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Super Mario Land (Game Boy) game information, gameplay, trivia and videos

Super Mario Land box art
Game Boy1989Mario’s Handheld DebutGame Boy Launch TitlePrincess Daisy DebutSky Pop & Marine PopSet in SarasalandNintendo R&D1

Super Mario Land

A 2D action platformer for the Game Boy, released as a launch title in 1989. It is the first Super Mario game released for a handheld console and the fifth entry in the series (the fourth in Japan). Unusually, it was not developed by Shigeru Miyamoto and Nintendo EAD, but by Nintendo R&D1 with Gunpei Yokoi as guiding producer and Satoru Okada as director. 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 mesmeric powers, serves as both the main antagonist and final boss. The shortest of the three Super Mario Land games, it comprises just twelve levels across four worlds, and famously introduces two unique vehicle sections: the Sky Pop aeroplane and the Marine Pop submarine. It was succeeded by Super Mario Land 2: 6 Golden Coins (which introduced Wario) and Wario Land: Super Mario Land 3. A monumental commercial success, it sold over 18 million copies and helped propel the Game Boy to dominance.
Developer:Nintendo R&D1
Publisher:Nintendo
Producer:Gunpei Yokoi
Director:Satoru Okada
Platform:Game Boy
Genre:2D Platformer
Japan:21 April 1989
N.America:1 August 1989
Europe:28 September 1990
Players:Single-player
Setting:Sarasaland (4 kingdoms)
Levels:12 (across 4 worlds)
New Character:Princess Daisy
Final Boss:Tatanga
Sales:Over 18 million
3DS VC Re-release:2011

Overview

Super Mario Land Sarasaland artwork

Super Mario Land brought the classic Mario platform games that we loved on our NES home console to a portable system for the first time, acting as the launch title for the Game Boy. This game saw not only the introduction of Princess Daisy into the Mario series for the first time, but also introduced us to the Kingdom of Sarasaland.

This was the first Super Mario game not to be produced by Shigeru Miyamoto or his counterparts in Nintendo EAD, and was instead produced by a Nintendo R&D1 team headed up by Gunpei Yokoi (producer) with Satoru Okada as director. The result is a Mario adventure that feels both familiar and delightfully strange — with quirky new enemies, exotic locations, and two vehicle sections found nowhere else in the mainline series.

As the first mainline Mario adventure on a portable console, Super Mario Land was a phenomenon, going on to sell over 18 million copies worldwide. It is one of the most important games in Nintendo’s history — the title that proved the Game Boy could deliver a genuine Mario experience in the palm of your hand.

A Different Kind of MarioSuper Mario Land deliberately breaks from the Mushroom Kingdom template. Bowser, Luigi, Princess Peach, and Toad are all absent. Instead, Mario journeys through Sarasaland to rescue Princess Daisy from the alien Tatanga — facing bizarre new foes like sphinxes, flying stone heads (Batadon), undersea octopi (Gunion), and hopping Chinese vampires (Pionpi). It’s the most exotic and experimental of all the mainline Mario platformers.

Story

Mario in Sarasaland

The story of Super Mario Land, taken directly from the original instruction booklet:

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!

The Twist Ending

At the end of each of the first three kingdoms, Mario defeats a boss only to find that the “Daisy” he rescued is actually an enemy in disguise, who sprouts wings and flies away. Only in the final Chai Kingdom — after defeating Tatanga in an aerial Sky Pop dogfight — does Mario rescue the real Princess Daisy. The two then fly off together in the Sky Pop, a charming and unexpectedly tender finale for an 8-bit handheld game.

Gameplay

World 1-1 gameplay

Super Mario Land is very similar to previous Super Mario platformer games. The player runs and jumps through side-scrolling levels, defeats enemies by jumping on them, collects coins, and reaches the goal at the end of each level. But its compact Game Boy scope and quirky R&D1 design give it a unique character.

Core Mechanics

  • Jump to clear gaps and bounce on enemies — jumping on most enemies defeats them and earns points
  • Run by holding the dash button to move faster and clear longer jumps
  • Collect 100 coins to earn an extra life
  • Earn 100,000 points to gain an extra continue (used if all lives are lost)
  • Defeat bosses either by physical attack (Superballs/torpedoes/missiles) or by reaching the switch behind them
  • Two vehicle stages — the Sky Pop aeroplane (World 2-3 finale region) and Marine Pop submarine transform the gameplay into a shoot-’em-up

Key Differences from NES Mario

  • Defeated enemies leave coins. Unlike NES Mario, stomping certain enemies in SML can produce coins
  • The Superball Flower replaces the Fire Flower — it shoots a single bouncing ball that ricochets off walls and floors at 45-degree angles, collecting coins and defeating enemies
  • No save feature on the original Game Boy cartridge — a full playthrough must be done in one sitting (the 3DS Virtual Console re-release later added save support)
  • Different physics. The controls and physics don’t have quite the same precision as the NES/SNES platformers — the most common point of criticism

Controls

Super Mario Land’s controls are simple and classic, mapping cleanly to the Game Boy’s limited button set.

Input Action
D-Pad ← / → Walk / run left or right
D-Pad ↓ Crouch (Super Mario only)
A Button Jump
B Button Run faster (hold); fire Superballs as Superball Mario; fire projectiles in Sky Pop / Marine Pop
START Pause / unpause
SELECT (Unused in standard play)

When Mario is Superball Mario, or when driving the Marine Pop submarine or Sky Pop aeroplane, the B button fires projectiles at enemies — a single mechanic that elegantly carries across both the platforming and the shoot-’em-up vehicle sections.

Power-Ups

Super Mario Land features a streamlined power-up progression — with one signature new item unique to this game.

Small Mario

Small Mario

The starting form. Vulnerable — one hit costs a life. Can run across narrow single-tile passages without crouching.

Superball Mario

Super Mario

From a Super Mushroom. Bigger, can break bricks, and survives one hit (reverting to Small Mario).

Superball Mario

Superball Mario

From the Superball Flower. Fires a bouncing Superball that ricochets at 45° off surfaces, defeating enemies and collecting coins.

The Superball FlowerThe Superball Flower is Super Mario Land’s signature power-up and a series one-off — it never returned as a mainline power-up (though it reappeared decades later in Super Mario Maker 2 and other titles). Unlike the Fire Flower’s dual fireballs, the Superball fires a single ball that bounces off floors, walls, and ceilings at 45-degree angles. This ricochet behaviour makes it uniquely useful for collecting hard-to-reach coins — every Superball that touches a coin grabs it. A clever adaptation of the Fire Flower concept to the puzzle-like Game Boy levels.

Sky Pop & Marine Pop Vehicles

Super Mario Land’s most distinctive feature is its two vehicle sections — transforming the platformer into a side-scrolling shoot-’em-up. These appear at the climax of the Muda Kingdom and the Chai Kingdom, and are found nowhere else in the mainline Mario series.

Marine Pop submarine

Marine Pop (Submarine)

In the Muda Kingdom (World 2-3), Mario pilots the Marine Pop, a small submarine, through an underwater shoot-’em-up stage. The B button fires torpedoes forward to destroy aquatic enemies like Honen (fish skeletons), Gunion (octopi), and Yurarin Boo. The stage ends with the boss Dragonzamasu, defeated by twenty torpedoes or by hitting the switch behind it.

Sky Pop aeroplane

Sky Pop (Aeroplane)

In the Chai Kingdom (World 4-3), Mario flies the Sky Pop aeroplane through an aerial shoot-’em-up climax. The B button fires missiles at flying foes. This stage culminates in the final showdown against Tatanga in his spaceship Pagosu — a genuine boss dogfight. After the battle, Mario rescues the real Princess Daisy and the two fly off together in the Sky Pop.

A Shoot-’Em-Up Inside a Mario GameThe Marine Pop and Sky Pop sections reflect Nintendo R&D1’s background — the team had deep experience with arcade-style shooters. These vehicle stages give Super Mario Land a genre-bending quality unique among mainline Mario platformers, and they remain fan-favourite curiosities to this day. The Sky Pop in particular has made cameo appearances in later games as a nod to Mario’s Game Boy debut.

Sarasaland’s Four Worlds

Super Mario Land is set in Sarasaland, divided into four kingdoms that serve as the game’s four worlds. Each world consists of three levels with music, backgrounds, and enemies themed to the kingdom. The final level of each world ends in a boss fight against an enemy disguised as Daisy — except the Chai Kingdom, which has two bosses including Tatanga.

World 1

Birabuto Kingdom

Egyptian / Desert

World 1-1Birabuto Kingdom World 1-1
World 1-2Birabuto Kingdom World 1-2
1-3 BossBirabuto Kingdom 1-3 Boss

An ancient Egyptian-themed desert with pyramids, sphinxes, and ruins. The opening world introduces the basics. Enemies include Goombo (the SML Goomba) and Bombshell Koopa. The world ends with a fight against King Totomesu, a fire-breathing sphinx-lion, in World 1-3.

World 2

Muda Kingdom

Aquatic / Ocean

World 2-1Muda Kingdom World 2-1
World 2-2Muda Kingdom World 2-2
2-3 BossMuda Kingdom 2-3 Boss

A watery ocean kingdom featuring the first Marine Pop submarine shoot-’em-up section. Underwater enemies include Honen, Gunion (octopi), and Yurarin Boo. The world climaxes with a Marine Pop battle against the seahorse-dragon boss Dragonzamasu in World 2-3.

World 3

Easton Kingdom

Easter Island / Stone

World 3-1Easton Kingdom World 3-1
World 3-2Easton Kingdom World 3-2
World 3-3Easton Kingdom World 3-3

A stone-and-moai themed kingdom inspired by Easter Island. Home to the flying stone head Batadon and the rolling boulder Ganchan. The world ends with a fight against Hiyoihoi, a giant moai boss who throws Ganchan boulders at Mario, in World 3-3.

World 4

Chai Kingdom

Asian / Sky

World 4-1Chai Kingdom World 4-1
World 4-2Chai Kingdom World 4-2
4-3 FinaleChai Kingdom 4-3 Finale

The final kingdom, with an East-Asian aesthetic where Princess Daisy is held captive. Features the hopping vampire Pionpi. The world has two bosses: first Biokinton (a cloud boss), then the Sky Pop aerial showdown against Tatanga himself in World 4-3 — the game’s climactic finale.

Bosses

Each kingdom ends with a boss fight. All bosses reward Mario with 5,000 points when defeated, and most can be beaten either by attack or by hitting the switch behind them. In the first three kingdoms, the rescued “Daisy” turns out to be the boss in disguise, who flies away — only the final Chai Kingdom holds the real princess.

King Totomesu

King Totomesu

World 1-3 · Birabuto Kingdom

A fire-breathing sphinx-lion (a giant Gao) who breathes fireballs horizontally and periodically jumps. Defeated by five Superballs or by striking the switch behind him. The game’s first boss — a clear homage to the Bowser-bridge fights of Super Mario Bros.

Dragonzamasu

Dragonzamasu

World 2-3 · Muda Kingdom

A giant Yurarin Boo seahorse-dragon that swims up and down, shooting fireballs, surrounded by Tamao. Fought from the Marine Pop submarine. Defeated by twenty torpedoes or by hitting the switch behind it.

Hiyoihoi

Hiyoihoi

World 3-3 · Easton Kingdom

A giant moai statue boss who throws Ganchan boulders at Mario. Defeated by ten Superballs, or by leaping over it while riding a Ganchan to reach the switch. (Image: Batadon, the Easton Kingdom’s flying stone head enemy.)

Biokinton & Tatanga

Biokinton & Tatanga

World 4-3 · Chai Kingdom

The Chai Kingdom has two bosses. First Biokinton, a cloud boss that bounces around releasing Chickens — defeated by twenty missiles. Then the final boss: Tatanga, the alien who kidnapped Daisy, fought in an aerial Sky Pop dogfight. Tatanga hovers in his spaceship Pagosu, firing splitting projectiles. Defeating him rescues the real Princess Daisy. (Image: the Sky Pop aeroplane used in the final battle.)

Enemies

Super Mario Land features an almost entirely original enemy roster — quirky creatures designed by Nintendo R&D1 that appear nowhere else in the mainline series. Most enemies are indigenous to a single kingdom, themed to its setting. The classic Goomba and Koopa are reimagined as Goombo and Bombshell Koopa.

Goombo
GoomboThe SML Goomba. Birabuto Kingdom
Bombshell Koopa
Bombshell KoopaKoopa whose shell explodes
Fighter Fly
Fighter FlyHopping insect foe
Gao
GaoSphinx-lion. Birabuto Kingdom
Batadon
BatadonFlying stone head. Easton
Tokotoko
TokotokoRunning moai statue
Pionpi
PionpiHopping vampire. Chai Kingdom
Gunion
GunionOctopus. Muda Kingdom
Yurarin Boo
Yurarin BooFireball-spitting seahorse
Nyololin
NyololinSnake-like foe
An Entirely New BestiaryWhere most Mario games recycle Goombas, Koopas, and Piranha Plants, Super Mario Land introduced dozens of one-off enemies — Batadon (flying stone heads), Gunion (octopi), Pionpi (Chinese hopping vampires / jiangshi), Tokotoko (running moai), Honen (fish skeletons), and many more. Most never appeared again, making SML’s bestiary one of the most distinctive in Mario history. Batadon notably returned as a cameo decades later in Mario Kart World.

Characters

Super Mario Land’s small cast is notable for who is present (a brand new princess) and who is absent (almost everyone else).

Mario

Mario

The hero, journeying solo through Sarasaland to rescue Daisy. His first portable adventure.

Princess Daisy

Princess Daisy

Debut character. Princess of Sarasaland, kidnapped by Tatanga. Would later become a Mario series regular.

Tatanga

Tatanga

Debut antagonist. A malevolent alien with hypnotic powers who invades Sarasaland in his spaceship Pagosu.

Princess Daisy’s DebutSuper Mario Land marks the first appearance of Princess Daisy, who was created specifically as Sarasaland’s ruler and Peach’s counterpart. Though she wouldn’t reappear for years (returning prominently in Mario Tennis and the Mario Party / Mario Kart spin-offs), Daisy has since become a beloved series regular. Tatanga also debuted here, later returning as a boss in Super Mario Land 2: 6 Golden Coins. Notably, Bowser, Luigi, Princess Peach, and Toad are all completely absent from the game.

Development

Super Mario Land has a fascinating development history, tied closely to the launch of the Game Boy itself.

  • Developed by Nintendo R&D1, not Nintendo EAD — making it the first Super Mario platformer not developed by Miyamoto’s team
  • Gunpei Yokoi — the legendary creator of the Game Boy itself — served as producer
  • Satoru Okada (future R&D manager) was the director
  • Hirokazu Tanaka handled the sound effects and the memorable soundtrack
Almost the Game Boy Pack-InSuper Mario Land was initially set to be the pack-in game bundled with every Game Boy. However, Henk Rogers of Bullet-Proof Software famously convinced Nintendo of America president Minoru Arakawa that Tetris would have wider appeal as the pack-in title. History proved Rogers right — Tetris became the Game Boy’s defining bundled game — but Super Mario Land still sold over 18 million copies on its own merits as a standalone purchase.

Hirokazu Tanaka’s Soundtrack

The Super Mario Land soundtrack by Hirokazu Tanaka is widely beloved — particularly the bouncy main theme (the Birabuto Kingdom music) and the catchy Muda Kingdom underwater theme. The main overworld theme became so iconic that it has been remixed and referenced in numerous later Mario titles and Nintendo medleys.

eShop Release

When Super Mario Land was re-released on the Nintendo 3DS Virtual Console (and as part of the Nintendo eShop), it came with official store descriptions. Here are the original eShop blurbs:

Nintendo eShop — North American versionAncient ruins, giant crabs, Koopa Troopas, flying stone heads, and hungry sharks await you in this rerelease of the 1989 Game Boy game. In the beautiful kingdom of Sarasaland, a mysterious alien has appeared and hypnotized the inhabitants while kidnapping Princess Daisy for himself! Travel over land, in the air, and underwater as Mario runs, jumps, and bounces his way to fortune and glory on his mission to save Princess Daisy and restore peace! Ancient ruins, tempestuous waters, and brand new challenges await!
Nintendo eShop — European versionMario’s acclaimed Game Boy debut brings the plucky plumber to new territory: Sarasaland, where the evil space monster Tatanga has hypnotised the people and kidnapped Princess Daisy! While the gameplay will be at first familiar, with the winning blend of platforming and power-ups, Super Mario Land is unique for introducing vehicles for Mario to ride: the Sky Pop aeroplane and Marine Pop submarine. You’ll need all your skills on land, in the air and underwater to take on this unique adventure!
Modern Availability. Super Mario Land was released on the Nintendo 3DS Virtual Console in 2011, which crucially added a save feature the original Game Boy cartridge lacked. This made the game far more approachable for modern players, who no longer had to complete the entire adventure in a single sitting.

Videos & Commercials

The original 1989 US television commercial and a full playthrough showing the ending and credits.

Super Mario Land US TV Commercial / Advert
Super Mario Land complete walkthrough, ending and credits

Reception

Super Mario Land received mostly positive reviews and was a monumental commercial success.

Commercial Performance

Super Mario Land racked up over 18 million sales. Statistically this places it as one of the most popular Mario titles of all time — at the time of the original SLB writeup, only two other portable Mario titles had ever outsold it (Mario Kart DS and New Super Mario Bros. for the Nintendo DS), and that was not until many years later. Six years after its initial release, Super Mario Land was re-released as part of the Player’s Choice budget series.

Critical Reception

  • IGN — average score of 8.4 / 10. Lucas M. Thomas later called it a “small, singular oddball,” giving it a 7.5/10 and noting it was worth the small purchase
  • GameSpot — a respectable 7.3 / 10
  • Nintendo Life (Corbie Dillard) — praised the sequel Super Mario Land 2 as the better game, but recommended playing the original in commemoration of Mario’s first portable experience
  • Cubed3 (Adam Riley) — scored it well, recommending it as a “short and sweet adventure”
  • Aggregate: around 78% based on contemporary reviews

Main Criticism

The most common point of criticism was that the controls and physics didn’t have the same precision and feel as their NES and SNES counterpart platformers. Mario’s momentum and jump arc feel slightly different — a consequence of the R&D1 team building their own Mario engine from scratch rather than using EAD’s established physics.

SLB User Reviews

Super Mario Land has yet to receive a community review on Super Luigi Bros.

If you’ve played Super Mario Land and would like to submit a review, please get in touch.

Box Art, Logos & Key Art

As a globally successful launch title, Super Mario Land shipped with an exceptional number of regional box art variants.

North America
North AmericaReleased 1 Aug 1989
Player’s Choice
Player’s ChoiceBudget re-issue
Canada
CanadaBilingual packaging
Brazil
BrazilBrazilian market
Europe
UK / Europe / AsiaReleased 28 Sep 1990
France/Netherlands
France & NetherlandsFRA variant
Spain
SpainSpanish market
Italy
ItalyMattel distribution
Germany
GermanyGerman market
Australia
AustraliaAustralasian variant
Japan
JapanReleased 21 Apr 1989
China
ChinaChinese market
Korea
KoreaKorean market

Logos & Key Art

International logo
International logo
Japanese logo
Japanese logo
Group art
Sarasaland group artwork
Title screen
Title screen

Trivia & Facts

  • This was the first time a Super Mario platformer was made by Nintendo’s R&D1 team instead of the usual Nintendo EAD. The project was headed up by Gunpei Yokoi (producer) and Satoru Okada (director).
  • As a result of being the first mainline Mario adventure game released on a portable console, Super Mario Land racked up over 18 million sales. Only two other portable Mario titles ever outsold it (Mario Kart DS and New Super Mario Bros. for the Nintendo DS) — but this was not until many years later.
  • The original Game Boy version of Super Mario Land has no save feature, which was rather annoying. In the Nintendo 3DS re-release available on Nintendo’s eShop, a save feature was added.
  • This is the first Super Mario title to be based outside of Shigeru Miyamoto’s Mario realm (the Mushroom Kingdom & Mushroom World). The setting for this game is Sarasaland.
  • Another point of note is that Bowser, Luigi, Princess Peach and Toad were ALL absent from this game.
  • Princess Daisy debuted in this game as the ruler of Sarasaland and the damsel-in-distress. She would go on to become a Mario series regular.
  • Tatanga the alien also debuted here, later returning as a boss in Super Mario Land 2: 6 Golden Coins.
  • The Superball Flower is unique to this game in the mainline series — it fires a single ball that bounces at 45° angles. It was later revived in Super Mario Maker 2.
  • Super Mario Land was almost the Game Boy pack-in title, but Tetris was chosen instead after Henk Rogers convinced Nintendo of America that it would have wider appeal.
  • The game features two vehicle shoot-’em-up sections — the Marine Pop submarine and Sky Pop aeroplane — found nowhere else in the mainline Mario series.
  • In the first three kingdoms, the rescued “Daisy” is actually an enemy in disguise who sprouts wings and flies away. Only the Chai Kingdom holds the real Princess Daisy.
  • The soundtrack was composed by Hirokazu Tanaka; the bouncy main overworld theme has been remixed in numerous later Mario games.
  • It is the shortest of the three Super Mario Land games at just 12 levels. Its sequels were Super Mario Land 2: 6 Golden Coins (introducing Wario) and Wario Land: Super Mario Land 3.
  • Most of Super Mario Land’s enemies are entirely original and never appeared again — Batadon, Gunion, Pionpi, Tokotoko, and many more. Batadon returned decades later as a cameo in Mario Kart World.
  • Pionpi, the hopping enemy in the Chai Kingdom, is based on the jiangshi (Chinese hopping vampire) of Chinese folklore.
  • Re-released on the Nintendo 3DS Virtual Console in 2011, and the 3DS version added the save feature the original lacked.

Reference / Information

Sub-pages and guides for Super Mario Land.

Media / Downloads

Galleries and screenshots.