Travel through Sarasaland’s four kingdoms
Identify the original settings and the movement change at each shooting stage.
Original 1989 monochrome Game Boy Super Mario Land. Game Boy Color palette variants, later Super Mario Land games, Super Mario Maker recreations and fan color editions are outside this reference.
Illustrated reference

Birabuto Kingdom
The first kingdom introduces the run, jump, stomp and power-up rules. Build reliable landing habits on its opening ground before trying to speed through later sections.
Actual original Game Boy World 1-1 in Birabuto.

Muda Kingdom
The second kingdom combines coastal platform courses with the Marine Pop submarine stage. Plan ground landings carefully and leave evasion room when the shooting section begins.
Actual original Game Boy World 2-1 in Muda.

Easton Kingdom
Stone figures and rocky scenery define the third kingdom. Observe moving hazards before jumping and use the next firm platform to arrange a safe follow-up.
Actual original Game Boy World 3-1 in Easton.

Chai Kingdom
The fourth kingdom leads through its platform courses to the Sky Pop flight. Preserve a clear route and a useful life reserve before its concluding aircraft battles.
Actual original Game Boy World 4-1 in Chai.
Start with Birabuto and its clear ground
Birabuto is the first kingdom and introduces the ordinary platform rules against a desert and pyramid setting. Learn the spacing between the first enemies and blocks before treating the course as a fast run. Its later enclosed sections make Superball rebounds useful to observe. Keep your route simple until the same jumps and pickups feel repeatable across an entire course.
Read Muda and Easton as different problems

Muda mixes coastal platforming with the Marine Pop submarine course at the end of the kingdom. Leave yourself space to evade the enemies and obstacles during that scrolling stage. Easton changes the platform scenery to stone figures and rocky ground. Watch falling or bouncing objects before committing to a jump, and use the next solid ledge as the point where you reassess movement.
Carry a clear plan into Chai
Chai is the fourth kingdom, with ordinary courses followed by the Sky Pop aircraft stage. On the ground, read enemies and platforms in small groups so that one jump does not leave you trapped beside the next hazard. In the air, choose an open lane and preserve room to evade. The flight leads directly toward the concluding battles, so survival throughout the stage matters.
When a kingdom ends in a vehicle stage, shift from jump timing to maintaining an open firing lane.
Picture details
Game artwork belongs to its respective rights holders.
