smooth action game, unlike the puzzle games that started it off. This is no easy feat, for the gameboy was not powerfully tested, and did not have any action games. Then Castlevania Adventure and Super Mario Land came out, one showing why it could do action games, another why it is weakened. However Super Mario Land showed that an action game could be made. It mostly resembles Super Mario Bros 1, with the simple jump gameplay. Definitely a powerhouse for the weak gameboy, and set the standards for the systems strong future.
STORY (2/5): The two points come from the fact, Bowser is not the master. Can you believe that? Instead it is the big alien guy. But why is Mario taking on a new enemy, and running through strange and screwed up levels against pyramids. Makes even less sense than the originals.
GRAPHICS (9/15): These graphics are sad, even if it is for the Gameboy. Mario is the size of a piece of lint practically, although that makes the screen look much larger than it is. Therefor you are controlling this little guy, in a game with no background practically. However the grounds and levels do differ, and the lighting is fairly nice. This game has some slowdown in places, but no where near as bad as I have seen in the early gameboy years.
SOUND (7/10): Y'know, I can't believe succesful games were mad on this thing. The Gameboy sound capibilities are weak, however Super Mario Land did everything to the best of the capibilities. The four worlds have a different music track and they are nice. Also their is the thwocking of goombas.
GAMEPLAY (48/55): Why change what works so well? They kept the simple tactics of Super Mario Bros, and put them onto the small screen in minature form. You still do insane jumping tricks, and go after moving platforms. You have 4 world now with 4 levels each, but that is still pretty big for a gameboy game. At the end of each world there is also a master which you have to maneuver your way to avoid, just like Super Mario Bros 1. This game is fairly entertaining, and a true Mario game for strategy is not needed just quick fingers and alot of luck.
REPLAYABILITY (7/10): This game is a Super Mario Land game, and really the only game worth playing when Gameboy hit the scene. I have played through it many times. It is hard to win at, however you will pull through it, and it doesn't take an insanely long amount of time. You should play through it a few times.
DIFFICULTY (5/5): Very nice level of difficulty, and one of the best things of Super Mario Land. It is very challenging at first, for there are alot of hard jumps and crazy tactics of avoiding traps in the pyramids. However it is beatable, and a fun play through. I beat it, and that says something.
VINTAGE VALUE (+5): Sure this didn't start any amazing series... Instead it started the gameboy's powerful life that is still going on today. Super Mario Land made Gameboy good, and started it all.
OVERALL (83/100): Really the weakness in Super Mario Land is the weakness of many Gameboy games. You can only do so much on this system, and it holds some games from being greats. However this is a good game, and definitely set the bar for Gameboy games, at least for awhile. Not really worth the pickup now, but years ago this was one of the few games worth owning for that simple handheld.
Community review by ratking (July 16, 2002)
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