In gameplay similar to that of the 1985 Super Mario Bros., but resized for the smaller device's screen, the player advances Mario to the end of 12 levels by moving to the right and jumping across platforms to avoid enemies and pitfalls. It was the first portable version of Mario and the first to be made without Mario creator and Yokoi protégé Shigeru Miyamoto. The game begot a series of sequels, including the 1992 Super Mario Land 2: 6 Golden Coins, 1994 [game]Wario Land: Super Mario Land 3[/game], and 2011 Super Mario 3D Land, though many of the original's mechanics were not revisited. As a side-scrolling platform game and the first in the Super Mario Land series,Super Mario Land is similar in gameplay to its forebears: as Mario, the player advances to the end of the level by moving to the right and jumping across platforms to avoid enemies and pitfalls. In Super Mario Land, Mario travels to Sarasaland to save Princess Daisy from Tatanga, an evil spaceman. Two of the game's twelve levels are "forced-scrolling" Gradius-style shooters where Mario helms a submarine or airplane and fires projectiles towards oncoming enemies and bosses. Levels end with a platforming challenge to reach an alternative exit located above the regular exit. They had previously developed Metroid and Kid Icarus together, and the two subsequently desIGNed the Game Boy—Yokoi on its industrial desIGN, and Okada on its engineering. Their Super Mario Land was planned as the portable console's showcase title until Henk Rogers brought Tetris to Nintendo of America and convinced Minoru Arakawa that the addictive computer game would help Nintendo reach the largest audience. Audrey Drake of IGN argued that both Wario Land and Super Mario 3D Land were not "legitimate sequels", and wrote that the latter felt more like "Super Mario Bros.
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