 Eurogamer 's Schilling wrote that Mario felt different — lighter , with more friction — and that the game felt " radical and distinctive " for the risks it took . IGN 's Thomas cited " out of place " gameplay elements like the shooter levels , exploding Koopa shells , non @-@ extinguishing fireballs , and non @-@ Princess Peach plot as departures from the series . Thomas attributed this to Mario creator Miyamoto 's lack of involvement in the game 's development , which he described as " famously hands @-@ off " . Schilling of Eurogamer instead blamed the Game Boy 's technical limitations . But he too was perplexed by the new sphinx , seahorse , and Moai head enemies , and considered the exploding Koopa shells a " cruel trick " disdainful of the series ' core gameplay . Super Mario Land 's shooter levels , new to the series , were not revisited in subsequent series games . And subsequent series games such as Super Mario Land 2 both dropped the original 's tiny scale and chose the classic fire flower fireballs over the first installment 's bouncing balls . 
 Eurogamer <a href='null_genetive' title='1'><mark>'s</mark></a>Schilling wrote that Mario felt different — lighter , with more friction — and that the game felt " radical and distinctive " for the risks it took . IGN <a href='null_genetive' title='2'><mark>'s</mark></a>Thomas cited " out of place " gameplay elements like the shooter levels , exploding Koopa shells , non @-@ extinguishing fireballs , and non @-@ Princess Peach plot as departures from the series . Thomas attributed this to Mario creator Miyamoto <a href='null_genetive' title='3'><mark>'s</mark></a>lack of involvement in the game <a href='null_genetive' title='4'><mark>'s</mark></a>development , which he described as " famously hands @-@ off " . Schilling of Eurogamer instead blamed the Game Boy <a href='null_genetive' title='5'><mark>'s</mark></a>technical limitations . But he too was perplexed by the new sphinx , seahorse , and Moai head enemies , and considered the exploding Koopa <a href='uninflect' title='6'><mark>shells</mark></a> a " cruel trick " disdainful of the series <a href='null_genetive' title='7'><mark>'</mark></a>core gameplay . Super Mario Land <a href='null_genetive' title='8'><mark>'s</mark></a>shooter levels , new to the series , <a href='uninflect' title='9'><mark>were</mark></a> not revisited in subsequent series games . And subsequent series games such as Super Mario Land 2 both dropped the original <a href='null_genetive' title='10'><mark>'s</mark></a>tiny scale and chose the classic fire flower fireballs over the first installment <a href='null_genetive' title='11'><mark>'s</mark></a>bouncing balls . 
Eurogamer  Schilling wrote that Mario felt different — lighter , with more friction — and that the game felt " radical and distinctive " for the risks it took . IGN  Thomas cited " out of place " gameplay elements like da shooter levels , exploding Koopa shells , non @-@ extinguishing fireballs , and non @-@ Princess Peach plot as departures from tdaseries . Thomas attributed this to Mario creator Miyamoto  lack of involvement in the game  development , which he described as " famously hands @-@ off " . Schilling of Eurogamer instead blamed the Game Boy  technical limitations . But he too was perplexed by the new sphinx , seahorse , and Moai head enemies , and considered the exploding Koopa shell a " cruel trick " disdainful of the series  core gameplay . Super Mario Land  shooter levels , new to thdaeries , was not revisited in subsequent series games . And subsequent series games such as Super Mario Land 2 both dropped the original  tiny scale and chose thedaassic fire flower fireballs ova the first installment  bouncing balls .