Wario Land: Super Mario Land 3: Difference between revisions

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{{about|the game|the microgame|[[Wario Land (WarioWare: Smooth Moves)]]}}
{{about|the game|the microgame|[[Wario Land (WarioWare: Smooth Moves)]]}}
'''''Wario Land: Super Mario Land 3''''' is a [[List of games|game]] released for the [[Game Boy]] in 1994 and rereleased for the [[Nintendo 3DS]]'s [[Virtual Console#Nintendo 3DS|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)|Wario Land]]'' series. Mario makes a cameo at the end of this game by stealing a statue of [[Princess Peach|Princess Toadstool]] from Wario.
'''''Wario Land: Super Mario Land 3''''' is a [[List of games|game]] released for the [[Game Boy]] in 1994 and rereleased for the [[Nintendo 3DS]]'s [[Virtual Console#Nintendo 3DS|Virtual Console]] in 2011. It is a direct sequel to ''[[Super Mario Land 2: 6 Golden Coins]]'', being set apart from that game and its predecessor, ''[[Super Mario Land]]'', in that it does not star [[Mario]], but instead his rival, [[Wario]]. Despite the gameplay being similar to the ''Super Mario'' series, this is the first installment in the ''[[Wario Land (series)|Wario Land]]'' series. Mario makes a cameo at the end of this game by retrieving the stolen statue of [[Princess Peach|Princess Toadstool]] from Captain Syrup.
 
==Plot==
==Plot==
Desiring to replace or restore the [[Mario's castle|castle]] he lost to [[Mario|his rival]] in ''[[Super Mario Land 2: 6 Golden Coins]]'', Wario sets out to steal a golden statue of [[Princess Peach|Princess Toadstool]] from the [[Black Sugar Gang|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 [[coin]]s and [[treasure (Wario franchise)|treasure]]s 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).
Desiring to replace or restore the [[Mario's castle|castle]] he lost to [[Mario|his rival]] in ''[[Super Mario Land 2: 6 Golden Coins]]'', Wario sets out to steal a golden statue of [[Princess Peach|Princess Toadstool]] from the [[Black Sugar Gang|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 [[coin]]s and [[treasure (Wario franchise)|treasure]]s 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===
===Endings===
''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.
''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.
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|align="center"|[[File:Fireballwl.png]]
|align="center"|[[File:Fireballwl.png]]
|align="center"|[[Bō]]
|align="center"|[[Bō]]
|Fiery objects that emerge from lava like [[Lava Bubble]]s do.
|Fiery objects that emerge from lava like [[Lava Bubble|Podoboo]]s do.
|align=center|[[Course No.21]]
|align=center|[[Course No.21]]
|align=center|[[Course No.25]]
|align=center|[[Course No.25]]
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|align="center"|[[File:Botsufire.png]]
|align="center"|[[File:Botsufire.png]]
|align="center"|[[Kōmori Missile]]
|align="center"|[[Kōmori Missile]]
|An incandescent projectile, in an appearance similar to those of [[Lava Bubble]]s, shot by a Batto Shuruken.
|An incandescent projectile, in an appearance similar to those of [[Lava Bubble|Podoboo]]s, shot by a Batto Shuruken.
|align=center|[[Course No.37]]
|align=center|[[Course No.37]]
|align=center|[[Course No.40]]
|align=center|[[Course No.40]]
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==Reception==
==Reception==
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.<ref>http://www.gamekult.com/communaute/forum/voirmessage.html?foid=13000909</ref>
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.<ref>http://www.gamekult.com/communaute/forum/voirmessage.html?foid=13000909</ref>
{| class="wikitable reviews"
{|class="wikitable reviews"
!colspan="4"style="font-size:120%; text-align: center; background-color:silver"|Reviews
!colspan="4"style="font-size:120%; text-align: center; background-color:silver"|Reviews
|-style="background-color:#E6E6E6"
|-style="background-color:#E6E6E6"
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==Glitches==
==Glitches==
===Disappearing spike ball===
{{main|List of Wario Land: Super Mario Land 3 glitches}}
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.
'''NOTE''': This glitch is only possible in the Game Boy version of the game. It was fixed in the 3DS Virtual Console version.
 
===Double jump===
When the player is collecting a power-up, and the player is holding the {{button|gb|A}} button, Wario will jump in midair, effectively giving him a second jump.
 
===Floating in air after a large ! Block===
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===
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===
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===
'''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 {{button|Padright}} and a different direction simultaneously on the D-Pad.
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 {{button|Padright}} 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 {{button|Paddown}} and {{button|Padright}} simultaneously, Wario can walk to Course No.02 even if he hasn't completed Course No.01.
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 {{button|Paddown}} and {{button|Padright}} simultaneously, Wario can walk to Course No.02 even if he has not 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 {{button|Padleft}}, {{button|Padup}}, {{button|Paddown}}, and {{button|Padright}}. After this, to determine which direction Wario should move, the game checks which button is pressed a second time, this time in this order: {{button|Padright}}, {{button|Padleft}}, {{button|Padup}}, {{button|Paddown}} <ref name="levelskip">[http://tasvideos.org/4507S.html McHazard's GB ''Wario Land: Super Mario Land 3'' "game end glitch" in 01:31.15]</ref> This discrepancy makes the glitch possible.
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 {{button|Padleft}}, {{button|Padup}}, {{button|Paddown}}, and {{button|Padright}}. After this, to determine which direction Wario should move, the game checks which button is pressed a second time, this time in this order: {{button|Padright}}, {{button|Padleft}}, {{button|Padup}}, {{button|Paddown}} <ref name="levelskip">[https://tasvideos.org/4507S.html McHazard's GB ''Wario Land: Super Mario Land 3'' "game end glitch" in 01:31.15]</ref> This discrepancy makes the glitch possible.


In the 3DS's Virtual Console version, the button checking is consistent, by always checking in this order: {{button|Padright}}, {{button|Padleft}}, {{button|Padup}}, {{button|Paddown}}. This consistency fixes the glitch and makes it impossible to perform on the 3DS.
In the 3DS's Virtual Console version, the button checking is consistent, by always checking in this order: {{button|Padright}}, {{button|Padleft}}, {{button|Padup}}, {{button|Paddown}}. This consistency fixes the glitch and makes it impossible to perform on the 3DS.
===Out of bounds===
====Course No.01====
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====
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===
In Course No.01, at the end of the level in low tide, a Guragura takes a [[10-Coin|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===
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===
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===
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==
==Staff==
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==Trivia==
==Trivia==
*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.<ref>[http://blogs.yahoo.co.jp/gamesmasa/60117836.html Promotional flyer for ''Super Mario Land 3: Kairiki Wario'', from a collection of Japanese video game promotional flyers on Yahoo Japan Blog.]</ref>
*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.<ref>[https://web.archive.org/web/20140925223654/http://blogs.yahoo.co.jp/gamesmasa/60117836.html Promotional flyer for ''Super Mario Land 3: Kairiki Wario'', from a collection of Japanese video game promotional flyers on Yahoo Japan Blog.]</ref>
*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.
*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 ''[[metroidwiki:Metroid II: Return of Samus|Metroid II: Return of Samus]]'', another Game Boy game developed by [[Nintendo Research & Development 1|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 [[mine]]s, which is the same as Samus going into Morph Ball.
*This game borrows some sound effects used in ''[[metroidwiki:Metroid II: Return of Samus|Metroid II: Return of Samus]]'', another Game Boy game developed by [[Nintendo Research & Development 1|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 [[mine]]s, which is the same as Samus going into Morph Ball.
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