Super Mario Land

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Super Mario Land
Supermarioland-Logo.svg
Logo of Super Mario Land
Original title ス ー パ ー マ リ オ ラ ン ド
transcription Sūpā Mario Rando
Studio Nintendo Research & Development 1
Publisher Nintendo
Senior Developer
Erstveröffent-
lichung
Game Boy:

JapanJapanApril 21, 1989 August 1, 1989 September 28, 1990
North AmericaNorth America
EuropeEurope

Virtual Console (3DS): June 7, 2011 June 6, 2011
JapanJapan
North AmericaNorth America

EuropeEurope June 7, 2011
platform Game Boy
genre Jump 'n' run
Game mode Single player
control Controller
medium Plug-in module , download
Age rating
USK released from 0
PEGI recommended from 3 years

Super Mario Land ( Japanese スーパーマリオランド, Hepburn : Supa Mario Rando ) is a by Nintendo for the Game Boy developed platformers Run - video game . It was first released in Japan and the United States in 1989 and in Europe in 1990 as one of the Game Boy launch titles . It is the first Super Mario game for a handheld console with interchangeable game modules .

The aim of the game is to rescue Princess Daisy, kidnapped by the space monster Tatanga. For this, the player in the role of the eponymous plumber Mario has to complete twelve successive game sections with increasing difficulty.

Nintendo's Research & Development 1 department was responsible for developing Super Mario Land . The development directors were Gunpei Yokoi and Satoru Okada , the two main engineers of the Game Boy. The music for the game is by Hirokazu Tanaka . As the first Mario game, Land was not developed under the supervision of the series founder Shigeru Miyamoto from his Nintendo department.

Super Mario Land was received largely positively, which is reflected in the high sales figures (the figures fluctuate between 14.3 and 20 million pieces) and a 2011 re-release for the 3DS console. In 1992 Nintendo released the successor Super Mario Land 2: 6 Golden Coins , which was followed by the Wario Land series.

Game description

Backstory

One day the alien Tatanga appears in Sarasaland with its kingdoms of Birabuto, Muda, Easton and Chai to usurp the rule. He hypnotizes the residents and kidnaps the princess of the country, Daisy. The Italian plumber Mario learns of this and sets off to defeat Tatanga, save Princess Daisy and restore peace in Sarasaland.

Mario travels through all four kingdoms, and his path is peppered with obstacles. Various enemies such as bees throwing spears, exploding turtles or carnivorous plants try to stop him. In every kingdom the protagonist has to face a powerful boss opponent . In the first kingdom of Birabuto, Mario has to do with the lion-like king Totomesu. Princess Daisy, who appears after the successful fight, turns out to be an opposing illusion. Mario then continues his journey in the kingdom of Muda. There he makes his way to King Dragonzamasu in a submarine in order to defeat him too. In the third kingdom of Easton, he must overcome King Hiyoihoi before he can use an airplane to approach the guardian Biokinton in the fourth kingdom of Chai. Finally the fight against the villain Tatanga begins. After Mario has defeated the alien, the princess, accompanied by a short dialogue, regains freedom. In the following credits you see Mario and Daisy entering a spaceship and disappearing through the clouds while the names of the developers are faded in.

The worlds are modeled on ancient cultures. The first kingdom of Birabuto has an Egyptian touch , the third kingdom of Easton is reminiscent of Easter Island in places , while the kingdom of Chai is held in a Sino- Asian style. The second kingdom, Muda, which takes place in a water world, is based on the legend of the sunken kingdom of Mu .

Gameplay

Super Mario Land is based on the first Super Mario game, Super Mario Bros. ( Nintendo Entertainment System , 1985), but has numerous differences.

Super Mario Land is a two-dimensional, side-scrolling platformers Run game. The aim is to cross twelve game sections, so-called levels , which are divided into four worlds, each with three levels. In order to master a level, the player Mario must maneuver in the given time span from the beginning to the goal, if possible without getting injured by enemies and their projectiles or falling into an abyss. In the third and last level of each world, a particularly difficult boss has to be defeated.

Two levels deviate from the platformer's principle of the game and contain shoot-em-up elements. Mario controls a submarine or an airplane there, while the image section automatically scrolls from left to right. The vehicle can be moved freely across the entire screen. Obstacles such as opponents and blocks blocking the way can be eliminated with projectiles. An additional difficulty is that Mario can get trapped between an obstacle and the edge of the screen due to the automatically scrolling image section, which costs him a life.

At the end of each level, with the exception of the third and last level of each world, there is an upper and a lower exit. The upper exit becomes more difficult to reach step by step due to new obstacles. There a bonus game awaits the player in which he can win extra lives or a power-up.

After the game has been played through once, the player has an additional, more difficult mode available in which the game levels contain more opponents. After the player has also completed this mode, he can select and start any level from the title screen.

Objects

Many useful items can be found in the game world , which give the character additional powers. Coins are distributed across the entire game world, and Mario receives an extra life for one hundred coins collected. The other objects are initially hidden in floating blocks. Mario has to jump against a block from below to reveal its contents. In most cases this will be a coin, but other items are also possible. The Super Mushroom turns Mario into the stronger Super Mario. In this state he does not immediately lose a life if he is hit by an opponent, but reverts back to normal Mario. In super-state he finds the superball flower in blocks, which transforms him into superball mario. In this state, he can throw projectiles to defeat opponents. The bullets ricochet off walls and can also pick up coins. The rare star makes Mario immune to enemy attacks for a few seconds. There are also hearts in the blocks (partly in invisible ones) that give Mario an additional extra life.

These items are also included in the shoot 'em up levels, with the exception of the superball flower.

opponent

Each level of the game is populated by different enemies who cost Mario a life if touched or shot at. They can be defeated by jumping on the head or shooting with superballs. An exception is the Honen fish skeleton , which is immune to superballs. In the shoot-'em-up passages, Mario has an on-board cannon available to fight opponents.

The bosses at the end of each world can only be defeated with superballs (worlds 1 and 3) or projectiles from the on-board cannon (worlds 2 and 4). As an alternative way there is a switch in worlds 1–3 that Mario can press as soon as he has managed to get past the boss. If the switch is activated, the final boss is considered defeated. The player then does not receive any points for defeating the final boss.

Origin and publication history

Super Mario Land appeared for the Game Boy .

Super Mario Land was developed by a team of eight from Nintendo's internal studio Research & Development 1 (R & D1). The department head Gunpei Yokoi acted as the producer , while Satoru Okada was the project manager . The Nintendo composer Hirokazu Tanaka wrote the game's soundtrack, which consists of ten pieces of music, including an arrangement of Jacques Offenbach's Cancan .

development

In the early 1980s, R & D1 designed the Game & Watch series , Nintendo's first handheld consoles. In the late 1980s, the department, headed by Yokois and Okadas, was working on a handheld with interchangeable modules. The Game Boy was born from this project . In the same year, the competitor Atari Corporation presented the handheld Atari Lynx : a device that was technically superior to the Game Boy and offered a color display. In order to be able to outperform Lynx despite the technical inferiority, Nintendo concentrated on the software offering: “Nintendo knew that everything depended on the games. No matter what the system could do, if the games were fun, people would play them. ”For such a game, the then Nintendo President Hiroshi Yamauchi found the Nintendo mascot Mario suitable.

The previously released Super Mario games came from the development department Nintendo Entertainment Analysis & Development (EAD) and had been developed under the direction of the game designers Shigeru Miyamoto and Takashi Tezuka . It was then, however, that the studio began developing new games for the Super Nintendo Entertainment System . Since EAD had no handheld experience at that time, R & D1 had to be responsible for the development of the Game Boy Mario . R & D1 used it to develop all of the launch titles for Nintendo's handhelds.

Development of the game began around August 1988, when work on Famicom Wars ( Famicom , 1988) was completed, on which Yokoi, Okada and another designer from Super Mario Land contributed.

Since Shigeru Miyamoto and the other members of the Super Mario team did not participate on land , it is the first game in the Super Mario series to be developed outside of the EAD.

technology

Due to its hardware, Super Mario Land is a black and white game. The current game progress cannot be saved by a battery-backed system or passwords , so the player has to start over when he switches off the Game Boy . The game uses the side-scrolling technique. This means that the player looks at the scenery from the side and navigates his character sideways through the levels while the screen section follows it. The game is only able to scroll horizontally forwards, not vertically or backwards. In addition, only a single player mode is available.

Publication and Marketing

The game came out in Japan as the starting title for Game Boy on April 21, 1989. It was released in North America in August and in Europe together with the Game Boy in late September 1990. Nintendo accompanied the release of Super Mario Land with advertising based on science fiction films from the 1950s.

Originally, Super Mario Land was to appear as a bundle with the Game Boy . These plans were discarded in favor of Tetris . The Dutch computer game developer and head of The Tetris Company , Henk Rogers , who marketed the rights to Tetris , recommended that Nintendo offer Tetris together with the console. He argued that the game, unlike Super Mario Land, appeals to a larger target group and is therefore more suitable as a bundle title. But Super Mario Land also made its contribution to the successful market launch of the handheld.

Re-releases

In 1996 Super Mario Land was re-released at a reduced price by Nintendo under the Players Choice label.

For the eShop of the Nintendo 3DS was released Super Mario Land on June 7, 2011, and in America on June 6 as a starting offer. The game port can be purchased as a download as part of the Virtual Console . In terms of play, sound and graphics, there are no differences to the original version.

Like other virtual console games for the 3DS, the emulator offers certain functions to adapt the feel of the game more to the original console . It is possible to display the game in the original resolution of the Game Boy. If this function is not activated, the image is extrapolated by about 60% to the screen size of the 3DS. Therefore, when the function is active, the rest of the screen is filled with a picture of the Game Boy. Another effect is the simulation of the green cast and motion blur that the old Game Boy screen had.

The progress of the game can be saved on the 3DS independently of the game's internal memory. The game can be ended at any time, which is automatically saved. Starting at this point, the game will continue when it is restarted. The memory point function is also available. This allows the game progress to be recorded in a memory point and reloaded at any time.

Market research firm Forecasting & Analyzing Digital Entertainment estimated that the Super Mario Land virtual console port was downloaded 230,500 times in 2011. With an estimated profit for Nintendo of US $ 1.1 million, it would be the third most lucrative eShop offer of 2011.

reception

Sales figures

According to official data from Nintendo, Super Mario Land has sold almost 18 million times. Other sources speak of 14 million units, another 20 million units sold. According to Enterbrain , a total of around 4.15 million copies have been sold in Japan.

criticism

Lucas M. Thomas from IGN said in his review of Super Mario Land on the occasion of the re-release in 2011 that the game was “weird”. He also emphasized that all play elements appear very small in terms of appearance. The opponents and not least Mario would be shown disproportionately small. Thomas therefore suspected that the game's developers would have had problems compressing the Super Mario gameplay from the television screen to the small Game Boy screen. These technical deficiencies are particularly evident in the re-released version on the 3DS. The playing time is very short , even compared to Super Mario Bros.

In his review of the re-release in 2011, Corbie Dillard from Nintendo Life said that the game was impressive in its time, but too short for today's standards and the successor Super Mario Land 2 was far better. He rated the level length as very good. Because there are only twelve levels and the degree of difficulty is low, Dillard thought that Super Mario Land could be played through for experienced players in about half an hour. The replay value is low because there are only a few hidden paths and items. The backgrounds looked poor in detail, while later levels had quite complex foreground graphics; He described animations as “fairly basic ”. Overall, the graphics actually correspond to a Game Boy game of the first generation. He was more satisfied with the game music. The composer managed to implement the typical Super Mario music style, as every piece in the game is very catchy. The Egyptian-oriented pieces of music are particularly popular among retro players and use Game Boy sound techniques very well, wrote Dillard. On the other hand, he was less pleased with the sound effects, but they didn't weaken the overall impression of the sound background in Super Mario Land .

Bob Mackey designated by 1UP Super Mario Land as worst, the launch of the Game Boy published, entitled "The arbitrary Egyptian theme and the inferior spongy control let this part of the Mario series is more like an illegal Chinese version or as a ROM - Hack of the original Super Mario Bros. appear “(“ The random Egyptian theme and the cheap, floaty controls made this entry in the Mario series feel more like a Chinese pirate version or a ROM hack of the original Super Mario Bros. ”).

The scientists Heinz Mandl and Ullrich Dittler judged Super Mario Land in 1994 that part of the playful challenge consists in having to rehearse the necessary processes as a player in order to successfully reach the end of the level. This is made more difficult by the Game Boy's small screen, through which only a small part of the level is visible to the player. On the one hand, this could be seen as exciting and motivating, but on the other hand, it degenerated into simple memorization. They also criticized the fact that the player had to be very concentrated and dexterous to master the controls, but that there was little motivation to actually play through the game. Furthermore, Mandl and Dittler said that Mario was very lonely in the game. All the animated characters in the game stand in his way while he is supported by objects alone. This loneliness can also be observed in the player, because the hardware screen makes it difficult for a second person to watch him play.

The Character Design for Mobile Devices manual was particularly critical of the game's graphics. Due to the hardware, details are only very sparse. For example, the design of the character Mario had to be compressed a lot compared to Super Mario Bros. Compared to Super Mario Bros. 2 , the series offshoot published directly before Super Mario Land , the black and white designs looked very outdated.

Rating tables and leaderboards

The global average rating for Super Mario Land on the website GameRankings.com, calculated from eight registered reviews, is 77.94%.

The following table provides an overview of the ratings for the game. The “Version” column provides information about which version of the game was rated.

Magazine / website Rating date version
Cubed3 8/10 June 19, 2011 Republication
IGN 7.5 / 10 June 15, 2011 Republication
Nintendo Life 7/10 0June 7, 2011 Republication
Nintendo Online 7/10 June 18, 2011 Republication
N zone 8/10  June 2011 Republication
Official Nintendo Magazine 91% 0June 7, 2011 Republication
Player One 98%  Oct 1990 original
Power play 88%  Apr 1990 original
Total 80/100  June 1994 original
Video games 88%  March 1991 original

The website Metacritic ranked Super Mario Land as the twelfth best Mario game in 2011 . When Official Nintendo Magazine , it is number 73 of 2009 published list of the 100 best Nintendo games.

Comparison with other Super Mario games

Super Mario Land differs from other Super Mario games in several ways . One such detail is, for example, the opponent species Nokobon, which is modeled on the Koopas from Super Mario Bros. In Super Mario Bros. , these turtle-like creatures hide in their shell when Mario jumps on them and fling across the ground. A nokobon, on the other hand, explodes a short time later after Mario jumped on it.

Another difference to most of the other Mario offshoots is the flower item. When Mario collects it, he no longer turns into Fire Mario like in Super Mario Bros. , but into Superball Mario and shoots superb balls instead of fire balls. These projectiles ricochet off obstacles. The trade press perceived the shoot-'em-up passages as fun, but still unsuitable for a Mario game. According to critics, a sign of the unpopularity of these elements is that none of the ideas was reused in later series offshoots.

Lucas M. Thomas from IGN Entertainment explained these differences to the usual Super Mario game principle with the fact that Shigeru Miyamoto was not involved. All previous Super Mario games had been developed by Miyamoto's R&D 4 department, but Super Mario Land was developed by a different development department, R&D 1. Super Mario Land illustrates another development team's idea of ​​which path the series could take in the future. Because these new gameplay elements were not reused in other Mario games, Nintendo felt that these ideas were ultimately unsuitable. The next Super Mario game, Super Mario Bros. 3 , already relied on other concepts. The direct successor Super Mario Land 2: 6 Golden Coins did not keep any of the new ideas. In the context of the other games, Thomas therefore considers Super Mario Land to be single. Ryan Lembie (Den of Geek) explained why the developers of the R & D1 department were making changes to the famous Mario formula by saying that a conscious distance from the Super Mario Bros. - Row should be kept. Since the handheld market was still undeveloped and the success of the Game Boy was uncertain, Nintendo could represent Super Mario Land as a standalone spin-off in the event of a console flop . So Nintendo could have averted damage to the brand. Another approach sees the technical limitations of the hardware as the cause of the differences. Originally an adapted Super Mario Bros. was planned for the Game Boy, which suggests some basic similarities between the two games. Opponents had to be adapted to the small screen and the lower resolution and the unfamiliar submarine and aircraft sections are a consequence of the poorer display options for water compared to the NES.

The video game journalist Steven L. Kent writes in his book The Ultimate History of Video Games to Super Mario Land : "Although it had the look and feel of the other Mario games, brought Super Mario Land plumber in new directions. In this game he flew a spaceship and drove in a submarine. "

Influence on the Super Mario series

All games in the Super Mario main series are based on the same background story: a girl was kidnapped by a villain and the protagonist has to save her. In the course of the games, three girls appear in this victim role. In Donkey Kong , Mario's friend Pauline portrays the kidnapped woman. Pauline appears in several other games, but not until 2017 in a "Super Mario" game. Princess Toadstool, later known as Princess Peach , was introduced for the game Super Mario Bros. Unlike Pauline, she is the kidnapper in other Super Mario games. The kidnapped girl in Super Mario Land is Princess Daisy. Like Pauline, she has no other appearances in games in the main series, but she does in spin-offs such as Mario Kart , Mario Tennis or Super Smash Bros. Thus, Super Mario Land introduced a new character into the Mario universe.

For the crossover fighting game Super Smash Bros. Brawl (Wii 2008) Koji Hayama composed an arrangement of the underworld music from Super Mario Land .

successor

Super Mario Bros. 3 (NES, 1988) was released in Japan a year before Super Mario Land , but later in the US and Europe. Super Mario World ( SNES , 1990)followed in1990.

The direct successor to Super Mario Land is Super Mario Land 2: 6 Golden Coins ( Game Boy , 1992). He hardly uses elements of Super Mario Land . Only the plot builds on that of Super Mario Land and Tatanga can be found here as an intermediate boss. Super Mario Land 2 introduces Wario as a new character . Wario was given the role of the protagonist in the next game in the Super Mario Land series, Wario Land - Super Mario Land 3 , which was followed by other Wario Land games. Wario received other games, such as the WarioWare series, and appeared in several spin-offs .

The title of Super Mario 3D Land (3DS, 2011), the first 3D Super Mario game on a handheld, pays homage to Super Mario Land .

literature

  • William Audureau: The History of Mario. 1981–1991 - The rise of an icon, from myths to reality. Pix'n Love Publishing, Paris 2014, ISBN 978-2-918272-23-6 , pp. 306-319 (English).
  • Ullrich Dittler, Heinz Mandl: Computer games from an educational-psychological perspective. In: Jörg Petersen, Gerd-Bodo Reinert (Hrsg.): Teaching and learning in the field of new technologies. Peter Lang Verlag, Frankfurt am Main 1994, ISBN 3-631-46910-1 , pp. 95-126 ( PDF at Spielbar.de ).
  • Steven L. Kent: The Ultimate History of Video Games. From Pong to Pokémon and Beyond - The Story Behind the Craze That Touched Our Lives and Changed the World. Prima & Three Rivers, Roseville 2001, ISBN 0-7615-3643-4 (English).
  • Sabine Scholz, Benjamin Spinrath: Super Mario Encyclopedia - The First 30 Years 1985-2015. Tokyopop, Hamburg 2017, ISBN 978-3-8420-3653-6 , pp. 44-49.

Web links

Remarks

  1. (Japanese 宇宙 怪人 タ タ ン ガ , Uchū Kaijin Tatanga , in German about: Mysterious Space Being Tatanga )
  2. (Japanese デ イ ジ ー 姫 , Deijī-hime )
  3. According to Kent, p. 416, Super Mario Land was not a starting title for the Game Boy , but appeared a few weeks after the Game Boy .
  4. In the Japanese version of Donkey Kong , Pauline is simply referred to as Lady .

Individual evidence

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  7. Instructions for the game
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This version was added to the list of articles worth reading on July 2, 2012 .