Well, here we are: a commercial for Super Mario Land from the States.
Part nostalgia-bomb, part note-taking and part FAQ, what started in GameTrailers as a video game blog is now on Blogger. This blog is a look back at video games, both popular and obscure, from the video game industry's infancy all the way to the previous console generation.
Showing posts with label Super Mario Land. Show all posts
Showing posts with label Super Mario Land. Show all posts
Tuesday, January 7, 2020
Monday, January 6, 2020
PrinceWatercress plays Super Mario Land - Part 8 of 8
When you beat the second quest, you actually get rewarded for it a little bit.
World 4-1
Despite the enemy placement, it feels pretty much the same. Don't really have much to say about this one.
World 4-2
There are more snakes here in the second quest than there are in the first. Also, watch out near the end so you don't get hit by the surprise bullet.
World 4-3
Just like in the first quest, there are no enemies in the maze area. The first pipe has a fist in it, though. Tatanga fight much like he did last time, though there are slightly more fireballs.
When you beat the second quest, you can select any level you want until you turn off the power. Nice.
PrinceWatercress plays Super Mario Land - Part 7 of 8
Now it's time to tackle the third world on the Second Quest. Amazingly, the Second Quest isn't that much more difficult. Then again, it's a handheld game from 1989; what are you gonna do?
World 3-1
It's the same as the first quest, except more turtles. Of course, that also applies to every other level in the game.
World 3-2
This world has spikes that fall from the ceiling. They look just like the spikes on the ceiling that don't kill you, except the ones that fall have a darker color and overlap with the ceiling a little bit. You can still tell, but it's still a doozy. There isn't a lot of these spikes, either. I guess they didn't expect Super Game Boy back in 1989.
World 3-3
This level isn't much harder even on the second quest. I know Second Quest only differs in terms of enemy placement, but...come on.
Sunday, January 5, 2020
PrinceWatercress plays Super Mario Land - Part 6 of 8
Have I ever mentioned that this world has good music? Because it does.
World 2-1
There's an abundance of fish jumping out of the water, as well as a few seahorses and a few Koopas. There's more enemies around here than there were in the first quest.
World 2-2
Not much to say about this level, though there are a few more enemies.
World 2-3
Start shooting. Start shooting the entire level.
There are now two fireballs floating around the boss instead of one. Try moving around while shooting the boss now!
PrinceWatercress plays Super Mario Land - Part 5 of 8
Yes, I'm covering the second quest. I mean, I might as well, right?
World 1-1
The leaping bugs are here now. Also, you'll start seeing a Sphinx near the end. Plus, a Koopa blocks the top exit. Lovely.
Other than that, don't expect any geographical changes to the levels in Hard Mode.
World 1-2
Unlike the hack, this level isn't as bad. There are some Koopas, but there isn't one on every single platform now, which is a relief. The spear-throwing bees are in greater numbers this time around.
World 1-3
Well, at least there isn't a crap-ton of enemies in the real second quest, unlike the hack I covered forever ago.
There's a lot of Sphinxes here for some reason. Thankfully, the Super Balls make them much easier to take care of when they pair up near the end of the level.
Saturday, January 4, 2020
Classic Game Room reviews Super Mario Land
I'm really starting to run out of ideas for intermissions with this game, so here's the Classic Game Room review.
PrinceWatercress plays Super Mario Land - Part 4 of 8
Chai Kingdom...the only place in SML that people know by name. (Some people, anyway.)
World 4-1
The jumping men that take a zillion bops on the head with Mario's jump attack and keep on going can be completely killed off with fireballs (or as the game wants to call them, super balls).
Also, the pipe in the beginning of the stage leads to more coins.
If you can get to the first block at the top where the goal is, just run all the way to the right to get to the bonus game. Easier than it looks!
World 4-2
After the narrow maze part, you'll soon see a Mario game staple: that fireball that revolves around a block or a ball. In this case, it's a block. It's pretty easy to avoid.
The second pipe in the level will take you to an empty room full of nothing but coins.
The snakes spit fireballs, but go down easily with a single jump. Also, wait for those plant things to spit out that fireball before you jump on them.
If you happen to be next to or on the blocks where the fireballs that move in a circle, the fireballs can't hit you.
After that, it's some platforms and a donut block that takes you to the exit. Just stand on it, and jump over the pit before the donut block falls into the pit.
World 4-3
Flying time!
This time around, you'll be shooting down birds and planes while destroying blocks and collecting coins.
Avoid the sparks that float in the sky. They will damage you, and while they seem indestructible, they actually go down after a lot of hits.
Once you see lines of blocks making up walls, you're close to the end. You'll then see a room full of coins you can fly through...collect as many as you possibly can! After that, it's just some simple maneuvering before you have to deal with fireballs revolving around blocks and indestructible fists coming out of upside-down pipes.
The boss here is Tatanga, and you will have to shoot him until he dies. He'll have two forms, and the first one is a cloud. This cloud spawns birds. (I don't even.) After enough shots, you'll meet Tatanga in his little spaceship. Stay all the way to the left and avoid the fireballs as they both come out and split into three. You can shoot the fireballs down with enough hits, but it's much better to avoid them. Once you shoot him enough times, he's dead and you'll rescue the real Daisy. Enjoy the ending!
When you press Start after the ending, the cursor will change from a mushroom to a Mario head. This signifies that you have unlocked the second quest, which is a harder version of the game.
Friday, January 3, 2020
PrinceWatercress plays Super Mario Land - Part 3 of 8
It's time for Moai heads! Every world really feels different in this game.
World 3-1
Easter Island heads!
Here, we meet a whole bunch of Easter Island heads that run at us...as well as some in the background. At least Nintendo tried to make backgrounds for this game. Some will bounce around on wings as others will try to charge at us.
There is a pipe above the three Maoi heads that run towards you one after another. If you go in it, you'll find a good treasure trove of coins.
The rocks that come out from the other sides of spike pits will help you get across if you need them to. Just don't touch the sides of the boulders; you'll take a hit if you do.
World 3-2
Lots of spiders here.
The things that drop down from the ceiling are supposed to be spiders, but the hack makes them look like hornets for some strange reason. Stomping on them after they've come down will get rid of them.
There are quite a few narrow platforms around here, so be careful as you're jumping around in what happens to be the hardest level yet. There are also some spikes that will fall slowly when you move under them, but you'll usually have enough time to avoid them.
If you die in this game, you'll go back just a little bit, since it's easy to trigger a checkpoint
World 3-3
More Easter Island heads!
The pipe on the platform at the top leads to a secret coin cache.
Be careful in the platform maze, and make sure the platform
The boss is some guy with an Easter Island head for a head. (A mask?) Use the rocks he throws to get over him and hit the switch. If you are Big Mario, you can just go through him to hit the switch. If you like, you can hit the guy with fireballs if you have the Superball.
In the second pipe you can enter, you can jump straight up from the right edge of the pipe to reveal an invisible block to continue the rest of the level with, since you'll come back out of that pipe when you get out.
PrinceWatercress plays Super Mario Land - Part 2 of 8
The second world brings us some somewhat iconic music, fish, robots and a lot of water.
World 2-1
Lots of platforms and fish jumping in and out of the water. Joy.
If you go down the first pipe you see, you'll find a big cluster of coins. This is really useful if you're farming on lives, since you'll need all you can get!
After skipping a bit of the level, you'll come across bridges and seahorses shooting fireballs as they jump in and out of the water. You'll also see what look like fish bouncing up and down afterwards. Shortly after this, you'll find another pipe that you can go down, find coins in and skip more of the level with.
World 2-2
The robots attack by shooting their head at you, but it's the perfect time to stomp on them if you can.
Remember, if you run across the gaps between bricks, you won't fall. It worked in the original Super Mario Bros., and it also works here.
Once again, enter the first pipe you see and you'll skip a bit of the level and get a bunch of coins at the same time.
You'll start seeing Bullet Bills near the end. Even if you stand on the pipe that the cannons come out of, the cannons will still come out.
World 2-3
Guess what? You go under the sea and shoot things!
Destroy blocks and enemies with your torpedoes (you can press either A or B to shoot) as you collect as many coins as you possibly can. This level is pretty fun, I'm glad they put such a concept in this game. The level automatically scrolls, so try not to get trapped between a block and the left side of the screen.
The boss here is a seahorse. If you want, you can avoid that huge mine that bounces around the room and take shots at the seahorse with your torpedoes. Touch the switch and it'll all be over.
Also, more fake Daisy.
Thursday, January 2, 2020
PrinceWatercress plays Super Mario Land - Part 1 of 8
Well, it was only a matter of time before I played this one after having played the sequels and having quite the time with them. It's time to go through Sarasa Land and travel through four worlds to rescue Princess Daisy!
World 1-1
This is a pretty easy world.
After the first tall pipe in the level, one of the blocks after it has a heart. Collecting these hearts give you a one-up. (Game Boy being in color was obviously unheard of way back in 1989, when we had other handhelds on the way such as the Atari Lynx and the Game Gear, which did it at the expense of battery life.)
The only power-ups you have are Super Mushrooms, Fire Flowers and Starmen, just like Super Mario Bros. When you shoot a fireball, it acts a little different. Instead of fireballs, you shoot "Superballs." When you throw one down, it bounces off the ground and goes into the air, bouncing off any walls or obstacles in its path. The superballs will disappear after a couple of bounces in case they get trapped. You'll have to be closer than in SMB to do any damage with them, but it's still a good power-up to have, as there's a new advantage to it: if you shoot a fireball and it touches any coins before it goes off-screen or disappears, the fireball collects them for you! When you pick up the Starman, the Can-Can plays while you're invincible. Yes. The Can-Can.
Also worth mentioning is that if you stomp on a Koopa in this game, it turns into a bomb. Stay away from this bomb, as it will explode. Goombas are here, too, as well as the little fly enemies from the original Mario Bros. At least you can stomp on the flies this time.
If you see a brick with a line going down from the center to the lower-right corner, it has something inside. Sometimes it's coins, sometimes it's a power-up. If you're playing in color, it's much easier to notice.
There is a pipe somewhere in the middle of the level that you can go through. Not only is there a lot of bricks and coins in here, leaving the room takes you close to the end.
When you reach the end, there are two doors: one on the upper-right and one on the lower-right. If you can make it to the one on the upper-right, you'll be able to play the bonus game. Press A to stop Mario, and you'll pick up either extra lives or a Fire flower. If the ladder happens to be in your way, you'll automatically take it on your way to the other side of the screen. The bonus game will definitely help you survive if you're not very good at the game, so get into it at all costs! It's easy to do now, but as you progress through the game...not so much.
World 1-2
Gee, I guess World 1-3 happens a little early this game. I'm guessing the game expects anyone who plays this to have played through a good amount of Super Mario Bros. prior to playing this.
New enemy here: the bees that drop spears from above. You'll have to clear a pretty good height to get to them without getting hit in the process.
Yet another 1-up lies in one of the ? blocks near the end. It's in a set of three separated by bricks and it's in the middle one.
The platforms that lead to the top door at the goal will fall when you land on them, so you'll have to be quick.
World 1-3
The first boss level. Here you'll be in what looks like some sort of dimly-lit pyramid, even though you can see everything. It's the original monochrome Game Boy, use your imagination.
Shortly after the start, there's a short pipe next to a tall pipe. Go down the tall pipe and you'll skip a little bit after the level. When you see a sphinx spitting fireballs after that, break the blocks between the ? blocks and jump into those spaces. You'll hit a hidden block that contains a platform. Jump on the platform and stay on it. You'll be raised to the ceiling. Walk on the ceiling and go down the pipe you see there. Hard-to-reach bonus pipe!
At the end of the level is a giant sphinx. Wait for it to stay on the ground, then make a running jump over it and land on the switch. Level complete! Also, if you have the fireballs, you can shoot fireballs at it and take it down yourself to make stuff easier.
The two rows of blocks before the boss battle hold a power-up in the sixth block on the top row. If you need the Fire Flower for the Superballs, you'll find one here.
You'll rescue Daisy, only to find out it's a monster in disguise. Get used to this happening throughout the game.
Wednesday, May 7, 2014
NOW WITH 300% MORE SNOOP DOGG
Showing this again, but there's plenty more where that came from.
MORE WEED
EVEN MORE WEED
Sunday, January 5, 2014
jammo2000 plays the second quest of Super Mario Land - Part 6 of 6
Finally! We're done!
World 4-3
The part just before the coin room has enemies now. Whoo-hoo.
Also, both bosses fight exactly the same.
When you beat the second quest, you can select any level you want until you turn off the power. Nice.
NOTHING TO DO HERE
Saturday, January 4, 2014
jammo2000 plays the second quest of Super Mario Land - Part 5 of 6
This is the part where a whole bunch of deaths close to the end of the game start happening.
World 4-2
There are more fireballs here in the second quest than there are in the first. Other than that, there's nothing else here to even mention.
Although jammo dies a whole lot of times...
jammo2000 plays the second quest of Super Mario Land - Part 4 of 6
OH GOD WHY ARE THOSE CHINESE PEOPLE JUMPING ON ONE LEG
World 3-3
This level is really easy even on the second quest. Sad.
I know Second Quest only differs in terms of enemy placement, but...come on.
World 4-1
Despite the enemy placement, it feels pretty much the same. Don't really have much to say about this one.
Friday, January 3, 2014
jammo2000 plays the second quest of Super Mario Land - Part 3 of 6
As we get into the second half of the second quest in the game, there's still not an overabundance of enemies. I think the hack got my hopes up.
World 3-1
I am so glad the rocks act like they do again.
Also, there really isn't a lot of enemies in here than I expected.
World 3-2
This world has spikes that fall from the ceiling. They look just like the spikes on the ceiling that don't kill you, except the ones that fall have a darker color and overlap with the ground a little bit. You can still tell, but it's still a doozy.
Unlike the hack, there isn't a lot of these spikes this time around. I guess they didn't expect Super Game Boy back in 1989.
Thursday, January 2, 2014
jammo2000 plays the second quest of Super Mario Land - Part 2 of 6
Everything is officially blue.
Also, that feedback at the beginning is awesome.
Also, that feedback at the beginning is awesome.
World 2-2
This level is much easier now, thank god. There are a few more seahorses near the second pipe shortcut, though.
World 2-3
Start shooting. Start shooting the entire level.
Also, there are now two fireballs floating around the boss instead of one. Try running around while shooting the boss now!
jammo2000 plays the second quest of Super Mario Land - Part 1 of 6
Yes, I'm covering the second quest. Again. So, technically, I've covered this game twice.
Once again, copying and pasting stuff and editing wherever necessary because I'm lazy.
Once again, copying and pasting stuff and editing wherever necessary because I'm lazy.
World 1-1
Spear-throwing bees and pirahna plants show up here now. Also, you'll start seeing Sphinxes and Bullet Bill cannons near the end. Plus, a Koopa blocks the top exit. Lovely.
Other than that, don't expect any geographical changes to the levels in Hard Mode.
World 1-2
Unlike the hack, this level isn't as bad. There are some Koopas, but there isn't one on every single platform now, which is a relief.
World 1-3
Well, at least there isn't a crap-ton of enemies in the real second quest, unlike the hack I covered a while back.
There's a lot of Sphinxes here for some reason. Thankfully, the Super Balls make them much easier to take care of when they pair up near the end of the level.
World 2-1
There's an abundance of fish jumping out of the water, as well as a few seahorses and a few Koopas. There's more enemies around here than there were in the first quest.
Wednesday, January 1, 2014
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