| |\ /| | | |___ __ __ _ | \/ | __ _ . __ | __ _ __| || || |/__\|/ | | __||/ || | | __||/ || | ____||__/|__||__ | | ||__|| ||__| |___ |__|| ||__| | | SUPER MARIO LAND FAQ/WALKTHROUGH Version 1.0 For the Nintendo Game Boy Author: Kurt z. ===================================================================== DISCLAIMER ===================================================================== THIS DOCUMENT IS (c)2002 Kurt z. THIS DOCUMENT IS FOR PRIVATE USE ONLY. YOU'RE NOT ALLOWED TO PLACE IT ON YOUR WEBSITE, LINK DIRECTLY TO IT, ALTER IT IN ANY WAY, PUBLISH IT IN BOOKS OR MAGAZINES, OR SELL IT FOR ANY PROFIT. YOU MAY PRINT IT AND GIVE IT TO WHOMEVER YOU WANT AS LONG AS YOU DON'T GET ANY CASH FOR IT. YOU CAN E-MAIL THE AUTHOR FOR QUESTIONS, COMMENTS, CORRECTIONS OR CONTRIBUTIONS AND YOU WILL BE GIVEN CREDIT FOR THEM AS LONG AS THEY'RE USEFUL AND PERTINENT TO THE DOCUMENT. THE E-MAIL ADDRESS IS THE FOLLOWING (REMOVE SPACES TO GET THE CORRECT ADDRESS): [email protected] ===================================================================== CONTENTS ===================================================================== 1. STORY 2. CONTROLS 3. GOODIES 4. ENEMIES 5. BONUS ROOMS 6. WALKTHROUGH 7. HARD MODE ===================================================================== 1. STORY ===================================================================== As in every Mario game, there's a princess to save. This time, her name is Daisy (but she looks exactly like Princess Toadstool and Princess Peach, so I guess it's always the same princess who's toying around with her name, trying to find the one she likes the best... poor Mario :p). She's the princess of the world of Sarasaland (hmmm... wasn't Toadstool/Peach princess of the Mushroom Kingdom? Something's REALLY wrong here...) and she's been kidnapped by Tatanga, the Mysterious Monster from Outer Space, who wants to marry her and to rule the world. Same ol' stuff. The world of Sarasaland consists of 4 kingdoms, named Birabuto, Muda, Easton, and Chai. No need to say, Mario has to visit them all in order to reach and defeat Tatanga, because he's not lazy enough to catch a plane and fly straight there, and because he wants to collect some good money along the way (hey, he's a man after all... :) ). And of course, since he's the hero, you have to control him, as he cannot be blamed for any mistakes he could make on the way there! ===================================================================== 2. CONTROLS ===================================================================== D-Pad: moves Mario. Press Down to duck (except small Mario) and to enter certain pipes (leads to bonus rooms). Press Left/Right while in mid-air to change direction. A button: - Jump (hold to jump higher). - Shoot missiles/torpedoes (hold for continuous fire). B button: - Hold to run. You can run over 1-block pits without falling. - Shoot fireballs. - Shoot missiles/torpedoes (one at a time). If you duck while running, you may be able to slide into narrow spaces (which can normally be accessed by small Mario). If you get stuck in one of these, repeatedly press A to get out. START button: Start/pause. START+SELECT+A+B: Resets the game ===================================================================== 3. GOODIES ===================================================================== "?" BLOCKS: hit them from below to uncover one of the following: coin, Super Mushroom, Fire Flower, Star, 1-Up Heart, multiple coins. BRICK: Super/Fire Mario can break them from below. They're worth 50 pts each, and they can sometimes release items. Many of them are multiple-coin bricks: hit them fast to gain as many coins as possible. You can get up to 20 coins from them. COINS: there are tons of them scattered throughout the game. They're found in open spaces, or inside "?" blocks. Every one is worth 100 pts, and 100 of them will give you a 1-UP. 1-UP HEART: not so rare. Do I have to tell you what's it for? ---[POWER-UPS]--- SUPER MUSHROOM: turns Mario into Super Mario. Found in "?" blocks, or in bricks. Super Mario can break bricks. He will turn into small Mario if he's hit. A Super Mushroom will give you 1000 pts. FIRE FLOWER: turns Super Mario into Fire Mario. Found in "?" blocks, or in bricks. If small Mario picks this up, he will turn into Super Mario. Fire Mario can shoot fireballs (press B to shoot). Fireballs are effective against many enemies, but they have a short range and will bounce against walls, floors and ceilings until they either find an open space or disappear. Fireballs can collect coins for you, so they're very useful to collect coins in unreachable places. If Fire Mario is hit, he will turn into Small Mario. A Fire Flower gives you 1000 pts. STAR: turns Mario into Invincible Mario. Found in "?" blocks, or in bricks. Invincible Mario can only die by falling into bottomless pits, and he can kill any enemy with a simple touch, provided it can be killed. Invincibility will last for 25 seconds before disappearing, and Mario will flash when he's under its effect. A Star gives you 1000 pts. ===================================================================== 4. ENEMIES ===================================================================== ---REGULAR ENEMIES--- BATADON: a flying stone statue. It will come from above. It can bounce over floors and platforms, and THROUGH platforms if you're standing on a platform and he's below. World: 3-1, 3-3 Defeat: jump/fireball(3) Pts: 800 BUNBUN: a bee that regularly stops to drop spears vertically. Some of them fly very high, but their spears are easily avoided. Some of them fly at ground level, so you'll have to jump to avoid them. World: 1-2 Defeat: jump/fireball Pts: 800 CHIBIBO: a small mushroom, slow and weak. World: 1-1, 1-2, (1,3), 2-1, 2-2, 4-1, 4-2 Defeat: jump/fireball Pts: 100 CHIKEN: this bird flies towards you and moves circularly to hit you if he missed with the direct attack. World: 4-3 Defeat: 1 missile Pts: 400 CHIKAKO (GLITTER): an armored, bright mine standing on your way up in the skies. Moves slightly up and down. World: 4-3 Defeat: 10 missiles Pts: 800 FLY: a fly (big surprise, huh?) that jumps back and forth. Easy but annoying, since it likes to lurk under platforms. World: 1-1 Defeat: jump/fireball(2) Pts: 400 GANCHAN: rocks falling from the sky. They bounce on the floor, so you can jump on them and take a free ride. This is sometimes necessary to cross spike floors. Invincible. World: 3-1, 3-3 Defeat: can't Pts: N/A GAO: a fire-spitting sphinx. Doesn't move, but can aim up or down, and even shoot behind itself. Annoying. World: (1-1), 1-3 Defeat: jump/fireball Pts: 800 GIRA: missiles shot by a cannon. The cannons always come out of pipes, and you can step on them to reach new heights. There are usually two or more cannons at a time, making things VERY frustrating (World 4-1 is the best example). World: 3-1, 3-2, 4-1, 4-2 Defeat: jump Pts: 400 GUNION: an octopus. Divides into two balls when hit enough. The balls come at you, but the octopus can't move. World: 2-3 Defeat: 3 torpedoes Pts: 800 HONEN: a fishbone that comes out of the water in a vertical movement. Too easy. World: 2-1, 2-3 Defeat: jump/1 torpedo Pts: 100 KUMO: a hairy spider that jumps around the same way as Flies. Disgusting and sometimes annoying, because it always shows up when you're making difficult jumps between narrow platforms. World: 3-2 Defeat: jump/fireball(2) Pts: 400 MEKABON: a slow robot that throws its head like a boomerang at intervals. If you stomp on the flying head, you'll gain 100 pts, but the robot will grow another one. Jump on the body to kill it. World: 2-2 Defeat: jump/fireball Pts: 400 NOKOBON: a turtle with a bomb on its back. If you stomp on it, the bomb will explode after two or three seconds. If you use the fireballs, the bomb won't explode. The most common enemy, you'll find it ANYWHERE (well, almost). World: 1-1, 1-2, 1-3, 2-1, 2-2, 3-1, 3-2, 3-3, 4-1, 4-2 Defeat: jump/fireball Pts:100 NYOLOLIN: a sitting snake that can spit fireballs in all directions, and through platforms too. Often dangerous, because it's usually sitting on platforms higher than the one you're on. World: 4-2 Defeat: jump/fireball(2) Pts: 800 PAKKUN FLOWER: the classic piranha plant comin' out of pipes. It won't come out if you're in contact with the pipe. World: 1-3, 2-1, 2-2, 3-1, 3-2, 4-1 Defeat: fireball Pts: 100 PIONPI: one of the most annoying enemies. It's a stupid, zombie-like, little Chinese man that jumps here and there, usually in groups of two or three and along with other enemies. If you stomp on him, he will give you points, but will regenerate in a few moments. Only fireballs can kill him. World: 4-1 Defeat: fireball(2) Pts: 800 POMPOM FLOWER: a big walking flower that periodically stops to spit a fireball vertically (this can pass through platforms). World: 4-2 Defeat: jump/fireball(2) Pts: 800 ROKETON: a plane that shoots cannonballs at you - even backwards if required. Not too dangerous, but comes in packs and along with other enemies, so you may get hit in the mess. World: 4-3 Defeat: 1 missile Pts: 400 SUU: a spider hanging from the cave ceiling. It comes down when you get close, but it's slow. World: 3-2 Defeat: jump/fireball(2) Pts: 400 TAMAO: an invincible bubble that does its best to shield Dragonzamasu. Invincible. World: 2-3 Defeat: can't Pts: N/A TOKOTOKO: a stone statue that moves quite fast and charges you while you're still trying to see it. Dangerous. World: 3-1, 3-3 Defeat: jump/fireball Pts: 400 TORION: a fish that always attacks in groups of three elements. They swim towards you, and if you don't kill them, they'll come back for a second try. World: 2-3 Defeat: 1 torpedo Pts: 100 UPSIDE-DOWN (HEADSTAND) PAKKUN: a piranha flower comin' out of upside-down pipes. It will come out even if you're standing just below the pipe. Very annoying and very dangerous. World: 4-1, 4-2 Defeat: fireball Pts: 400 YURARIN: a seahorse. World: 2-3 Defeat: 2 torpedoes Pts: 400 YURARIN BOO: a BIG seahorse that comes out of the water or underwater pits, spitting fireballs. Quite annoying because of its shooting angle. Can't be defeated with fireballs. World: 2-1, 2-2, 2-3 Defeat: jump/2 torpedoes Pts: 400 ()= Hard Mode only ---BOSSES--- KING TOTOMESU: boss of Birabuto kingdom. A giant sphinx that jumps up and down while spitting fire. World: 1-3 Defeat: fireball(5) Pts: 5000 DRAGONZAMASU: boss of Muda kingdom. Protected by Tamao. Swims up and down while spitting fire. World: 2-3 Defeat: 20 torpedoes Pts: 5000 HIYOLHOI: boss of Easton kingdom. A former Tokotoko with legs. Throws Ganchans. World: 3-3 Defeat: fireballs (10) Pts: 5000 BIOKINTON: boss of Chai kingdom. Always hidden within a cloud, nobody has ever seen it. Flies around and sends Chickens at you. World: 4-3 Defeat: 20 missiles Pts: 5000 TATANGA: flies around in its war spaceship, Pagosu. Fires rocks. World: 4-3 Defeat: 25 missiles Pts: 5000 ===================================================================== 5. BONUS ROOMS ===================================================================== There are 10 different types of bonus rooms in the game, which can be found by entering certain pipes. They are represented below, in the order in which they appear in the game. Note that the diagrams are not to scale. Anything peculiar will be detailed in the walkthrough. x = coin b = brick - = platform or metal block ^ = spike E = exit 1) 18 coins (A) ___________________ | | | | | | | | | xxxxxx | | xxxxxx | | xxxxxx | | ________ | | | | _| |_______|________|____|E| 2) 21 coins ____________________ | | | | | | | | x x x x x x _| | | _______________|E| | | | | |_ | | | x x x x x x | | |_______________ | | x x x x x x x x x | |_______________________| 3) 18 coins (B) ___________________ | | _| | | x x x x |E| | |--b-b-b- -------| | | | | | x x x x x x x | | | -b-b----b-------| | | | | | x x x x x x x | | ---b-b-b-b-b-b-b | |_______________________| 4) 33 coins __________________ | | | b b | | b b | | b b | | b xxxxxx b | | b xxxxxx b | | b xxxxxx b | | b xxxxxx b xx| | bbbbbbbbbb xx| | x x x x x _| |____________________|E| 5) 77 coins _________________ | |xxxxxxxxxxxxxxxxx| | |xxxxxxxxxxxxxxxxx| | | xxxxxxxxxxxxxxx | | --b------------- | | | | | b | | b-xxxxx-b _| | b- |xxxxxxb |E| | ___|xxxxxxbb---| |_______|___|xxxxxxxxxxx| 6) 20 coins _____________________ | | _| | | x x x x x |E| | | --------------bb| | | x x x x x x | | | -------- - - - --- | | | | | | | | -(inv) (inv)-| | x x x x x x x x x | |__________________________| ***NOTE: there are two such rooms in the game. The first one has an invisible metal square by the right wall, while the second has one right below the first hole in the middle platform*** 7) 15 coins _____________________ | | | | | ____|E| | xxx| | xxx| | b - xxx| | --b-b--| |xxx| | | |xxx| | ^^^^^^^^|bbb| |__________________________| 8) 129 coins ______________________ | xxxxxxxxxxxxxxxxxx | | xxxxxxxxxxxxxxxxxx | | xxxxxxxxxxxxxxxxxx | | xxxxxxxxxxxxxxxxxx | |xbbbbbbbbbbbxbbbbbbbbbbbbb| | xxxxxxxxxxxxxxxxxx | | xxxxxxxxxxxxxxxxxx | | xxxxxxxxxxxxxxxxxx | |bbbbbbbbbbbxbbbbbbbbbbbbb?| |________________________|E| 9) 44 coins _______________________ | | | | | _| | | ___|E| | | | | |xxxxxxxxxxx| | | |xxxxxxxxxxx|___ | | |xxxxxxxxxxx| | | |xxxxxxxxxxx| ___| | |___________| | |__________________________| ***NOTE: press Right on the D-Pad while falling into the room, or you won't be able to collect all the coins, not even with a fireball*** 10) 251 coins xxx_______________________ |1 16 coins 1 1| |4 2 2| | | |c c c| |o o o| |i i i| |n n n| |s s s| | _| |________________________|E| ***NOTE: this room contains 16 columns of 14 coins (or 14 rows of 16 coins), plus 27 more coins*** ===================================================================== 6. WALKTHROUGH ===================================================================== ---PREFACE--- Well, there are some things that should be clear to fully enjoy the game, so I will list them here. 1) You always have 400 seconds to complete a level. If you die, you'll restart from a checkpoint (there are several of them in every level, although they're not explicitely signaled). Every time you lose a life, the timer will be reset. If you run out of time, you'll lose a life. When you restart from the checkpoint, no enemies will be near you. 2) Always try to enter pipes by crouching over them. Every level except for World 1-2, 2-3, and 4-3, has 2 bonus rooms somewhere. 3) When you get out of a pipe, you'll be where you were when you entered. Unlike Super Mario Bros., the bonus rooms here are not shortcuts. Also, when you get out of a pipe, every enemy outside will be gone. 4) Kill as many enemies as you can and break as many bricks as possible. 100000 points will earn you a continue. 4) At the end of each level, you'll get "remaining time x 10" points. 6) At the end of each level you'll find two exits: the lower one is easily accessible, but the higher one gets harder and harder to reach as you progress through the game. However, the higher exit always leads to a bonus game. It looks like this: --------------------- M x1 ----------=---------- = x2 ----------=---------- FF --------------------- x3 --------------------- M is Mario. The = represent a ladder. x1 is 1-Up, x2 is 2-Up, x3 is 3-Up, and FF is a Fire Flower. The ladder and Mario will be rapidly flashing onscreen, and you'll have to press A or B to stop them. At that point, Mario will proceed forward, climbing the ladder up or down if it's in his way, and eventually reach a prize. In the case shown above, Mario would climb down the ladder to reach 2 extra lives. A bad sound effect will be played if Fire Mario receives the Fire Flower, meaning you won nothing, and even if you get it as small or Super Mario, the Flower obtained in the Bonus Stage will never give you any points. 7) You'll ALWAYS play the Bonus Stage after you beat a boss (except for Biokinton and, of course, Tatanga). 8) There are some invisible platforms, elevators and metal blocks that can lead you to areas filled with coins. You must hit an invisible block or elevator from below in order to step on it. Plus, there are some interesting areas that can only be reached by small Mario. 9) There are mushroom-shaped platforms in some worlds. These platforms will fall when you step on them, so be fast if you have to use them as a bridge. 10) In some worlds there are stone blocks and stalactites that will fall down on you if you hesitate. They will tremble and fall as soon as you get close, so you may want to bait them and wait for them to fall before going on. 11) World 2-3 and World 4-3 automatically scroll to the right. If you get stuck between the left edge of the screen and a wall, you'll lose a life. 12) Some coins just cannot be reached by Mario. You must use a fireball in order to get them. 13) Hold down the A button in World 2-3 and 4-3. This will allow you to shoot continuously. Even if you press B repeatedly, you won't be able to fire more than three torpedoes/missiles in a row. 14) Try to stomp on many enemies without landing. This will increase the amount of points you'll receive. These hints should be enough to play the game on your own. Use the walkthrough only if you're looking for secrets, because the game is very easy and short (actually, this is how EVERY walkthrough should be used). Now, let's get started! ________ ___/BIRABUTO\________________________________________________________ --------------------------------------------------------------------- WORLD 1-1 Jump to get the coin from the block. Kill the Chibibo and get the mushroom. The next block has a coin. You can enter the next pipe to find an 18-coins Bonus Room. When you're done, go on and get the next coin. The next three blocks are all coins. Beat the Chibibos there. Then comes a line of 6 bricks. The block below has a coin, and the fourth brick from the left hides a 1-Up. Grab the seven floating coins. Then you'll find a power-up above three bricks. Then a coin, a Nokobon, and 8 coins in the blocks. Jump past the chasm and enter the pipe, where you'll find a 21-coins Bonus Room. Get out. A Fly is guarding a coin block. The next block holds a Star, and then just coins and Chicobos until the two Flies. Then a chasm, and three bricks - the third from the left is a multiple-coin brick. The following coins can be gotten with a small Mario or a fireball. There are 5 coins along the wall. Use the three moving platforms to reach an easy Bonus Game. WORLD 1-2 This level is a neverending series of jumps. Grab the first coins, and a power-up in the block. Go on, and on the third platform you'll meet your first Bunbun. There's another before a coin block. Then a series of Nokobons and coins. The three coins floating above the pit may be a bit tricky to get without a fireball. When you reach the row of blocks and bricks where the Nokobon is walking, drop down the small hole to a block with a coin, then go to the left edge of this platform and jump to uncover an invisible 1-Up. Then you'll find some floating moving platforms and some Bunbuns, along with coins. The block above the steps with the two Chicobos holds a power-up. More floating platforms, then another 1-Up in the row of blocks and bricks. Then it's a mere series of jumps to the end. To reach the high exit, you'll have to step on two mushroom blocks, so be quick or it will be lost. WORLD 1-3 Jump along the wall to reveal a secret elevator. It will lead you to 28 coins. If you choose the lower path, grab the three coins from the blocks, then go ahead and expect many Pakkun Flowers, and two falling blocks above the second pipe past the pit. The last pipe before the second pit can be entered for a 21-coins Bonus Room. The second-to- last brick in the bottom row has multiple coins, and the second in the second row has a power-up. Once out, go past the following four pipes (and two Pakkuns). Watch out for the falling blocks above the blocks before you take the coins. Kill the Gao who's just after the following blocks. If you have a big Mario, break the second brick and jump through the gap to uncover another elevator. This is the only way to the second Bonus Room, which holds 33 coins and a 1-Up in the highest brick of the right column. After the steps there's an interesting choice. The three coins in the middle passage can be gotten with a small Mario or a fireball, but a small Mario can also take the lower passage to reach 38 coins and a power-up. You can get hit by the Nokobon to be able to go down there. Whatever you do, watch out for the falling blocks above the next set of steps. After the next pit you'll find two rows of 8 bricks each, and the top one has a Fire Flower in one of the bricks. Jump straight past the mushroom blocks and be prepared to fight two more Gaos before you reach King Totomesu. -----BOSS: KING TOTOMESU--------------------------------------------- He jumps up and down, spitting one fireball while on the ground and one while in the air. Take some distance if you want to use the fireballs. If you don't have them, run under him when he jumps if you're small Mario, and jump past him if you're Super Mario. Step on the switch to kill him. --------------------------------------------------------------------- After the Boss, be in for a little surprise... Then, play the Bonus Game and go on to the next kingdom. ____ ___/MUDA\____________________________________________________________ --------------------------------------------------------------------- WORLD 2-1 Yow! This level has LOTS of fish! Too bad they're always between you and the next platform. Oh yeah, you'll have to make lotsa jumps, too. Go ahead and get two coins from the blocks. Kill the first Torions. See that small platform below the high one with the three coins? If you go down there and jump, you'll find a no-more invisible power-up. Then there's a LOOOOOOOOONG series of jumps, Torions, and floating platforms. The first pipe has the first Bonus Room, which contains 77 coins and a power-up in one of the bricks. Get out and you'll find another power-up in the block, along with 5 coins. Next is a quite crowded bridge, so don't try to run unless you don't like your current number of lives. After more jumps and enemies, there are two blocks, and the last one has a Star. Then there's an almost endless series of Torions and Yurarin Boos before the second Bonus Pipe, which is also home to a Pakkun Flower. The Bonus Room has 20 coins. The first block after the pipe holds as many coins as you can get, and the following blocks have a power-up for you. Next you'll have to cross an even more dangerous bridge, heavily guarded by Yurarin Boos. Eventually you'll reach a floating platform. The upper block of the two-block column hides a 1-Up which will fall between the 9 coins unless you break the bricks before. Use the floating platform and the (aaargh!) mushroom blocks to reach the high exit. WORLD 2-2 Take some steps ahead and you'll be greeted by a Mekabon. Run to cross the small pits, and get the power-up from the block. The next block has a coin. Kill Chicobo and Nokobon and enter the pipe for 77 coins. The rightmost of the first four bricks has multiple coins. Going on, you'll come to two floating platforms and a nice column of 8 coins. Now you have multiple choices: you can take the upper path and find some Mekabons and three rows of 16 bricks. The last brick of the first row has a Star, and the last of the second row has a power- up. BUT, if you are small Mario (and if you're not, take a hit from the Nokobon), jump on the platform and fall down its edge to land on an invisible platform and gain access to the lower passage, which has more coins, but is boring - and a bit dangerous, too. Now just go on until you come to two pipes - the second has a Bonus Room which holds 20 coins and a multiple-coin brick below the exit pipe. Then go on until you reach the exit. If you miss the high one, try to go back on the floating platform using the three mushroom blocks. WORLD 2-3 This level is very straightforward, so you don't really need a walkthrough. Try to break as many bricks as possible for power-ups and 1-Ups. When you find two walls, the lower one is usually the one with the item, but that's not a rule. Stay on the left all the time and keep holding the A button. Try not to shoot the Gunions, because their balls are annoying at times, especially between brick walls. There's a nice stock of coins near the end, for a total 62 coins and a funny writing (well... the idea is funny, I guess). There's a power-up in the wall just before the Boss. -----BOSS: DRAGONZAMASU---------------------------------------------- This is waaaaaaaaaaayyyyyyy too easy, even for such an easy game. Tamao is easily avoided, and if you stay low the fireballs can't hit you. Shoot non-stop, or just destroy the bricks and reach the switch if you want to spoil all the fun (hey, isn't that sound the Bosses make funny? It makes them look like sheep! Weird! BTW, it sounds a LOT like the FX you hear when you lose at Tetris on the Game Boy). --------------------------------------------------------------------- ______ ___/EASTON\__________________________________________________________ --------------------------------------------------------------------- WORLD 3-1 The block above the first pipe has a coin. As soon as you reach it, the first Batadon will start to fly towards you. Watch its movements carefully before you do anything - they're tricky at times. Above the next pipe are 2 coins, and a power-up is hidden in the last among the following bricks. Jump past the mushroom platforms and enter the next pipe for a 15-coins Bonus Room. Outside, grab the coins in the blocks above the pipes, and watch out for the Giras coming out of the second pipe. The next block has multiple coins. Go ahead and be prepared for another Batadon and a Nokobon. Then, use the three floating platforms to reach the other end of the pit, where a Pakkun Flower is waiting for you in the pipe. The following 8 coins can be only gotten with fireballs, while you can take the next 8 and make it out alive by pressing B and -> while you're falling. After the two pipes (Pakkun- Gira), you will meet two Nokobons, and you'll also be charged by a Tokotoko, which can be pretty dangerous if you don't know it's there. Another one will come down at you from the platforms above, where a coin is waiting inside the block. Look out for another Batadon, and get the three coins. Then you'll come to another platform set like this: the block has a coin, but there's an invisible 1-Up in a block you'll find by jumping when you're on the second platform. Then, kill the Batadon and the Nokobon, grab the 3 coins, and use the three floating platforms (the first and the third go left and right, while the second moves up and down). The power-up in the block by the next pipe may be a bit hard to get if it's a mushroom, due to the odd rhythm of the Giras. Next, follow the high path if you don't want to meet two fast Tokotokos on the ground. Kill the Batadon after the pipe, go ahead, and enter the next pipe, where you'll find 129 coins, 31 bricks, and yet another coin in the block. Next, you'll have to wait for Ganchans to fall down from nowhere and jump on them to get a free ride. If you're big Mario and a platform is blocking your way, jump on it and wait for another Ganchan - but it won't be a problem if you're small. Stay on the last Ganchan to reach the high exit. WORLD 3-2 This stage may be a bit difficult at first. From the start, go on and past the three pipes, where a Suu is waiting. Bait it, and jump on it. Kill the Nokobon and get the coins from the blocks, then go over the rightmost block of the high row. Stay on the right and jump to find a secret block, which will get you past 4 Suus, a Nokobon, and a Pakkun Flower, and will lead you to 4 coins and a Pakkun. Back on the lower level, go right and wait for the Kumo to come. Kill it, then get the coins and the power-up. Now you'll have to jump on the narrow platform if you want to avoid the Suu - or just try to run past it if you think you're going to fall. Go ahead until you reach another row of blocks and bricks. Kill the Nokobon. If you're big, destroy the middle brick and jump between the blocks for an elevator leading to the pipe, where you'll find 129 coins and a power-up. The next jump is tricky: on the narrow platform, a stalactite will fall on you, so be quick. It's not that easy. After that, it's just a series of jumps and spiders. The block before the pipe has a power-up. After more enemies, you'll have to use the Ganchans again. You can enter the next pipe for a 15-coins Bonus Room, which hides a multiple-coin brick. After some frustrating mushroom platforms, you'll finally reach the exit. WORLD 3-3 Soon after the start, you'll find 5 floating platforms, three of which moving diagonally (new!). If you get the pattern of the Pakkun in the pipe, you can use the mushroom platforms to enter the pipe and find 129 coins and a power-up. Next, you'll have to choose the high or the low path. The high one has 6 coins, a Nokobon, and a 1-Up in one of the 10 bricks. The low path has two Kumos and 4 coins. After 6 more floating platforms, you'll reach the second Bonus Pipe. The room inside holds 15 coins and a multiple-coin brick. An invisible block will help you reach the platform above the pipe. The next step is tricky: wait for the first floating platform to move right, then jump on it, and jump on the small platform as soon as you can. Repeat with the following platform. Go on, kill the statues, and get the power-up from the first block. Watch out for the Ganchan. After some more of the same, you'll meet the Boss. -----BOSS: HIYOLHOI-------------------------------------------------- He's probably the hardest Boss in the game. If you're small, you'll have to time his movements perfectly, so that you can jump from Ganchan to Ganchan and to the switch. It's not easy to use the fireballs, because he will throw the rocks right where you're standing. Run back and forth, shooting one fireball at a time, until he's gone. --------------------------------------------------------------------- ____ ___/CHAI\____________________________________________________________ --------------------------------------------------------------------- WORLD 4-1 Wow! A new tune at last! Seems we're in China or something. Go down the first pipe and hold -> if you want to get all 44 coins. Outside, the first brick above the high pipe has a power-up, and soon afterwards you'll find the first Headstand Pakkun. After the first pit, you'll meet the first Pionpi. They can be a pain if there's more than one, so have the fireballs ready if you have them - if not, jump on the platforms and run past them. There's another Pionpi after the next pit. The high block you'll find after that has multiple coins. Go on and past two other pits, and take the power-up inside the second block near the pipe. You'll meet more Pionpis. Then, you'll come to many pipes, containing Pakkun Flowers or Giras. After two floating platforms, there's a pretty frustrating series of normal and reverse Pakkuns and Giras. The last brick of the first row has multiple coins, the last of the second row holds a power-up, and the last of the third row has again multiple coins, and a falling block above it. After the floating and the mushroom platforms, there's again a lot of pipes, with a Gira and a Pionpi. The high block after them has a power-up. When on the next floating platform, jump along the metal wall to uncover an invisible 1-Up. Go down the next pipe to clear the way and find 44 more coins. Then you'll meet 3 Pionpis and a terrible series of Giras before the exit, which you'll have to reach with some care. WORLD 4-2 The first of the second series of blocks holds a power-up, but watch out for the Pompom Flower below. Enter the next pipe for 251 coins, which you can fully collect only with fireballs. Go ahead until the first Nyololin. If you can, break the bricks to access the blocks in the high path (there's a power-up there) - otherwise you'll have to avoid many Pakkuns. Repeat at the second fork in the path. One of the next blocks has a 1-Up. Now comes the hard part. From now on and for quite a while, you'll find blocks with fireballs spinning around them. Fortunately, the block after the first pit has a Star, and another block holds a power-up. The first pipe after the power-up can be entered for another 251-coins room. After the spinning fireballs, it's only a short way to the end. Quickly jump from one mushroom platform to the other, and run to reach the exit. WORLD 4-3 This is it! The final stage! Luckily, it's very easy. The very first brick has a Mushroom. When you reach the area with the Chikakos, the first brick holds a 1-Up, and in the brick before the walls there's another Mushroom. You'll reach a closed room with 99 coins, and two bricks which you must break to go on. Now, stay on the right so you won't get stuck. The highest block in the next wall has a Mushroom. Then you'll find another spinning fireball and two upside-down pipes. Watch out for the hands coming out of them. Destroy the bricks and enter the Boss room. -----BOSS: BIOKINTON------------------------------------------------- He's very easy. Avoid his first attack, then just pump him full of lead until it's gone. --------------------------------------------------------------------- After Biokinton is defeated, Tatanga will come out of the floor and the final battle will begin. -----FINAL BOSS: TATANGA--------------------------------------------- The spaceship Pagosu will move within the right half of the screen. It will fire big rocks that will split into three and come at you. The middle one can't be destroyed, but the other two can. Just hold A and move up and down - this way, some of your missiles will hit Tatanga. After 25 hits, he will be defeated. --------------------------------------------------------------------- The game is over! Enjoy the ending sequence, and start over the adventure to prove yourself a true Super Mario Land master! ===================================================================== 7. HARD MODE ===================================================================== After you've finished the game, if you press any button while the words THE END are displayed, you'll be back at the starting screen. The mushroom cursor left of the word START will have turned into a Mario cursor, meaning that you can now play Hard Mode. This is a harder version of Super Mario Land (this is similar to what happened in Super Mario Bros. after finishing it a first time). Here are the differences with the normal game: - A LOT more monsters, especially Nokobons, which are EVERYWHERE. - You'll find monsters in levels they weren't in before (e.g., Gao in World 1-1). - Dragonzamasu is protected by 2 Tamaos. - More falling ceilings and stalactites. - More rotating balls in World 4-2. - Basically, many more points and MUCH more fun! If you complete the Hard Mode, you'll be able to select the starting level for your next game at the Start screen. However, keep in mind that everything will be reset when you turn off the Game Boy.