Begs the question, why is there an option idea at all here? |
My last review on the Gameboy
for this month, especially as it's partly in the start of the next month but so
what, my choice and I'm doing this game. Super Mario Land, the very first game
in the series on the Gameboy. It's not quite what some might expect, that much
should be made very clear.
Bonus rounds do tend to try and throw lives at you, not that you really need them |
If anything this game is
something different from the other Mario games I might find on the NES and
such. The in game physics are slightly different, the flower-power-up is very
different in that it bounces off at all angles and isn't affected by gravity,
it can also pick up coins if it hits them which makes for a wonderful help on
the special room where it's FILLED from top to bottom of the screen with about
230+ coins (2 bonus lives at least) there's a change in the idea of the flag at
the end of the level where taking the lower exit gives you no rewards while
taking the higher exit will get you a bonus round of "get some lives or a
power up". Which is great unless you get the flower and already have it,
then the game makes a noise at you.
Not sure who has the bigger moustache here... |
The actual game play seems the
same on paper. You play as Mario and run, jump and sometimes shoot your way
through enemies as you progress to the right and play through various lands and
worlds (4 worlds) in order to rescue Princess Daisy (not Peach), where you'll
encounter some familiar enemies and some very different enemies ranging from
the Goombas and Koopas (which explode now) to rocks that run, giant spiders, sea
dragons, dead Chinese spirits, robots and some guy in a spaceship. Each world
has a rather unique boss (i.e. it's NOT just King Koopa throwing fireballs)
Where you can also attack the boss or hit the blow-it-up button (except on last
boss) and kill them that way.
Now.. How are you supposed to work out THIS secret unless you were suicidal? |
Every 100 coins is an extra
life and the game seems to throw them at you, lives available as hearts
(mushroom graphics were difficult to differentiate between back then
apparently) and coins and power ups are fairly plentiful. Dying isn't much of a
punishment as the checkpoints are very regular although perhaps a little TOO
regular in which you may restart far sooner than you realise. Often missing a
power up you recently had collected and were expecting again...
A quick change in gameplay and now it's a scrolling shooter! |
The running and jumping is a
little erratic in places, the movement of Mario as he runs across the ground is
fine, as it is when he jumps, it's when he falls from running or from jumping
that the gravity of the situation gets a little awkward. Yes that was a very
bad pun and I don't care. However, back to the point, jumping up onto platforms
and running straight after can result in unexpected movement and speed leading
you to go running straight back off again and plummeting to your untimely
death, or worse, missing the bonus areas.
Secrets AHOY! |
In some cases with the game,
how you move before and after bouncing off an enemy can be a game of roulette
in trying to ascertain just what the hell is going on and leave you crashing
into an enemy rather than killing it. The collision detection with some enemies
bounding boxes doesn't quite match the sprites and some enemies move a lot
faster than one might expect, causing some real issues with working out just
how accurate you really need to be.
Top floor: Bonus level! Bottom floor: Next level... |
That said, it's a fun game,
steadily paced and rarely will there be a moment where you're in a rush,
letting you take your time aside from two particular levels where the game play
changes up and you're either in a submarine or in a plane and you'll be flying
through the infamous... AUTOSCROLLING levels and shooting down enemies and
blocks that are obstructing your path. It makes for a welcome change in pace
and there's been enough forethought in the process to make sure the first few
moments in the level are fairly enemy-clear to give players a chance to adapt
and learn from the new control method.
Only if you're small will you get this one, and betting get big before you leave. |
The music is fairly catchy
too, except on the dungeon levels while the over world levels are far more
upbeat and memorable, to the point where you could easily hum along to the
music in fairly short order. It's not quite as famous and popular as the NES
Mario music but little is from video games at least, except for perhaps Tetris
music. The background beep and noises add little the game in truth other than
to provide an audio feedback to events happening within the game, given the
original screen of the Gameboy it's likely more useful than it is today with
clearer screens.
WHOO! Goomba! It's almost a trademark! |
It's fun, I don't deny that at
all, it's flawed too but it's still a good solid game and an odd but poignant
entry in Nintendo's library of titles. Not like it really needs it given the
huge fucking cash cows it has grazing on the front lawn and as soon as the
company looks like it'll go into distress it'll just pump out another 100 or so
Pokémon and encourage people to buy a new game to catch more of them. I give it
a few years before Spunkemon, the evolved Jizzmon, is "released" on
the public and I really lost the plot on this one.
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