Rice Beach

Rice Beach is the starting point and first world of Super Mario Land 3: Wario Land. It's a beach on the west side of Kitchen Island with four levels and one secret Treasure. Course one and three experience a "high tide" once the world is complete. They will be partially submerged, although they will retain the same level design.

Course No. 1
The first course in the game is a relatively straightforward level with only a few distractions. A somewhat wide variety of enemies appear: Wanderin' Gooms, Pirate Gooms, Munchers, and a Mole. The course starts with a simple straightaway with two blocks and a Wanderin' Goom. It soon becomes a more busy level; barrels are scattered everywhere and Pirate Gooms attempt to halt Wario's progress. About one-third of the way through the level, a ladder leads to a short underground section where coins and hearts can be obtained. Two more ladders lead out of the underground area. Both go straight to the surface, but one leads to a barrel-and-block enclosed area; if Wario breaks the blocks, he will have to go back and use the other ladder. Just past the enclosed area is a small Muncher-infested area. Past the Munchers are more barrels and sand. Two-thirds through is another ladder. This one leads to an area that has a long string of Munchers. Wario cannot cross this line, even if he has a power-up. Just past the final ladder, there is a door. Through it is the level's end. The first time the course is played, a small cutscene shows a Mole using a ten-gold coin to open the door; a mural on the wall shows Wario how to do it as well. In the second and later times it is played, the Mole attacks Wario.

High Tide Differences
When the world is beaten, the tide rises and floods courses No. 1 and No. 3. In No. 1, there is one- to four-tile high water. This water engulfs all of the levels areas excluding the four spots with ladders. Instead, the underground is flooded. In the first underground area this makes no difference; in the second, however, Wario can now cross the Muncher pit. Across the now-useless blockade is a a Dragon Pot and a room with a giant heart worth three hundred small ones  in other words, three extra lives.

Course No. 2
Course No. 2 is another sandy, beach course, but unlike Course No. 1, the second course in the game is a bit more inland; there is hardly any water and many boxes, rocks, and cliffs. The level is mostly straightforward: Wario can stay on the ground and continue or climb on rocky outcroppings to a door. If Wario chooses the lower path, he must avoid Droppers that attempt to fall on his head and Pirate Gooms that try their best to spear the antihero. Once Wario has progressed a bit more, he comes upon a large structure with many blocks and bridgelike outcroppings. If Wario jumps right on the very top of this structure, he can gain access to a hidden room containing Pouncers, Droppers, and spikes. Past these hazards is another door that leads to a long stretch of disappearing platforms. Wario must collect the coins on the unreliable bridges while avoiding Pirate Gooms. If the antihero manages to make it across, he receives two hearts for his trouble and reaches the end of the level. However, if Wario does not go to the hidden room, he must continue past a porcupine fish to reach a door to to a save point. The save point can also be reached by another way; if Wario takes the upper path at the beginning of the level, he can also reach it. The higher path requires some fancy footwork as Wario must jump across platforms that fade in and out of existence while also avoiding two Pirate Gooms. Through the door are three Inflatoblobs that only Dragon Wario can defeat. They will attempt to propel Wario into spikes on the low ceiling. Past the blobs that inflate is a ladder that Wario must climb down. After the ladder is a Dropper, another Inflatoblob and an additional ladder, which, once again, Wario must climb down. Wario then lands in some water, where Helmuts and droppers impede his progress. Past the water is a Save point and a door to the rest of the level. Wario must break free from some blocks to continue. The thief must avoid Droppers and Pirate Gooms once again. Once the ceiling opens up once again and the threat of Droppers is taken away, disappearing platforms appear with coins above them; also, Porcupine Fishes and Pirate Gooms pop up. However, the land is is a straight shot to the final door and the exit, where Wario must duel a Dangerous Duck and leave the level.

A small quirk about this level is that there is a long line of glitchy tiles at the very top row of the level from the beginning to about one-quarter through. The player can see this quirk by obtaining a Jet Pot and flying directly left from the second door. Wether this is simply a programmer's error or a glitch is unknown.

Course No. 3
Course No. 3 features large amounts of quicksand. This sand can cause Wario to sink into pits often inhabited by Munchers and Hermit Crabs. Wario's jumping and moving capabilities are severely limited while he is in the sand. However, Wario is able to jump out. When the antihero enters the level, he is confronted by a Wanderin' Goom and a few Hermit Crabs. Wario must avoid these creatures and some Munchers as he enters the first quicksand pit. Wario may obtain the powerups above the sand with some agile jumping. When Wario leaps out of the hole, he must avoid another Hermit Crab and leap into more sand. Inside this pit is yet another Crab and two Face Blocks. Wario can obtain them only if he has a Jet Pot or a Dragon Pot. After Wario bounds out of the second trap, he finds some poles with sinking sand between them and coins above them. Above the fourth pole is a hidden block with a Heart in it. Just past the poles is a pyramid of barrels; Wario must progress past these or fall between the fourth and fifth poles into a secret door. Through this door, many coins and Face Blocks can be found, as well as one enemy — a Rat. Wario must defeat the monster and smash through many breakable blocks to another door, which leads to the rest of the level. However, if Wario does not go through the secret door, he will find a door to a Save Point.

As the antihero continues, he will find a ladder that leads to an underground passageway blocked by a breakable block underfoot; this impassable corridor is the exit to the secret area. Wario breaks the block with his head to escape. When Wario passes the ladder, he finds a long stretch of seemingly flat ground. However, the area is riddled with small quicksand traps and Hermit Crabs. If Wario falls into a trap, he tumbles into a larger pit filled to the brim with sand. At the bottom, Muncher lie in wait for prey. To the right is a ladder out of the pit and onto a door to the final room with the level's exit. This area has a more "advanced" feel, with carefully crafted columns and wood flooring. There are also three waterfalls of quicksand that Wario must pass through and two Pirate Gooms that Wario must avoid. Finally, the fat thief makes it to the exit, where a ten gold coin is required to pass.

Course No. 6
Course 6 is a hidden course that is only accessible by reaching the secret exit in Course 3. There are no enemies in this level that can harm Wario; instead, crabs can be bumped upwards from the sand with a Ground Pound. These crabs hold a coin that is worth ten regular gold coins. Wario must body slam the crabs to get their coins. Doing so will make the crab lose grip on it's ten gold coin and knock another one out of it, netting Wario eleven coins. At the end of the level, Wario must give up ten of his coins to go through the exit.