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03-28-24 08:50 AM

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kabenon007
06-21-12 08:24 PM
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06-21-12 08:24 PM
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Super Jumpman Land!

 
Game's Ratings
Overall
Graphics
Sound
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Story
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8.8
7.1
9
8.4
5.3
6
5.5
kabenon007's Score
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8
10
8
8
7
6

06-21-12 08:24 PM
kabenon007 is Offline
| ID: 605214 | 793 Words

kabenon007
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The Italian Plumber finds his way onto the handheld market for the first time in Super Mario Land for the GameBoy, and this was one of the first games I owned for the system. I remember it fondly for the long car rides I would spend sending Mario flying across the screen, clearing gap after gap, spike after spike, trying desperately to chase after Princess Daisy (yes! not Peach!) only to have her be the first woman to deny me, albeit the last woman to deny me by turning into a monster and hopping away.

The game takes place in Sarasaland, Daisy's home kingdom, and an alien named Tatanga has hypnotized the entire land's inhabitants, including Daisy, whom he wants to marry. I mention this only because I never knew these wonderful tidbits of information, I only discovered them after reading the Wikipedia article on the subject. Guess I better site my sources: http://en.wikipedia.org/wiki/Super_Mario_Land
I don't know if the game's manual explained this (I'm sure it did) because I probably didn't want to read a game's manual when the game was staring me in the face, blinking at me from behind its large mustache. This is a huge departure for Mario, as he is no longer forced to fight the same enemy (Bowser) for the same reason (getting a slight smooch from Princess Peach). Instead he is fighting Tatanga for a slight smooch from Daisy. Apparently Peach wasn't enough for Mario, he needs two pretty princesses.

The worlds you traverse are fun and varied. They are not the typical fire land, ice land etc, more so focusing on genres, like Egyptian pyramid or even one that always and forever will remind me of Easter Island. But what really sells these different worlds is the music. I absolutely adore the music from this game, as each song that plays in the background matches the level design perfectly, and never feels repetitive. I also enjoy hearing the music speed up when your time is running out, it lends a sense of urgency in those moments. Not that you run into it very often, because more often than not you will complete the level with plenty of time to spare. The only reason the time limit exists really is for seeing how quickly you can beat a level, and therefore how much time you can have left.

Every three levels you must fight a sort of mini boss character, but these can also be bypassed instead of destroyed, just like in the previous Mario games. It is much more challenging to bypass them, requiring some quick jumps to get to the exit, so more often than not I ended up hitting them with fireballs.

The two most ingenious levels are instantly recognizable as soon as you enter them: one a submarine level and the last, an aeroplane level. These levels give you a much freer movement range as Mario, and also give you the ability to shoot missles. The level design around this gameplay mechanic, including walls you must destroy and mazes to navigate, along with a constantly scrolling screen, made for some of my favorite gameplay moments of the game. In fact, this game is full of moments where you will think, this is a really great idea. Singular moments really define this game, as opposed to an entire experience, because the game itself is somewhat difficult to play.

The controls are a bit wonky. Mario is about as easy to control and turn midair as a blimp. That coupled with the fact that many of the platforms you have to hit are roughly the size of Mario's left foot makes for frustrating gameplay at times, where it seems as though your success doesn't so much rely on your skill as a player but on whether you guessed right when the hit the jump button.

Despite the control issues, the game is very fun to play, and isn't terribly long, which is good because it doesn't have a save function. On the GameBoy at least. It has one on Vizzed! Vizzed 1, GameBoy 0. Once the game has been beaten, then you unlock a second run that is more difficult, mostly because more enemies are added. And it is a lot more difficult, and a lot more fun. Unfortunately, there is no way to access this harder difficulty without playing through the entire easier difficulty.

Despite a few misgivings (control issues, lack of powerups) the strengths of this game (the wonderful level design, the perfect game length for a handheld Mario game) help to make Mario's first foray into handheld gaming (Game and Watch entries notwithstanding) a successful entry that will spawn many sequels in the series that only get better as they go on.
The Italian Plumber finds his way onto the handheld market for the first time in Super Mario Land for the GameBoy, and this was one of the first games I owned for the system. I remember it fondly for the long car rides I would spend sending Mario flying across the screen, clearing gap after gap, spike after spike, trying desperately to chase after Princess Daisy (yes! not Peach!) only to have her be the first woman to deny me, albeit the last woman to deny me by turning into a monster and hopping away.

The game takes place in Sarasaland, Daisy's home kingdom, and an alien named Tatanga has hypnotized the entire land's inhabitants, including Daisy, whom he wants to marry. I mention this only because I never knew these wonderful tidbits of information, I only discovered them after reading the Wikipedia article on the subject. Guess I better site my sources: http://en.wikipedia.org/wiki/Super_Mario_Land
I don't know if the game's manual explained this (I'm sure it did) because I probably didn't want to read a game's manual when the game was staring me in the face, blinking at me from behind its large mustache. This is a huge departure for Mario, as he is no longer forced to fight the same enemy (Bowser) for the same reason (getting a slight smooch from Princess Peach). Instead he is fighting Tatanga for a slight smooch from Daisy. Apparently Peach wasn't enough for Mario, he needs two pretty princesses.

The worlds you traverse are fun and varied. They are not the typical fire land, ice land etc, more so focusing on genres, like Egyptian pyramid or even one that always and forever will remind me of Easter Island. But what really sells these different worlds is the music. I absolutely adore the music from this game, as each song that plays in the background matches the level design perfectly, and never feels repetitive. I also enjoy hearing the music speed up when your time is running out, it lends a sense of urgency in those moments. Not that you run into it very often, because more often than not you will complete the level with plenty of time to spare. The only reason the time limit exists really is for seeing how quickly you can beat a level, and therefore how much time you can have left.

Every three levels you must fight a sort of mini boss character, but these can also be bypassed instead of destroyed, just like in the previous Mario games. It is much more challenging to bypass them, requiring some quick jumps to get to the exit, so more often than not I ended up hitting them with fireballs.

The two most ingenious levels are instantly recognizable as soon as you enter them: one a submarine level and the last, an aeroplane level. These levels give you a much freer movement range as Mario, and also give you the ability to shoot missles. The level design around this gameplay mechanic, including walls you must destroy and mazes to navigate, along with a constantly scrolling screen, made for some of my favorite gameplay moments of the game. In fact, this game is full of moments where you will think, this is a really great idea. Singular moments really define this game, as opposed to an entire experience, because the game itself is somewhat difficult to play.

The controls are a bit wonky. Mario is about as easy to control and turn midair as a blimp. That coupled with the fact that many of the platforms you have to hit are roughly the size of Mario's left foot makes for frustrating gameplay at times, where it seems as though your success doesn't so much rely on your skill as a player but on whether you guessed right when the hit the jump button.

Despite the control issues, the game is very fun to play, and isn't terribly long, which is good because it doesn't have a save function. On the GameBoy at least. It has one on Vizzed! Vizzed 1, GameBoy 0. Once the game has been beaten, then you unlock a second run that is more difficult, mostly because more enemies are added. And it is a lot more difficult, and a lot more fun. Unfortunately, there is no way to access this harder difficulty without playing through the entire easier difficulty.

Despite a few misgivings (control issues, lack of powerups) the strengths of this game (the wonderful level design, the perfect game length for a handheld Mario game) help to make Mario's first foray into handheld gaming (Game and Watch entries notwithstanding) a successful entry that will spawn many sequels in the series that only get better as they go on.
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