Saturday, 27 December 1992
ZAGE's December release brought two long-anticipated titles: Super Mario Land for the handheld ZGB, and Bionic Commando for the home console ZEPS. Both games made waves, but Super Mario Land stood out as a standout Mario title, captivating fans who have always had a deep love for the franchise.
From the moment players powered up the game, they were hooked. Why? Because it was not just another Mario game—it was something fresh. In this installment, Mario had a slightly more floaty feel when jumping, which surprisingly enhanced the gameplay. The players embraced it quickly. The story followed Mario's quest to rescue Princess Daisy from the alien invader Tatanga, with the unique setting of Sarsaland adding a refreshing twist and this is the debut of princess Daisy as a ZAGE princess.
The game also introduced two standout features that elevated it: the submarine and airplane levels.
The submarine level brought Mario underwater, reminiscent of Alex Kidd in Miracle World, but significantly improved. Zaboru, who oversaw development, ensured this stage included smoother controls, a speed boost feature, and a variety of creative underwater enemies. Players praised the stage design, noting how it maintained challenge without feeling unfair.
Then came the airplane level—a clear highlight. Here, Super Mario Land took a genre-bending leap, transforming into a side-scrolling shoot-'em-up. Mario piloted a plane, dodging enemies and firing back, all while soaring through colorful skies. Zaboru's addition of a double-tap dash feature allowed players to perform a speed burst, adding a strategic edge that fans loved.
Back at the popular Bakudan Arcades, the energy was electric. Players lined up for Street Fighter matches, but many brought their ZGBs along, eager to dive into Super Mario Land between rounds.
Kumogi, hunched over his ZGB and visibly frustrated, was stuck in the submarine level. "Damn! This is brutal! Even tougher than Alex Kidd's underwater nightmare!"
Beside him, his friend Rikki calmly navigated the same level with ease. "Maybe because you suck?" Rikki said with grin that will pissed anyone off.
Kumogi shot him a glare. "Shut up, you delusional bastard."
Sawada and Sakaki, who were watching the exchange, burst out laughing. Then Sakaki pointed at Rikki's ZGB.
"Bro, is that a Chun-Li sticker?"
Rikki nodded proudly. "What can I say? Chun-Li is my wife."
Sakaki smirked. "Tone it down before you go fully insane."
Sawada then said, "Bro, you need to wake up—or at least choose one favorite. Every hot female game character can't be your wife." He sighed, shaking his head in mock disappointment.
Unfazed, Rikki continued his playthrough, his grin widening with every successful dodge. He then shot a glare at his friends. "It's you guys who don't understand the divine beauty of game queens!"
With a theatrical flourish, he spread his arms wide. "All of them love me—especially Chun-Li. Every night, I sleep with her thighs as my pillow."
He said it so shamelessly that Sawada, Kumogi, and Sakaki could only stare at him, a mix of pity and mockery in their eyes.
Meanwhile, word about the game's quality spread fast. Gamers praised the way Super Mario Land balanced nostalgia with novelty. The platforming mechanics were tight, the new level types felt inspired, and the presentation was polished. It wasn't just a portable Mario—it was a statement that ZAGE's handheld could deliver console-quality experiences and Part of this success likely stems from Mario's immense popularity—especially in Japan. Nearly everyone loves Mario games, and even those who aren't die-hard fans often find them enjoyable or, at the very least, respect them as solid games.
Even the OG Mario fans on ZEPS were surprised at how much content was packed into the small screen. Some speculated what the next Mario game might look like, hoping future titles would keep pushing boundaries.
As night fell, Bakudan Arcade buzzed with chatter about power-ups, bosses, and those tricky jumps in Sarsaland. For Zaboru, this was another victory—a reminder that great ideas, well executed, always found their audience and the Italian Plumber will always prevail.
Zaboru sat in his ZAGE office, playing Super Mario Land on a ZGB, clearly enjoying every second of it. "Just like Nintendo used to say in my previous life—when in peril, call the Italian," he chuckled to himself. The experience filled him with nostalgia; back then, he used to play Mario on handheld consoles too. But now, he grinned with a sense of satisfaction—because in this world, he was the one who had created both Mario and the handheld ZGB device itself.
"Look how far I've come, hehehehe," Zaboru laughed like a madman. His secretary, Yumi Ichijou, happened to witness the outburst. She sighed, thinking, 'Zaboru really loves laughing like that. It's kind of scary and weird.' Shaking her head, Yumi quietly left the front of Zaboru's office to continue her work. She was already used to her boss's antics, which often didn't make much sense and were sometimes downright bizarre. But she figured that maybe geniuses were just like that—they always had an eccentric side to them.
To be continued...
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