Wario Land: Super Mario Land 3

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Wario Land: Super Mario Land 3
WarioLandBoxArt.jpg
For alternate box art, see the game's gallery.
Developer Nintendo R&D 1
Publisher Nintendo
Platform(s) Game Boy, Virtual Console (Nintendo 3DS)
Release date Game Boy:
Japan January 21, 1994
USA February 1994[1]
Europe May 13, 1994
Virtual Console (3DS):
Japan December 14, 2011
Europe February 16, 2012
Australia February 16, 2012
USA July 26, 2012
South Korea May 18, 2016
Language(s) English (United States)
日本語
Genre 2D Platformer
Rating(s) Original release:
ESRB:E - Everyone
PEGI:3 - Three years and older
CERO:A - All ages
ACB:G - General
USK:0 - All ages
VC release:
ACB:PG - Parental Guidance
Mode(s) Single-player
Media
Game Boy:
Game Pak
Nintendo 3DS:
Digital download
Input
Game Boy:
Nintendo 3DS:
This article is about the game. For the microgame, see Wario Land (WarioWare: Smooth Moves).

Wario Land: Super Mario Land 3 is a game released for the Game Boy in 1994 and rereleased for the Nintendo 3DS's Virtual Console in 2011. It is a direct sequel to Super Mario Land 2: 6 Golden Coins, being set apart from the that game and its predecessor, Super Mario Land, in that it does not star Mario, but instead stars Mario's rival, Wario. Despite the gameplay being similar to the Super Mario series, this is the first installment in the Wario Land series. Mario makes a cameo at the end of this game by retrieving the stolen statue of Princess Toadstool from Captain Syrup.

Plot[edit]

Desiring to replace or restore the castle he lost to his rival in Super Mario Land 2: 6 Golden Coins, Wario sets out to steal a golden statue of Princess Toadstool from the Brown Sugar Pirates and Captain Syrup, which he then intends to ransom for the money to buy his own castle. Along the way, he collects or steals any other coins and treasures he finds or knocks out of enemies. The game is spent by navigating a number of levels to reclaim his lost treasures, and has a significant level of re-playability due to the branched path that many of the levels take. In the end, Captain Syrup (revealed to be female, which was hidden in the instruction manual) is defeated while Wario ultimately gets anything from a birdhouse to an actual planet or moon for himself based on the amount of treasure collected as compensation for failing to steal the statue (due to Mario retrieving it by airlifting it).

Endings[edit]

Wario Land: Super Mario Land 3 introduces a new mechanic where the ending is determined by the amount of coins that Wario has collected in the game. The more coins and treasures he collects, the better his new home will be. If Wario does not complete the game with the best ending, the player will be urged to "Please retry!" after the credits, and any levels with missing treasures will be marked flashing on the map.

Image Requirements
The "planetoid" ending of Wario Land: Super Mario Land 3
Planetoid
6 Money Bags

Requirements: 99,999 total coins, all 15 treasures and 40 courses cleared

The "castle" ending of Wario Land: Super Mario Land 3
Castle
5 Money Bags

Requirements: 90,008 - 99,999 total coins

The "pagoda" ending of Wario Land: Super Mario Land 3
Pagoda
4 Money Bags

Requirements: 70,008 - 90,007 total coins

The "log cabin" ending of Wario Land: Super Mario Land 3
Log cabin
3 Money Bags

Requirements: 40,008 - 70,007 total coins

The "tree trunk" ending of Wario Land: Super Mario Land 3
Tree trunk
2 Money Bags

Requirements: 10,072 - 40,007 total coins

The "birdhouse" ending of Wario Land: Super Mario Land 3
Birdhouse
1 Money Bag

Requirements: 300 - 10,071 total coins

Gameplay[edit]

Title screen.
The title screen of the game.
Mt. Teapot, Course 7
Wario jumps in and out of a body of water while avoiding some common enemies: a Watch and a Pinwheel.

Wario Land: Super Mario Land 3 is a 2D platforming game. It is divided into seven worlds, which each are divided into multiple courses. In most courses Wario has to trade in ten of his coins for one big 10 Gold Coin to open the door to the next course. Once the player completes a course, the next course will become available, and so on. The game also allows players to revisit levels that have already been completed.

It has several mechanics that are similar to the Super Mario games such as the transformation system. Wario can also touch enemies as long as they do not have any hazards equipped, so he can stun or defeat them by performing a Body Slam, ground pound, touching soft-spots, or tossing at others.

Transformations[edit]

One of the main features in Wario Land: Super Mario Land 3 is the various transformations that Wario can go through by collecting a Power Up Pot. These special powers can at times help Wario overcome obstacles and defeat tough enemies; however, if Wario takes damage when in any of the first three transformations, he will transform into Small Wario, who dies instantly upon taking damage.

Artwork of Bull Wario for Wario Land: Super Mario Land 3 Bull Wario - Wario can transform into Bull Wario by obtaining a Bull Pot or a Garlic Pot (in normal form). In this form, Wario can destroy his enemies and blocks much easier. Wario can also create a shock wave by crashing into the ground with his weight, and stick to the ceiling.
Artwork of Dragon Wario for Wario Land: Super Mario Land 3 Dragon Wario - Wario transforms into Dragon Wario by obtaining a Dragon Pot. Upon obtaining the power-up, he wears a dragon-like helmet on his head, which allows him to momentarily spew fire from it. The fire works underwater as well, though instead of fire, the helmet shoots arrow-like projectiles. Unlike other forms, Wario cannot perform a Body Slam when wearing the hat.
Artwork of Jet Wario, as seen in Wario Land: Super Mario Land 3. Jet Wario - By obtaining a Jet Pot, Wario wears a plane-like helmet on his head, which allows him to glide for a while. He gradually descends until touching the ground, in which he can start walking again. Wario also walks more quickly and jumps higher with this item.
Tiny Wario Small Wario - Wario transforms into Small Wario if damaged. He is then not able to Body Slam, and taking more damage results in loss of a life (similar to Small Mario). Small Wario can transform back into regular Wario by finding a Garlic Pot or by completing a level. He can transform directly to Bull, Dragon, or Jet Wario by finding the applicable pot.

Worlds[edit]

An overview of the Island

Enemies[edit]

Image Name Description First appearance Last appearance
Sprite of a Batto Shuruken Batto Shuruken A hawk-like statue resembling a Mask Gate, which shoots Kōmori Missiles. Course No.37 Course No.40
Sprite of a Bee Fly Bee Fly A bashful insect that flees from Wario whenever he gets too close. Course No.26 Course No.27
A strange-looking boulder Big A large round fruit that falls from above and rolls towards the player. Course No.26
A fireball sprite. Fiery objects that emerge from lava like Podoboos do. Course No.21 Course No.25
Sprite of a Bucket Head Bucket Head An ill-tempered snowman that spits out icy flakes at Wario, in an attempt to hurt him. Course No.14 Course No.19
The sprite of Chicken Duck Chicken Duck A non-aggressive creature that, when an enemy is thrown at it, will fly away while dropping large coins. Course No.12 Course No.38
Sprite of a D.D. D.D. A sailor-costumed duck that hurls boomerangs at Wario. Course No.02 Course No.39
A Demon Bat's sprite Demon Bat A bat enemy which swoops towards Wario in an attempt to damage him with its pointy tail. Course No.04 Course No.23
Sprite of a Dropper Dropper A spiky enemy that clings to the ceiling and falls when Wario gets below. It is only dangerous when falling. Course No.02 Course No.38
Floater's sprite Floater Although not considered an enemy, it can carry Wario across large chasms. Course No.11 Course No.17
Sprite of a Gaugau Gaugau A thug animal that hurls knives at the player. Course No.03 Course No.29
A Goboten's sprite Goboten A seal enemy that carries a harpoon while swimming underwater. Course No.17 Course No.28
A Guragura's sprite, along with the sprite of a mace Guragura A mole that spins a flail. Course No.01 Course No.40
Harisu's sprite Harisu A hedgehog enemy with retracting quills. Course No.15 Course No.19
A Helmut's sprite Helmut An underwater jellyfish with a spiny head. It is vulnerable from the bottom. Course No.02 Course No.27
Sprite of a Konotako Konotako A flying bomb that sticks to Wario and detonates after a few moments. Course No.09
Sprite of a Kōmori Missile Kōmori Missile An incandescent projectile, in an appearance similar to those of Podoboos, shot by a Batto Shuruken. Course No.37 Course No.40
Sprite of a Maizō. Maizō A money loving crustacean who will flee if forced from under the sand. Course No.06
Muncher Muncher Invulnerable carnivorous plants that stick to the ground and wait for some prey. Course No.01
Paidan's sprite Paidan A Hoopster-mannered arachnid that clambers ropes and ladders. Course No.30
A Pecan's sprite Pecan A swimming pirate pelican that spits mines which explode after a short time. Course No.08 Course No.19
Penkoon's sprite Penkoon A robust penguin-raccoon like pirate that rolls small dangerous boulders at the player. Course No.05 Course No.39
The sprite of a Pikkarikun Pikkarikun A thundercloud entity whose only attack method is dropping electric bolts. Course No.17 Course No.36
A Pinwheel's sprite Pinwheel A seahorse that curls and spins whenever Wario touches it. It possesses an array of sharp blades, found on its back. Course No.07 Course No.34
Muncher sprite Piranha Plant Much like Munchers, they are rooted in the ground and continuously crunch thin air. They can instantly defeat Wario upon contact. Course No.26 Course No.37
Sprite of a Pirate Goom Pirate Goom A spear-holding enemy. Unlike the Wanderin' Goom, it might harm the player using his weapon. Course No.01 Course No.40
Pouncer's sprite Pouncer A stone creature whose behavior and appearance resembles that of a Thwomp, as it usually plummets from up above and attempts to squish the protagonist, as well as other wandering beings, although they also travel along preset paths. Course No.02
Sprites of a vertical Skewer and a horizontal one Skewer Perilous underwater threats for Wario; some are vertical and spiky, some are horizontal and not prickly. Course No.19
Sprite of a Sparky. Sparky A spiked ball that travels along walls. Course No.05
Sprite of a spiked ball Spiked ball Large prickly balls that plummet from the thickets of Parsley Woods. Course No.31 Course No.37
Sprite of a Togemaru Togemaru A bouncing spiked creature with a soft underbelly. Course No.02
A Ukiwani's sprite Ukiwani A disinterested-looking crocodilian that floats at the surface of water. It leaps and munches Wario whenever he gets above it. Course No.29
Sprite of a Wanderin' Goom. Wanderin' Goom A tiny and meek enemy that wanders around and cannot harm Wario. Course No.01 Course No.38
The sprite of a Watch Watch A rash bird that swoops down to Wario. Course No.07 Course No.39
A White puff's sprite. White puff A puffy creature that inflates itself whenever Wario makes contact with it. Course No.02
Knight Knight A knight duck who guards the door to the final room. Course No.40
Sprite of a Yadorā Yadorā A hermit crab that possesses a prickly shell. It points one of its claws in the direction it walks. Course No.03 Course No.19
Sprite of a Yarikuri Obake Yarikuri Obake The ghost of a Pirate Goom. Course No.12 Course No.36

Bosses[edit]

Each world has a boss that Wario must defeat at the end. Here is a listing of the bosses in order, and which world they correspond to. Wario will not be able to fight bosses again once they are beaten.

Image Name World Description
The Spiked Koopa's sprite from Wario Land: Super Mario Land 3. Spiked Koopa Rice Beach The Spiked Koopa is a Hammer Bro-like enemy protected by spiky armor. In his fight with Wario, he employs a three-pronged attack of striking from land, air, and underground. His shell makes him invulnerable to ground pounds and fire. However, he can be rammed into, exposing his soft belly. After three hits to his vulnerable underside, he is defeated.
Sprite of the Minotaur. Minotaur Mt. Teapot The Minotaur is immune to head stomps and ground pounds, due to his horns and thick hide. He attempts to destroy Wario by picking him up and throwing him into the lava below their battleground. To defeat him, Wario has to throw him into the lava instead.
Sprite of the Penguin. Penguin Sherbet Land The Penguin is a large and bulky foe that wields two vicious spiked boxing gloves, which he uses to punch Wario. He is immune to ground pounds and fire, but Wario can hurt him by hitting his head. He then dons a spiked helmet, but Wario can simply knock it off with a slam and then attack the penguin.
Sprite of the Devil's Head. Devil's Head Stove Canyon The Devil's Head is a giant floating head whose fighting style revolves around breaking blocks with his tongue, trying to get Wario to fall into a chasm, and spitting rocks. The Devil's Head is immune to fire, coins, and ground pounds, but the rubble from his attacks that are left behind must be picked up by Wario and thrown at him to defeat him.
BoboWL1.png Bobo SS Tea Cup Bobo is a giant bird that sends out two Watches to attack Wario. He must jump on top of a Watch and toss it at Bobo three times before Bobo is defeated. Alternatively, Bobo can also be harmed by Dragon Wario's fire attack.
Giantghostwl.png Ghost Parsley Woods The ghost can paralyze Wario by touching him, and is immune to head stomps, coins, and fire. The ghost also turns invisible and drops coins that transform into Yarikuri Obake to attack Wario. Wario can defeat the ghost by tossing his Yarikuri Obake minions at him.
Sprite of Genie Genie Syrup Castle The Genie produces fireballs that chase Wario around. However, Wario can toss the Genie's magic lamp so that it lands upright, producing a small cloud. Wario can ride this cloud and leap from it to pounce on the Genie's head. The cloud then turns into a miniature version of the Genie that blasts lightning bolts, but the mini-Genie is easily destroyed. After enough hits on the head, the Genie is defeated.

Reception[edit]

Although it did not sell as well as its Super Mario Land predecessors, the game received mostly favorable reviews. The game placed 71st in the 100th issue of Nintendo Power's "100 best Nintendo games of all time" in 1997.[2]

Reviews
Release Reviewer, Publication Score Comment
Nintendo 3DS Corbie Dillard, Nintendo Life 9/10 "It would be quite easy to make a case for either Super Mario Land 2: 6 Golden Coins or Wario Land as the original Game Boy system's best platforming experience, but given how different the two titles are it almost seems unfair to compare them directly. With Wario Land, Nintendo completely reinvented its portable platformer and gave its greedy new character his own game, instead of merely plopping him down into the middle of another standard Super Mario Land presentation. A wealth of new gameplay features combined with a unique visual and musical style make this title stand on its own, and at £3.60 on the Virtual Console it gives old and new fans of the previous Super Mario Land releases a fresh spin on the series. If you want to experience some of the best platforming the Game Boy system has to offer, you needn't look any further than this release."
Nintendo 3DS Travis Fahs, IGN 7.9/10 "The fact is, Wario Land never works completely. It is a very easy game that hasn't quite found its direction, and yet it packs the tiny Game Boy screen with as much personality as anything else Nintendo had put out. Wario was simply born to be a star, and he doesn't have to bring any wanna-be in blue overalls with him anymore. Wario Land marked the end of original handheld Mario games until 2006's New Super Mario Bros. and as long as Wario was there, I could hardly miss him."
Aggregators
Compiler Platform / Score
GameRankings 83.11%

Sequels[edit]

The game spawned five sequels, Virtual Boy Wario Land, Wario Land II, Wario Land 3, Wario Land 4, and Wario Land: Shake It!. The Wario franchise also received Wario World and Wario: Master of Disguise which were similar games. A spin-off series was also made, the popular WarioWare series of games.

References to earlier games[edit]

  • Super Mario franchise - The game's first boss is considered a variety of Hammer Brother. A statue of Princess Toadstool serves as the game's MacGuffin, and Mario himself makes an appearance during the ending. The way blocks and forms work, which would be dropped in the Wario Land games after Virtual Boy Wario Land, is taken from the Super Mario franchise as well.
  • Super Mario Land 2: 6 Golden Coins - The game is a direct sequel to this title. Bee Flies from this game's Tree Zone make an appearance on the SS Tea Cup, one of the few aspects from the original Super Mario Land duology to carry over into Wario Land.
  • Metroid II: The Return of Samus: The sound effects used during the final battle when landing blows on the Genie (and other bosses) were reused from the stunned and pained roar sound effects from all forms of Metroids during battles against them in that game. The pausing sound effect also comes from this game.

References in later games[edit]

Glitches[edit]

Disappearing spike ball[edit]

If a Guragura is on the screen, and the player makes the camera scroll enough so that the Guragura disappears, the player can then make the camera scroll back, and the Guragura will usually no longer be swinging his spiked ball. However, his animation acts as if he is still throwing it. Scrolling him off the screen and making him reappear, or stunning him, will make the spike ball reappear as well.

Double jump[edit]

When the player is collecting a power-up, and the player is holding the A Button button, Wario will jump in midair, effectively giving him a second jump.

Floating in air after a large ! Block[edit]

If Wario activates a large ! Block and quickly jumps afterwards before the level is finished, he will be standing in mid-air and even do his end-of-level pose.

Ground Pound in a ladder[edit]

If Bull Wario performs a Ground Pound above a ladder and quickly descends it while the ground is shaking, he will eventually stand inside the ladder. From here, he can jump down to descend it more quickly than ordinarily climbing down it.

Ground Pound through a narrow passage[edit]

If Bull Wario is standing adjacent to a narrow passage (one block tall) and performs a Ground Pound, he can enter the passage while the ground is shaking without having to crouch. He can then continue to walk through the passage even after shaking.

Level skip[edit]

Note: This glitch is only possible in the Game Boy version of the game. It was fixed in the 3DS Virtual Console version.

It is possible to skip certain levels or even worlds if there is a possible path to the right and an open path in a different direction. This can be done by pressing +Control Pad right and a different direction simultaneously on the D-Pad.

For example, Course No.01 starts with a path downward at all times (which takes Wario to the overworld) and a possible path to the right (which takes Wario to Course No.02). If the player presses +Control Pad down and +Control Pad right simultaneously, Wario can walk to Course No.02 even if he hasn't completed Course No.01.

The reason why this occurs is that when the game first checks if Wario can possibly move in a certain direction (even if the direction is not unlocked yet), it checks button presses in the order +Control Pad left, +Control Pad up, +Control Pad down, and +Control Pad right. After this, to determine which direction Wario should move, the game checks which button is pressed a second time, this time in this order: +Control Pad right, +Control Pad left, +Control Pad up, +Control Pad down [3] This discrepancy makes the glitch possible.

In the 3DS's Virtual Console version, the button checking is consistent, by always checking in this order: +Control Pad right, +Control Pad left, +Control Pad up, +Control Pad down. This consistency fixes the glitch and makes it impossible to perform on the 3DS.

Out of bounds[edit]

Course No.01[edit]

As Jet Wario, the player should go past the first Muncher pit. One section has a vertical column of 5 coins; this has a hidden ladder above. (This is easiest to reach in high tide, but is still possible in low tide.) This ladder leads to a hidden platform above with coins.

It is possible for Jet Wario to continuously fly either to the left or right (by starting a new flight after stopping one). If Jet Wario flies to the left (to the beginning of the level), odd gray rectangles appear in the sky. Eventually, the left wall can be seen, but it is one block wide and contains an invisible block next to it. If he descends to the beginning of the level, there are other graphical glitches that occur, where random blocks replace the background (including the water). Scrolling to the right and back to the left fixes the graphical glitches.

If Jet Wario instead flies to the right, more strange gray rectangles can be seen, and he can end up above the cliff. Going to the right of this cliff reveals more garbage blocks, and is virtually unplayable. If Jet Wario flies past the left boundary here, he will end up on the right side, and bringing out a 10 Gold Coin will make it disappear. Wario will be trapped here, and the only way out is to wait for time to run out or reset the game.

Course No.35[edit]

It is also possible for Jet Wario to fly out of bounds in Course No.35. Jet Wario can fly past the top-left corner of the first section, and he will eventually end up below the screen, where more graphical glitches occur. It is possible to break blocks, which affects another portion of the level. Eventually, a door can be found, which will take the player in a different part of the level.

Respawning Guragura[edit]

In Course No.01, at the end of the level in low tide, a Guragura takes a 10 Gold Coin and tosses it at the goal door. If Wario leaves this room and revisits it, the Guragura will respawn again, and will throw another 10 Gold Coin. This time, since the goal door is already unlocked, the 10 Gold Coin will bounce off the wall and land on the ground, and Wario can collect it. This can be repeated a limited amount of times: the Guragura will move right every time this is done, so it cannot be done forever (unless the level is revisited again in low tide).

The glitch is not possible in high tide since the Guragura no longer unlocks the goal door.

Spiked Koopa pause bug[edit]

Normally when facing the Spiked Koopa boss, Wario cannot move until the Spiked Koopa finishes floating upwards and then landing on the ground. However, by pausing and waiting for a few seconds, Wario can then move even while the Spiked Koopa is floating upwards, and can even get an early hit on him by attacking him from underneath.

Trapped Guragura[edit]

In Course No.38, it is possible to get a Guragura trapped within the giant ! Block at the end by throwing it at it.

Unfreeze enemies after life loss[edit]

Normally when Wario loses a life, any enemies are frozen and do not move. However, by pausing and unpausing, enemies are unfrozen and can move again. This glitch is graphical and does not have any added effects.

Staff[edit]

Main article: List of Wario Land: Super Mario Land 3 staff

Gallery[edit]

For this subject's image gallery, see Gallery:Wario Land: Super Mario Land 3.

Names in other languages[edit]

Language Name Meaning
Japanese スーパーマリオランド3 ワリオランド
Sūpā Mario Rando 3: Wario Rando
Super Mario Land 3: Wario Land

Chinese (simplified) 玛利欧世界第三集[5]

Super Mario Land 3

Chinese (traditional) 孖寶兄弟世界第三集[4]

Twin Brother World 3

Trivia[edit]

  • The game was tentatively titled Super Mario Land 3: Kairiki Wario (スーパーマリオランド3 怪力ワリオ), kairiki meaning "super-strong". The name was used on a Japanese promotional flyer from 1993. The logo depicted on the flyer differs drastically from any of the Wario Land logos.[6]
  • Despite being released in 1994, the game instead carries a 1993 copyright in the ROM itself and on the back of the American box, implying that the game was originally planned for release late that year and then pushed back.
  • This game borrows some sound effects used in Metroid II: Return of Samus, another Game Boy game developed by Nintendo R&D1. One example is when a boss is hit; the noise is the same one made when a Metroid gets hit. Other borrowed sound effects are when the player pauses the game and the sound of triggering mines, which is the same as Samus going into Morph Ball.
  • The manual states that the Select button is "Not used." However, the player can use a Debug Cheat[7] by pressing that button sixteen times on the pause screen. Holding down the A Button and B Button button simultaneously will allow them to alter the numbers on the status bar as well as power up Wario.
  • The Japanese title refers to the game as being the third installment in the Super Mario Land series; however, the name was reversed in the Western versions, as this is rather the first game in the Wario Land series.

References[edit]

External links[edit]