Super Mario Land and Super Mario Land DX (Game Boy/Game Boy Color Reviews)

Super Mario Land
Platform: Game Boy
First Released April 21, 1989
Directed by Satoru Okada
Developed by Nintendo
Included with Switch Online Subscription (Standard)
Listing at Mario Wiki

I used the “Game Boy Pocket” screen filter in the NSO Game Boy app.

2025 is just starting and I’ve got Nintendo launch games on my brain. I can’t imagine why. Now that I’ve reviewed the Game Boy Tetris in Tetris Forever: The Definitive Review, I wanted to look at the road not traveled. The game that was developed to be the pack-in for the Game Boy, until Henk Rogers and Bullet-Proof Software convinced Nintendo that Mario Land would make Game Boy a children’s product, while Tetris would make Game Boy an EVERYONE product. The end result? Tetris became a global mega hit, Game Boy went from black and white curio to genuine gaming powerhouse, and Mario Land did okay. And by “okay” I mean it’s the #2 selling original black and white Game Boy title that wasn’t a pack-in (only Pokemon Red/Blue/Yellow’s combined sales are greater).

To the game’s credit, especially since the guys behind it weren’t exactly Nintendo’s varsity team, it looks great given the limitations. Nowhere near as silly as the Game Boy version of Batman: The Video Game looked.

In fact, Super Mario Land outsold Super Mario Bros. 3. Yep, really! It’s astonishing, isn’t it? This little, unassuming tech demo, the first Super Mario game made without Shiggy’s involvement, defeated a game that many would consider to have been the most anticipated sequel in gaming history, and certainly a game that actively reigns as one of the most cherished and beloved video games ever made. Is it really all those things just because it wasn’t packed-in with the Game Boy? I mean, duh, along with coming out the day Game Boy did as well. Mario Land is fine, but it’s not amazing. It’s not even so good that being one of the best selling games of all-time makes any sense outside the context of being a launch title for a relatively cheap, yet scorching-hot platform. I’d love to see what the attach rate was for the Game Boy and Mario Land through the first two years of Game Boy’s existence. It had to be in the high 90 percentile. It’s a strange game for someone of my era to look back on, because Mario Land is incredibly weak compared to other Super Mario games. Yet, I honestly don’t remember meeting anyone who was around for the Game Boy launch who had anything but glowing memories of it. Mario Land is as beloved as any other 80s Mario title. And it’s SO WEIRD.

I accidentally beat the third boss in about a second, before I even realized I was fighting a boss. Just one running jump, then walking off a platform onto a switch was all it took. I had been prepared to whine about this more, until I remembered that the Bowser encounters in the original Super Mario Bros. ended when you hit a switch at the end and weren’t exactly epics.

Mario Land is certainly the jankiest Super Mario game. It’s the movement physics that threw me off. There’s absolutely no sense of inertia at all. Whether running or landing from a jump, Mario stops on a dime. Hell, he stops on the rivets at the edge of the dime. You would think this would make platforming much easier, since it turns every jump from a calculated, athletic type of action that has to account for momentum into just a matter of raw distance. But, you do have to continue to hold the movement, because you can stop in mid-air too. My brain couldn’t adjust to this, I died just as much from screwing up otherwise basic jumps as I did misjudging enemies. I’m not trying to sound like an amazing gamer or anything, but I suffered the type of deaths playing Mario Land that I haven’t had playing a 2D platformer in a LONG time. I’m talking about screwing up some very basic stuff, and I felt so awkward when it happened. Like “jeez, I know that was on me, too. Yeesh.”

On the other hand, the lack of weight and momentum does make any interval-based enemies easier to get past. No worries about skidding INTO these fish. There’s no skidding! So, the physics engine isn’t totally challenge-creating. It’s just as often challenge reducing. Compare this game to the Cheep Cheep bridges in Super Mario 1, such as level 2-3. It’s not just that they fly out from the ground from underneath you, but it’s just as much your own momentum that makes those some of the hardest sections in Mario games. But, if the levels based around Cheep-Cheeps controlled like Mario Land does, I don’t think they’d be that hard at all.

Presumably, the lack of sliding was done to accommodate the motion blur issues in the early Game Boy screen. It’s also safe to assume that the length of the game was based around being a fraction of the OG Game Boy’s battery life, since there’s no means of saving. Not that you need it, as at only ten standard levels and two shmup levels, Super Mario Land is the shortest of any Super Mario game (at least when playing EVERY level, start-to-finish). Should take you 45 minutes, tops. When I first played Mario Land years ago, I didn’t like it at all. Now, eh, it’s fine. The ten normal Mario-style levels are decent enough. They’re a few steps above “basic” Super Mario gameplay, with things like hidden elevators or invisible floors that don’t really do all that much, but are fun to discover. And yet, outside of the question mark blocks and general hop ‘n bop gameplay, it never feels entirely like a Mario game. It feels like a Mario knock-off. But, like, a really decent, really flagrant knock-off.

You get to where I am by an invisible floor. If you’re not Little Mario, you have to deliberately take a hit, or you can’t go this way and have to fight the robots directly. There’s a couple areas like that in Mario Land.

I have two big problems with Mario Land. While I enjoyed the shmup stages well enough (hey, I like shmups!), ending the game on one was a massive downer. But, all credit where it’s due: this is the rare “let’s add a shmup to a platformer” game where the shump section doesn’t feel completely divorced from the rest of the game. They do a good job of making it feel like it’s the same character in the same world. The other big problem is the game is just too easy. Despite some pretty humiliating deaths, I never had to sweat a game over because there’s too many coins, extra lives, and short-cuts. I won’t say that it crosses the line or anything, because I did lose like six or seven lives along the way, including four to the final boss, but I still finished with around two dozen lives to spare. And when I threw on toruzz’s excellent Super Mario Land DX ROM (review up next), I finished the game with 58 lives. FIFTY-EIGHT! There’s only twelve levels, for Christ’s sake!

I don’t think ending a Mario game with a shmup boss is the wisest choice, but apparently this was the original intent by Miyamoto, who wanted something like this to be the finale for the original Super Mario Bros.

The best thing I can compare Mario Land to is watching the first season of The Simpsons. Everything is alright and certainly the product you’re familiar with, yet somehow also somehow so horribly wrong that it’s kind of a little spooky for it. Weirdly, it’s for the same reasons as the Simpsons, too: everything is off-model, including the locations, and very against the established canon. In the case of Mario Land, it’s full of one-off settings and enemies that never showed up in the franchise again and often feel like they belong to an entirely different franchise. Hell, the first three bosses can be defeated in the same way you beat Bowser in Super Mario 1, AND EVEN THEN, it never feels like they’re Mario villains, and the last boss sure as sh*t doesn’t. But ultimately, Mario Land doesn’t last long enough to bore, or even really to frustrate. I imagine a child in 1989 was probably thrilled that they had something that was a LOT better than the Super Mario Game & Watch for a portable Mario experience.

The most remarkable aspect of the game is it actually does make you feel like you’re in different worlds instead of against a static screen. It’s immersive, and in a way that holds up well in 2025. I didn’t expect that at all.

I played Mario Land twice in black & white and twice on DX (coming up), and I never shook the feeling that I was playing a glorified tech demo. That’s not necessarily a bad thing. It’s the reality of a launch title. When I look back on those Mario games that served as springboards for new platforms, most are pretty rough. Even Super Mario 64 feels like the whole engine could collapse at any time. Which makes sense, because they had to cut a ton of content from the game to make the release date, and even then, Miyamoto kept asking for more time to polish it, until Nintendo President Hiroshi Yamauchi told him the game was good enough. What strikes me most about Mario Land is, yea, it’s only twelve levels long, but there ain’t a stinker in the bunch. Every level is solid. Hell, you can’t even say that about every level in New Super Mario Bros. U Deluxe’s first world. So, maybe Super Mario Land hasn’t aged particularly gracefully in terms of its build. This is the roughest game in the entire franchise, and really there’s nothing even close to it in that regard. But, they still managed to show that the Mario formula is so airtight that it’s almost impossible to screw-up. Mario Land is solid, and as the Grand Marshal of the Game Boy, it’s hard to imagine getting the platform off to a better start.
Verdict: YES!

Super Mario Land DX
Platform: Game Boy Color
Latest Release: April 20, 2022
Unauthorized ROM Hack of Super Mario Land
Developed by toruzz

Link to Patch at ROMHacking.net
I use THIS tool to apply patches.

Super Mario Land DX isn’t merely a colorization of Mario Land, but that part certainly stands out the most. I’d previously played toruzz’s colored version of Super Mario Land 2 (which I will do a review for both the original and the DX version at some point in 2025), but Mario Land DX is equally impressive. The new sprites for Mario and enemies look great, and the whole game POPS as it never has before. It’s so visually pleasing that you really wish Nintendo would just buy this build and make it official. It’s beautiful, and Mario games should be beautiful, right? Plus the notorious slowdown in the hard mode (IE the replay of the game after you beat it) is gone too. I’m pretty sure the version on Nintendo Switch Online also corrects the slowdown issue but don’t quote me on that.

Yep, that’s Luigi. Yep, he controls kinda like you think he will. No, it’s not as cool as it sounds.

Mario Land DX’s big-big-big addition is Luigi, which is done in the same style as Luigi in the Japanese version of Super Mario Bros. 2 (aka The Lost Levels). He moves looser and jumps higher. However, it’s just not as fun as it sounds. I think it’s too loose. It’s probably best to think of Luigi as “Mario Land if the controls weren’t as good.” Unlike Mario, Luigi does have a little momentum. It makes lining up with the tiny blocks pretty hard. There’s a few sections in the game where you can smash a block between other blocks to reveal a hidden elevator. It’s insane how long it took me to line up Luigi to get that. I also went back to skidding off platforms. Yea, I wasn’t building up 50 lives in this run. Nope, not happening. With Mario’s platform games, for me, what makes them stand out in the genre is precision controls and precision movement. Mario took off as a franchise because, above all else, they control the best. Turn those controls rotten and Mario games wouldn’t be the biggest franchise in the genre. There’s a reason why Alex Kidd isn’t an icon, folks. 

This took FOREVER for me to get.

I’d only recommend the Luigi quest if you’re a REALLY big fan of Super Mario Land and want to experience it in a new way. I’ve never been a fan of games that use deliberately bad (or if not bad, difficult) controls for challenge. This is NOT made for me. But, it’s super easy to recommend Super Mario Land DX to anyone who wants to dip their toes in the wonderful world of ROM hacks because, golly, what an effort. And if you like color but really hate the new sprites (and some people do), you can toggle them off. There’s a few ROM hacks out there that change the levels, but I really sort of get the impression that the original design team already wrung every single drop of gameplay out of the limited Super Mario Land engine. I don’t really want to play more levels of it, especially when the only option left is to become trollish with the stage design. What toruzz has done here is EXACTLY what I want, and all I want, from a Mario Land ROM hack. Good job.
Verdict: YES!

Save Me Mr. Tako Definitive Edition

Technically, this could be a Second Chance with the Chick review. I reviewed Mr. Tako back in 2019, noting I didn’t care for the difficulty, the lives system, etc. In fairness, I didn’t have nostalgia for the Game Boy, which is as close to a prerequisite for enjoying Mr. Tako as it gets. As far as difficulty and other technical issues go, developer Christophe Galati was game, and in fact, he did patchwork on Steam. Unfortunately, his publisher on Switch, who I won’t even give the dignity of naming, just wouldn’t cooperate. Having gotten to know Chris, he got a raw deal. What really sucks is there’s no way of getting those adopters of Mr. Tako this port for free. I like Chris. A lot. He’s a good guy. I admire that he persevered through a nauseating situation to get his work out there at its maximum potential.

This dialog from Mr. Tako became absurdly meta.

Now, having said that, my #1 problem with Save Me Mr. Tako was always that I was never this game’s target audience to begin with. That’s totally out of Chris’ hands. I’m just not nostalgic for the Game Boy. I don’t see how anyone can be. Such nostalgic feelings would be no different than someone being nostalgic for.. I dunno.. rabbit ears on a television. Why would you long to go back to that today? It doesn’t seem convenient, and the picture quality was never as good, and sometimes you’d probably have to get up and adjust the damn things. Imagine someone wishing they could tune-in Netflix using rabbit ears. That’d be so dumb! Why would you want that, Dad? What is wrong with you?!

Sorry, that was awkward.

Well, how come that’s dumb, but reminiscing about the Game Boy, to the point you’d crave a new game that looks like a Game Boy game isn’t? The Game Boy looks the way it does because it was cheap, could run on batteries without sapping them, but was still a major step above the previous option for handheld gaming, which was either Game & Watch or typing swear words into a calculator. Unlike something like, say, the NES or Super NES, where you can do a lot with the limited color palette and sprite-sizes, the Game Boy is just always ugly. Even a game like this, which if it had come out in the 90s, would have been in the upper-echelon of Game Boy games, in both graphics and gameplay. Yea, Mr. Tako is an amazing achievement: a modern indie stylized like a retro game with almost no seams of modern stitching, and it’s even fun. But I’d rather it look like almost any other platform. I can’t get over it.

There’s tons of different four-color palettes you can use. Why not just do the Super Game Boy thing and have a customize option? On a side note, thank you for including photosensitive options. Always classy.

Which is not to say you can’t appreciate Mr. Tako as a game without the four-color thing getting in the way. Mr. Tako is still potentially one of THE all-time great indie mascots, but like Pikachu before him, he has to get his adorable ass out of Game Boy Land and into something more flattering for his personality. Then again, Save Me Mr. Tako goes to some wickedly dark places. The parents of Mr. Tako, the former King & Queen lived happily ever after. No wait, they fucked and died, like all Octopi do. None of that cutesy Disney crap. Octopus die after mating, and by god, that’s going in the game!

I get why they’re there and I know that other players like them more than me, but I sort of wish none of the human-based levels existed. I always winced when they came up. I didn’t like a single one, but again, that’s just me. I thought they were always boring.

Actually, “by God, that’s going in the game!” seems to have been the motto for developing Save Me Mr. Tako: Definitive Edition. There’s a jaw-dropping FIFTY power-ups. Fifty! In a weird way, I kind of admire that Chris didn’t say “I’ll save that one for the sequel!” at any point. But for a mascot platformer, it’s kind of overkill. You can reload your hat at any midway checkpoint, but realistically, you’ll only have one or two that you actually like to use. There’s also fifty stages, a few of which are inspired, but most of which are plain at best, if not outright tedious. Christophe suffers from Peter Jackson syndrome: he desperately needed an editor. Rework the fifty levels down to eight worlds of four stages each, with all the best bits from the stages deleted used to extend the good/average levels. When Mr. Tako is good, it’s a lot of fun. But it gets samey and sloggy, and for what? So a sales blurb can say fifty stages? If nobody is raving about the level design, it doesn’t matter. Give me thirty-two good levels to fifty mostly dull ones any day.

I decided a few weeks ago I’d save this for my 10th Anniversary review. Then I went down my timeline to fetch the media for this review, since I hadn’t added that, and I realized “oh shit, I only uploaded videos. Well, that’s okay, the video are still.. on.. my Switch.. wait, didn’t I clean all my media out a few weeks.. ago?” 😦 Well, fudge.

But, Mr. Tako actually is an overall net-positive this time. Part of that is the difficulty is adjustable and therefore more reasonable this time around. It allows you to appreciate the absolutely batshit raving story about a war between humans and octopus, which is so gosh-dang charming and melodramatic that you have to admire it. At times, the story interruptions can get a bit annoying, and the limited Game Boy appearance can make telling some characters apart a bit harder than it needed to be, but I was genuinely invested in where this was all going. Funny enough, as nutty as the story is, it’s also thoughtful and at times sentimental and sweet. I didn’t really care for the human leads as much, be it their arc in the storyline or playing as them at various times in the game, but I appreciated that gameplay was used to drive the narrative. It’s the rare mascot platformer where the story matters.

The boomerang was my go-to weapon. There’s a sword as well, but it has no oomph to it.

So, they added hit points and now a game I barely didn’t like is one I barely liked. Yes, Mr. Tako is fun. It needed less levels with more going on, and less power-ups with the filler cut and the best stuff refined to a mirror-shine. For all the baffling choices made, Mr. Tako still manages to pull-off a worthwhile platforming adventure. That doesn’t exactly sound like a ringing endorsement, but it’s still an endorsement. Oh, I’m all-in on Mr. Tako as the next big indie franchise. I hope it can find its audience this time. And, if not, maybe next time! Assuming the Game Boy stuff is exchanged for 16-bit aesthetics. It’s kind of funny: ten years ago today, I posted my very first review. The Cathy who wrote THAT review didn’t get nostalgic for anything. The Cathy of 2021 says things like “do you know what I could go for today? Super Mario Sunshine! You know, that game I liked when I was twelve!” Maybe if I’d grown-up with the original Game Boy, I’d been a lot more enthusiastic about a game looking this way. Then again, I did grow up with a Nintendo 64, but if an indie developer made a game that looked like that, I’d dunk their nut sack in teriyaki sauce and let my dog eat their balls off.

Save Me Mr. Tako: Definitive Edition was developed by Christophe Galati
Point of Sale: Nintendo Switch, Steam

$14.99 wiped tears away and thanked everyone for ten amazing years in the making of this review.

Save Me Mr. Tako: Definitive Edition is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard