◀ ALL GUIDES ★ FIELD GUIDE ★

SUPER MARIO LAND

GAME BOY · 1989
01 BIRABUTO KINGDOM WORLD 1
Egypt-themed world. Standard platforming — good place to stock up on lives via the bonus game. Three levels before the boss.
— 1-1 · 1-2 · 1-3 —
🍄Mushrooms grow you to Super Mario — grab every one you see. Superballs replace fireballs here: they bounce at 45-degree angles and can collect coins off walls.
Stars grant brief invincibility — run through enemies to rack up bonus points and a 1-UP chain if you hit enough in one go.
🪙100 coins = 1-UP. The bonus game (slot machine at the end of each level) gives extra lives if you line up hearts — always spend a coin on it.
🏁Hit the goal bell as high as possible for a point bonus. Jump at it from underneath rather than running past.
BOSS — KING TOTOMESU
🦁A stone lion that fires projectiles. Hit with 4 Superballs or stomp 4 times — keep moving and bounce Superballs off the floor into him. Stay to one side and fire at an angle.
02 MUDA KINGDOM WORLD 2
Bermuda Triangle / underwater theme. Level 2-2 puts you in the Marine Pop submarine — a completely different control scheme. The sub fires torpedoes; enemies behave differently. Don't panic and keep moving forward.
— 2-1 · 2-3 (LAND) —
🐠Enemies here include Yurarin (fish that arc up and down) and Ganchan (bouncing boulders). Superballs are effective — fire diagonally into tight corridors.
💧Water sections in 2-1 and 2-3: Mario swims but movement is sluggish. Avoid enemies rather than fighting them — the hit window is tricky underwater.
— 2-2 (MARINE POP SUBMARINE) —
🚤The sub auto-scrolls. Fire torpedoes with B — they travel in a straight line. You can fire two at once.
🎯Lead your shots — fire slightly ahead of moving enemies. Torpedo count is unlimited but there's a slight cooldown between shots.
💥Hitting walls or enemies causes damage. Stay centred vertically and make small adjustments — overcorrecting will get you hit.
BOSS — DRAGONZAMASU
🐉A sea dragon fought in the Marine Pop. He fires a large projectile from his mouth. Fire two torpedoes per opening when his mouth is open — 4 hits total. Keep the sub moving up and down to dodge his shots.
03 EASTON KINGDOM WORLD 3
Easter Island / stone heads theme. Difficulty steps up noticeably — tighter jumps, more aggressive enemies, and more complex level layouts. Take your time on 3-3 in particular.
— 3-1 · 3-2 · 3-3 —
🗿Ganchan (rolling stone heads) are the main hazard — they can't be stomped, only dodged or hit with Superballs. Learn their bounce pattern before committing to a jump.
🌋3-2 has moving platforms over gaps. Wait for the platform rhythm before jumping — rushing here costs lives.
🍄Keep Super Mario status coming into the boss — 3-3 has mushrooms available but they require a detour. Worth it.
There are hidden coin blocks in 3-1. Bounce Superballs into suspicious empty-looking areas to reveal them.
BOSS — HIYOIHOI
🗿A large stone Moai head that throws Ganchans at you. The Ganchans bounce across the floor — jump over them and fire Superballs at Hiyoihoi's face. 4 hits. Stay mobile, don't get cornered on either side.
04 CHAI KINGDOM WORLD 4
China-themed final world. Features the Sky Pop airplane in 4-2 (equivalent to the Marine Pop but aerial). Hardest levels in the game — stock lives before this world.
— 4-1 · 4-3 (LAND) —
🏯4-1 mixes enemy types from all previous worlds. Enemies are faster and more numerous. Superballs and a conservative playstyle will serve you better than rushing.
4-3 is the final land level before Tatanga. It's short but dense with enemies. Prioritise reaching the end with Super Mario status intact.
— 4-2 (SKY POP AIRPLANE) —
Same mechanics as the Marine Pop but in the air. The Sky Pop fires missiles — B to shoot, two in the air at a time.
🎯Enemies fly in formation — pick off the lead enemy in each group to scatter the rest. Don't let formations get behind you.
💥The plane takes damage from collision, same as the sub. Stay away from the edges of the screen — enemies appear from the right with little warning.
BOSS 1 — BIOKINTON
A cloud-like boss fought in the Sky Pop. He spawns Chickens (Pionpi) that fly at you. Ignore the chickens — focus fire on Biokinton himself. He moves in a slow arc. 4 missile hits. Keep firing rapidly.
FINAL BOSS — TATANGA
👾The alien villain, fought on foot (not in a vehicle). He fires three types of projectile in sequence: a spread of small shots, a large central shot, and angled shots. The pattern repeats — learn it.
Jump over the low shots, duck under the high ones (or run under them). Hit Tatanga with Superballs — bounce them off the floor into his ship. He takes many hits. Stay calm and keep the rhythm.
Enter this fight as Super Mario if at all possible. Getting hit once is survivable — getting hit as small Mario often means death from the next shot.
▸ POWERUPS
MUSHROOM Grow to Super Mario. Can take one hit before shrinking. Always grab these.
SUPERBALL FLOWER Grants the Superball — replaces the fireball. Bounces at 45 degrees off floors and walls. Can collect coins and hit enemies around corners. Only one ball on screen at a time.
STAR Brief invincibility. Run through enemies for bonus points — 5 in a row triggers a 1-UP chain. Rare; use them aggressively.
HEART Grants an extra life. Hidden in blocks — worth hunting for with Superballs.
▸ ESSENTIAL TIPS
🎰Bonus Game: Costs 1 coin. Spin three slots — matching hearts gives a 1-UP, matching stars gives 2-UPs, matching Marios gives 3. Always play it.
🪙Coins: 100 = 1 extra life. Superballs can collect coins from a distance — bounce them along walls in coin-heavy areas.
🔔Goal Bell: Hit the top of the bell for maximum points. Jump from a short run-up underneath it — the highest point is worth 300 points vs 100 at the bottom.
💀No save system: This is a short game (around 20-30 minutes). If you run out of lives it's Game Over — back to World 1. Build a life buffer in early worlds before pushing hard on World 4.
🔁Game Over continue: On the Game Over screen, hold down and press B repeatedly to re-enter with a small number of lives. Not widely documented but it works.