Super Mario Land

Screenshots1 / 2

A Game Boy screenshot displays Mario Land level one. At the top, white text reads "MARIO 02 -WORLD TIME" with score "0 -2-00 1-1 500". The monochrome playfield shows Mario as a small pixelated sprite on a platform in the lower left. A simple landscape spans the screen with blocky platforms, a small hill on the right, and a flagpole structure visible. Black enemies and obstacles appear as small sprites across the level. The art uses the characteristic low-resolution grid of Game Boy hardware with limited color depth.

Super Mario Land

超级马里奥大陆

4.8 (1.4K)
Game Boy Action 780 plays

Super Mario Land is an action platformer developed by Nintendo for the Game Boy in 1992. Players navigate Mario through eight distinct worlds with escalating difficulty. Each world features unique themes, from grassy plains to underwater stages, aircraft sequences, and castle levels. Mario defeats enemies and avoids hazards primarily using his signature jump mechanic. Power-ups include Super Mushrooms to grow and break specific blocks, and Fire Flowers to throw projectiles at enemies. Boss battles and obstacles conclude each world. The game uses straightforward controls: directional pad to move, A button to jump, with B button functions for power-up abilities. Mario also gains access to special vehicles in certain stages, including a jetpack flying sequence. The game provides multiple lives and checkpoint systems, offering a complete single-player adventure designed for Nintendo's handheld gaming system.

Developer
Released
Platform
Game Boy
Genre
Action
Players
1P
Rating
4.8 / 5 (1.4K)
Last updated

About Super Mario Land

Super Mario Land is an action platformer developed and published by Nintendo, released for the Game Boy in 1989 in Japan and North America, making it one of the handheld console's launch titles. It arrived at a pivotal moment: the Game Boy itself was brand new, and Nintendo needed a flagship game to demonstrate the portable's capabilities. Rather than simply porting Super Mario Bros. from the NES, Nintendo's Research & Development 1 team — led by Gunpei Yokoi rather than Shigeru Miyamoto — built an entirely original Mario adventure from the ground up, tailored to the Game Boy's small screen and limited hardware. The result was a game that felt familiar in spirit but distinct in execution.

The game is divided into four worlds — Birabuto Kingdom, Muda Kingdom, Easton Kingdom, and Chai Kingdom — each themed around real-world locations and cultures, including ancient Egypt, the Bermuda Triangle, Easter Island, and China. Each world contains two or three standard side-scrolling stages followed by a boss stage. The level design is compact by necessity: the Game Boy's 160×144 pixel screen meant sprites and environments had to be smaller than their NES counterparts, and Nintendo compensated by keeping stages short and snappy, typically completable in under two minutes. Mario runs, jumps, and defeats enemies by stomping them or throwing bouncing Superballs — a new power-up replacing the familiar fireballs. The Superball bounces at 45-degree angles off walls and floors, which adds a layer of skill to combat and secret-hunting. A Super Mushroom grants a size upgrade, and a Star grants temporary invincibility, both behaving as players would expect from the mainline series.

Two stages break from the side-scrolling formula entirely: a submarine shooter stage in the Muda Kingdom and a plane shooter stage in the Chai Kingdom, where Mario pilots a vehicle and fires projectiles at enemies in a horizontal shoot-'em-up style. These segments add variety and showcase the development team's willingness to experiment within the Mario framework. Coins collected throughout the game feed into a slot-machine bonus game between stages, where players can earn extra lives — a mechanic that rewards thorough exploration.

The antagonist is not Bowser but Princess Daisy, who has been kidnapped by the alien villain Tatanga. This departure from the established Mushroom Kingdom cast gave the game its own identity and introduced Daisy as a character who would go on to appear in later Nintendo titles. The final boss fight against Tatanga takes place in the plane shooter stage, tying the two gameplay styles together.

In its era, Super Mario Land was praised for delivering a recognizable and polished Mario experience on hardware that many assumed could not support it. The game demonstrated that the Game Boy was a serious gaming platform and not merely a novelty, helping to establish the handheld as a commercial success. Its brevity — experienced players can complete it in under an hour — was noted even at the time, but the tight controls, catchy original soundtrack composed by Hirokazu Tanaka, and replayability through score chasing kept players returning. A direct sequel, Super Mario Land 2: 6 Golden Coins, was released in 1992 and expanded significantly on the formula.

What makes it special

Super Mario Land holds the distinction of being one of the Game Boy's launch titles and the first Mario platformer designed exclusively for a handheld device. Its development by Gunpei Yokoi's R&D1 team — independent of Shigeru Miyamoto's group — produced a genuinely distinct entry in the series, complete with an original villain (Tatanga), a new protagonist to rescue (Princess Daisy, making her debut here), a unique Superball power-up, and two fully realized shoot-'em-up vehicle stages embedded within a platformer. These choices gave the game a creative identity separate from the console Mario titles while still feeling unmistakably part of the franchise.

Pro tips

  • Superballs bounce at 45-degree angles — use walls and low ceilings to hit enemies and reach coins in spots a straight shot would miss.
  • In the slot-machine bonus game, tap A at a consistent rhythm rather than randomly; with practice you can time two or three matching symbols for extra lives.
  • The submarine and airplane shooter stages have predictable enemy patterns — stay near the vertical center of the screen to give yourself room to dodge in both directions.
  • Collect as many coins as possible in every stage; frequent bonus-game attempts are the most reliable way to stockpile lives before the tougher later worlds.
  • Boss patterns are short and repeat quickly — observe for one full cycle before committing to attacks, as each boss has a single safe attack window.

Super Mario Land Controls — Game Boy Keyboard Keys

Default keyboard bindings for Super Mario Land on our in-browser Game Boy emulator. Plug in a USB or Bluetooth gamepad to auto-detect mappings, or rebind any key from the emulator settings menu.

Keyboard Console button Typical use
D-Pad Up Move up
D-Pad Down Move down
D-Pad Left Move left
D-Pad Right Move right
X A Primary action (jump / confirm)
Z B Secondary action (attack / cancel)
Enter Start Start / Pause
Shift Select Select / Mode

Rebind any key from the EmulatorJS in-game settings menu (gear icon → Controls). A connected gamepad auto-maps to the same buttons.

Super Mario Land Longplay & Gameplay Videos

Watch a full playthrough of Super Mario Land on Game Boy before you dive in — recommended for getting a feel for the game's pacing, story beats, and difficulty curve.

Watch longplay on YouTube

"Super Mario Land" Game Boy longplay 1992

Super Mario Land Cheat Codes

30 community-curated cheats for Super Mario Land. Tick any to activate them automatically when you click "Play with cheats" — or copy a code into your own emulator.

  • Always Have Power Ball

    00A-17B-C49
  • Infinite Time (Switch Off At End Of Stage To Go On)

    008-60A-E6E
  • Time Goes Twice As Fast

    208+60A+E6E
  • Infinite Time, Turn Off Code At The End Of The Level

    FF8+60A+E6E
  • 99 Lives

    99D+49C+E62
  • Lots More Lives, Probably 255

    FFD+49C+E62
  • Invincible

    03B+8EB+E69
  • Fall Much Slower

    189+B3B+4CA189-B3B-4CA
  • Stay As Large Mario

    00B+8EB+E6900B-8EB-E69
  • Run Through All Objects (Switch Off When Trapped)

    18A+B1E+2AA
  • Walk Slower

    620+02A+34C
  • Messes Up Levels. (Change First 2 Digits To Your Liking)

    300+01B
Show 18 more cheats
  • Powerball Doesn't Kill Enemies (Try And Win It With Out It)

    320+43D+03F
  • When Code Is On It Locks Up Turn It Of To Go Back To Normal

    200+CCF+885
  • Always Small

    D9B+8EB+E69
  • Always Big

    99B+8EB+E69
  • Infinite Continues

    010902C0
  • Unlimited Time

    019961DA
  • No Enemies

    01FF00D1
  • Game Skips Some Music

    01F92DF01FF92DF
  • Music Modifier

    01??E8DF0100E8DF
  • Enemies Fall From The Sky And Run Away

    016313D1
  • High Points Modifier (00-99)

    01??A1C00100A1C0
  • Unlimited Lives

    010315DA
  • Score Modifier For Digits 1 & 2 (00-99)

    01??A2C00100A2C0
  • Score Modifier For Digits 3 & 4 (00-99)

    01??A1C00100A1C0
  • Score Modifier For Digits 5 & 6 (00-99)

    01??A0C00100A0C0
  • Invincibility

    01F5D3C0
  • Part Of Head Floating

    01670CC0
  • Mario Slides

    011003C2
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External references

Frequently Asked Questions

When was Super Mario Land released?

Super Mario Land was released in 1992 for the Game Boy.

Who developed Super Mario Land?

Super Mario Land was developed by Nintendo, available to play in your browser on RetroGameSpace.

How many players does Super Mario Land support?

Super Mario Land is a single-player Action game for the Game Boy.

What type of game is Super Mario Land?

Super Mario Land is a Action game for the Game Boy, playable instantly in your browser — no downloads, no installs.

How can I play Super Mario Land for free?

Open this page and click "Play Now" — Super Mario Land runs free in your browser via WebAssembly emulation. No account, no payment, no installer.

Do I need to download anything to play Super Mario Land in the browser?

No. Super Mario Land streams from a public archive into a browser-side Game Boy emulator. Nothing is installed on your computer.

Can I save my progress in Super Mario Land?

Yes. Save states are stored in your browser (IndexedDB) per game, and you can also use any in-game save the original Game Boy cartridge supported.

Does Super Mario Land work on mobile devices?

Yes — the Game Boy emulator runs on iOS Safari and Android Chrome. Touch controls overlay the game; landscape mode is recommended.

Is it legal to play Super Mario Land this way?

RetroGameSpace is a transient caching reverse-proxy and does not host first-party copies of Super Mario Land. Game files are fetched on demand from publicly-accessible archives. You are responsible for compliance with your local laws and the bring-your-own-ROM principle.

How long does it take to beat Super Mario Land?

A first-time player can expect to finish the game in roughly 1 to 2 hours. The game has only 12 stages across four worlds, and individual stages are very short. Experienced players can complete a full run in under 20 minutes, which has made the game popular for speedrunning.

Is Super Mario Land difficult for newcomers to the series?

It is moderately approachable. The early worlds are forgiving, but the Chai Kingdom (World 4) ramps up enemy density and projectile speed noticeably. Lives can run low if players skip the bonus games, so prioritizing coin collection throughout helps cushion the difficulty spike at the end.

What is the best starting strategy for a new player?

Focus on learning the Superball's bounce angle early in World 1, as it is your primary ranged tool for the whole game. Always enter the slot-machine bonus game and aim for at least one life per attempt. Memorizing the two-stage boss patterns pays dividends quickly since bosses repeat their cycles with no variation.

Is Super Mario Land worth playing today?

Yes, particularly for players interested in Game Boy history or the Mario series' evolution. Its brevity is a feature rather than a flaw for modern sessions, the Tanaka soundtrack is distinctive and well-regarded, and the shoot-'em-up stages offer variety not found in other Mario platformers of the era. It is available on Nintendo Switch Online's Game Boy library.

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