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 no water and many boxes, rocks, and cliffs. The level is mostly straghtforward: 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. On the other hand, 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.

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 10 regular gold coins. Wario must body slam the crabs to get their coins. Doing so will make the crab lose grip on it's 10 gold coin and knock another one out of it, netting Wario 11 coins. At the end of the level, Wario must give up ten of his coins to go through the exit.