Super Mario Land
Development and release: edited development start to be more accurate to source, corrected citation language, other cleanup
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Development of ''Super Mario Land'' began |
Development of ''Super Mario Land'' began in the second half of 1988 and lasted between six to nine months.{{cite web|last=Schmitz|first=Tobias|date=April 5, 2014|title=Inside Nintendo 37: Super Mario Land wird 25! (Teil 1)|trans-title=Inside Nintendo 37: Super Mario Land turns 25! (Part 1)|url=https://nintendo-online.de/reports/inside-nintendo-37-super-mario-land-wird-25-teil-1|newspaper=Nintendo Online Deutschland|language=de|access-date=April 20, 2026}} It was developed by [[Nintendo Research & Development 1|Nintendo R&D1]] and published by Nintendo as a launch game for its Game Boy handheld console. Nintendo CEO [[Hiroshi Yamauchi]] believed that fun games promote console sales, so when the company created the Game Boy, he wanted a fun game featuring Nintendo's mascot, Mario. The task came to Nintendo R&D1, a development team led by Game Boy inventor [[Gunpei Yokoi]]. Yokoi had previously created the [[Game & Watch]] series and worked with his protégé, [[Shigeru Miyamoto]], on the game that introduced Mario, ''[[Donkey Kong (1981 video game)|Donkey Kong]]'' (1981). ''Super Mario Land'' is the fourth ''Super Mario'' game, the first portable Mario game, and the first in the series to be made without Miyamoto. |
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Absent Miyamoto's direction, the development team used elements new and inconsistent with the series as ''Super Mario Land'' shrunk elements of the series to fit the portable device's small screen. Yokoi, the head of R&D1, served as producer, and [[Satoru Okada]] served as director. They had previously developed ''[[Metroid (video game)|Metroid]]'' (1986) and ''[[Kid Icarus (video game)|Kid Icarus]]'' (1986) 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 (Game Boy video game)|Tetris]]'' to [[Nintendo of America]] and convinced [[Minoru Arakawa]] that the addictive computer game would help Nintendo reach the largest audience. The company subsequently chose to bundle ''Tetris'' with every Game Boy purchase. |
Absent Miyamoto's direction, the development team used elements new and inconsistent with the series as ''Super Mario Land'' shrunk elements of the series to fit the portable device's small screen. Yokoi, the head of R&D1, served as producer, and [[Satoru Okada]] served as director. They had previously developed ''[[Metroid (video game)|Metroid]]'' (1986) and ''[[Kid Icarus (video game)|Kid Icarus]]'' (1986) 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 (Game Boy video game)|Tetris]]'' to [[Nintendo of America]] and convinced [[Minoru Arakawa]] that the addictive computer game would help Nintendo reach the largest audience. The company subsequently chose to bundle ''Tetris'' with every Game Boy purchase. |
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