Here it is: every piece of music from the first Wario Land game!
Part nostalgia-bomb, part note-taking and part FAQ, what started in GameTrailers as a video game blog is now on Blogger. This blog is a look back at video games, both popular and obscure, from the video game industry's infancy all the way to the previous console generation.
Showing posts with label Wario Land: Super Mario Land 3. Show all posts
Showing posts with label Wario Land: Super Mario Land 3. Show all posts
Monday, May 29, 2017
Sunday, May 28, 2017
PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 15 of 16
It's the end of the game! Let's defeat Captain Syrup once and for all!
Syrup Castle
Course No. 39
In the third section, use the Bull Wario power-up to break the bricks above the springboard, then use it to go up. Continue to the door, then enter it and get the key in the upper-right corner of the room. Go to the lower-right to become Dragon Wario, then use your flame to break the bricks blocking the keyhole in the upper-left. Treasure O is a ring, and with that he have all fifteen treasures in the game!
Skull platforms! Yay! Just remember that they re-appear when they reach the ceiling or the lava below, depending on which direction they're going - up or down.
Course No. 40
In the first section, you'll be seeing a lot of springboard blocks. If you mess up on one jump, it's instant death. Near the end of this section, you'll be getting a lot of coins. Don't be surprised if you have more than 100 by the end of this part.
To beat the knight, just tackle him in the back three times. Amazingly, you can still beat him as Small Wario by throwing 10 Coins at him.
After one more vertical section...it's Captain Syrup! She's the leader of the Pirate Gang, and she has a little surprise for you since you're trying to get all of her riches...
To beat the boss here, you'll have to grab the magic lamp and throw it so it turns right-side up. A cloud will come out of it when this happens. Jump on it, and use it as your means of jumping on the genie's head! The cloud will turn into a miniature genie which keeps shooting fireballs, and he can be defeated with a bop on the head.
The big genie sends fireballs that come at you when they hit the ground, and he'll only shoot those at you when he reaches either side of the screen. He just flies around back and forth, and he's basically one of the easiest final bosses (if not the easiest) I've ever seen.
After jumping on his head six times, the game is over! You'll get another 300 coins, and the genie is now yours. Captain Syrup will try to blow up the castle (with you in it), but Wario escapes and the castle turns into a statue of Princess Peach...which Mario collects with his trusty helicopter. (Jerk.) With the treasures in your collection and all the coins that you've picked up, you'll get one of five different houses: a birdhouse, a log cabin, a Japanese temple, a castle, and finally...an entire planet. You'll need to get a total of 99,999 coins and all fifteen treasures to do this, but it's worth it to get the best ending!
PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 14 of 16
We're getting close to the end of the game, because we've just reached Syrup Castle.
Parsely Woods
Course No. 36
This is a pretty quick level. Duck in the hole after the door containing the continue point to avoid the first spiked ball.
To beat the ghost boss, just jump on the small ghosts he spawns and toss them back at him. Whatever you do, do not let him touch you. You'll be stunned for a few seconds.
The coins he throws turn into the ghosts, and the coins can still damage you if they touch you, so keep that in mind.
Also, the grave looks like a 10 Coin. I think it looks that way on purpose, since the ghost is carrying a purse. Oh, Nintendo...
Syrup Castle
Course No. 37
The key is close to the door leading to the exit. From there, grab the key and keep going right from underneath the block. You'll find a secret part of the level that leads you straight to the keyhole. Treasure N is a Golden Whale, and it's now yours!
Course No. 38
The first section is self-explanatory. Hit the ! Switch to get to the ladder. If you want the power-ups before the ladder, just hit the ! Switch again. Don't worry, they'll still be there.
The third section has you using ladders for platforms and avoiding the fireballs that come out of the eagle statue heads (which you saw near the exit for the last course) as well as those stupid birds.
The rest of the course is pretty straightforward.
Saturday, May 27, 2017
PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 13 of 16
Gotta love that misspelling of "parsley" as "parsely."
Parsely Woods
Course No. 31
Now that the water is drained, we'll be able to do stuff. The spiked balls and ghosts are gone, replaced by penguin pirates with spiked maces. Shortly after the start of the course, there will be a ladder where the water once was. Go down and you'll be able to find two blocks, one of which has the key. You'll have to look where the water was near the end of the level to find the key door. Treasure L is a golden Frankenstein's Monster head, and it's now yours.
Course No. 34
To get the treasure here, make your way up to the top of the tree and enter the door. swim to the top and enter the door. Make your way up, ignore the first door and enter the second at the top. Keep swimming and go left at the three-way intersection and enter the door, then climb all the way up and hit the block next to the goal to get the key.
Go back to the three-way intersection and go right, enter the door, climb upwards up the platforms to the next door, climb up the ladder, and Treasure M will be yours. You now have a golden baseball mitt.
Course No. 35
The second and last train level. Yes, there's still auto-scrolling, but this one is noticeably easier than the first one. Unlike the first one, however, this one goes from left to right instead of right to left.
PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 12 of 16
The train levels are back! Too bad the two that are here are the last.
Parsley Woods
Course No. 31
The main enemies you'll be looking out for are giant spiked balls and ghosts. Other than that, this is basically a quick and easy level.
Course No. 32
This level is pretty easy. You're just jumping from one mine cart to the other as you make your way to the door on the other side. From there, just enter the door, swim to the other side and hit the giant ! Switch. This will drain the pond in Parsley Woods, allowing you to not only go back to SS Tea Cup and the earlier world as necessary, but also go back to Course No. 31 and pick up another treasure.
Course No. 33
Oh, snap! Happy music!
Once you get into the train, the screen will start to shake, as if the train is in motion. (Yes, it is indeed in motion.)
Uh, oh.
Uh, oh!
Train is in motion!
Once you make it back outside, you'll be in an automatic scrolling section. Don't land on the rails at the bottom as you take a mine cart and jump over all the blocks. Be sure you have enough room to the left as you get on the mine carts so you can more easily see and dodge obstacles between sets of train cars.
This is a easy, yet fun level. This won't be the last time you'll be in such a stage, either.
Friday, May 26, 2017
PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 11 of 16
We're finally in the S.S. Tea Cup. Time to do some damage.
S.S. Tea Cup
Course No. 29
Well, once you make your way into the ship and climb all the way up the first ladder, you'll find the treasure room? But where's the key?
In the next room, climb up the ladder one floor, and head right to the other ladder at the end. Climb it up another floor and enter the door further to the right. Head all the way down the bottom of the next ladder, go left until you reach another ladder. Go up, then go left past another door and up the third ladder. Enter the door on the other side. Go right and up the ladder to the next floor. Enter the second door you see. You'll find two blocks and a Thwomp. The left block has the Key.
To head back, just head to the previous room, go left and down the ladder, then left again and through the door. Make your way down the ladder on the next screen and enter the first door you see. Then, head left to the ladder and climb up. You're back at the beginning of the course. Treasure J - the axe - is now yours.
Course No. 30
To get the key here, enter the first door you come across. Follow the path to the other door and enter it, then continue to the other side and enter the door. Head right, go up the ladder, then left, up the next ladder and through the door. From there, stay on the bottom level and make your way to the other side. Climb up the ladder to the next floor, then climb the ladders above you to find two blocks, one of which has the key.
You passed the Key Door on the way here. Thankfully, it's not too hard to backtrack your way there. You now have Treasure K - a golden football. (Golden egg? I dunno.)
The bugs that climb up and down the ladders aren't really that hard. You can just jump on them to get rid of them.
To beat the giant bird, stay close as it flaps its wings quickly (it blows you back when it does this). Jump off the birds it spits out and onto the giant bird's head. It's over after a mere three hits.
You'll be shot up to Parsley Woods, but you'll have to go forwards to go back...
PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 10 of 16
We've made some progress now, and it is now time to head to the S.S. Tea Cup.
S.S. Tea Cup
Course No. 26
In the second section, jump on the block on the right side of the room and jump left. Hit your head on the X in the background and you'll uncover a hidden block. Jump on top of it and jump to the right. The screen will scroll up to reveal a ladder. Climb up it and follow the path. (Watch out for the giant berry boulder!) Go into the next door. You'll see the keyhole in the middle of the room, and the door will be hidden at the right side of this room behind some half-broken bricks. Go in the door, go to the right, and enter the next room and hit the ! Switch. Leave the room to find that the place is flooded with water. Swim upwards and enter the room you see, then hit the block next to the ! Switch to find the key. Go back down to the keyhole. Simple as that. (If you want to make this faster, hit the ! Switch in that last room first, so you can simply drop back down.) Treasure I is a knife, and it's finally yours to collect!
The third section has some new enemies. You may remember the flies from SML2; they make a return appearance here. If you can't destroy the crocodiles, remember that the quicker you jump over them, the less likely you are to get bitten. Being Jet Wario really helps with both of these issues.
Course No. 27
Swim time!
The seals with the harpoon guns come back with a vengeance. Thankfully, you can touch the tops of their heads to do away with them.
If you're Bull Wario, it's your lucky day when it comes to an in-level secret. Climb up the ladder, then stick to the bottom of the conveyor belt by holding Up during your jump. Keep holding Up and you'll be dragged to the left by the conveyor belt. The door on the other side contains a Dragon Wario hat as well as a giant coin worth 100 coins.
If you're Dragon Wario near the end, you can use your flame to get a Starman and power your way to the exit.
Course No. 28
Once again, if you're Dragon Wario (or Bull Wario), you can break the half-broken bricks between the two posts to enter a hidden door. Go inside and hit the ! Switch, and you'll be able to trigger a ladder that makes it easier to go to the other side. At least you won't have to swim with this.
There's also another block - this one with 10 hearts - inside a platform.
Thursday, May 25, 2017
PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 9 of 16
The stages are still short, but at least they're getting more interesting.
Stove Canyon (continued)
Course No. 23
It's mine cart madness! This is my favorite level in the game, and that's probably because I have the level design memorized down-pat in addition to having clear memories of paying this inches away from a lamp while sitting on a couch as a kid.
The mine carts get you through the level faster. Thankfully, you can defeat the bats by jumping on top of them. Don't worry about dying if you land on the rails. Apparently, these are wooden mine carts, so there aren't any live wires involved. (Finally, an exception to the rule involving mine cart rail lines in a game!)
The blocks with the smiley faces in the ground are springs. Whenever you walk on top of one, you'll get launched into the sky.
Anyway, the last mine cart takes you to another one. Wait for it to come close to falling into the lava, then make your way to the lower road. Jump onto the spring block, and you'll be launched upwards to the secret exit. If you miss it, you'll just run into the normal exit nearby.
Course No. 24
Once again, the keyhole to Treasure H is at the very beginning. To open it up, enter the second section and climb the ladder. Keep going to the right and climb up another ladder, then hit the ! Switch. Enter the door to the left of it and the room will have a pool of water inside. Swim to the right, and you'll find two blocks. The one on the right contains the key. From there, you can easily head back to the beginning and get another chalice.
Now you can go right past the ladder and finish the level off normally.
Course No. 25
Be careful in the first section. There are a lot of moving platforms, falling bridge segments and Podaboos here.
To beat the boss, wait for that big rock face to twitch his nose. He'll shoot a boulder out of it. Toss it at his nose to hit him. After three hits, he'll go down. As he moves from one side to the other and back again, he'll try to break a portion of the rock bridge you're standing on with his tongue. If a portion gets hit by his tongue twice, it's gone. Thankfully, you can wait for him to do this to get a good shot at him with the boulder. After another coin rush, we'll finally be heading off to the S.S. Tea Cup!
Wednesday, May 24, 2017
PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 8 of 16
Finally! We're done with Sherbet Land! Now for Stone Canyon...
[title][center]Sherbet Land[/center][/title]
[quote][center]Course No. 19[/center][/quote]
The first two sections are pretty simple, but the third section has more evil logs! And it's not the suspension bridge kind, either. Instead, you'll have to deal with logs sharpened on one side that move back and forth and block your path.
Forgot how to take care of the snowmen: avoid the snowballs they spit out and take them out like you would a regular enemy. That's it, really.
You could exit this level normally through the door, but to beat the penguin, all you have to do is jump on its head. It will drop down into the water and come back with a spiked helmet on its head. Tackle it from behind to knock the helmet off, then jump on its head like normal. Everytime you jump on its head, it will move around faster than last time. When you jump on its head three times, you'll get some giant hearts that give you three 1-Ups each, giving you a lot of extra lives. You'll get this instead of coins, though the hidden room with all the coins give you more than enough reason to come back here and farm for the necessities when necessary.
Unlike the other bosses, you can fight the penguin over and over again! You can farm lives pretty quickly with this stage!
We're finally done with Sherbet Land! Now for Stove Canyon...
Stove Canyon
Course No. 20
For the first section, break through the bricks quickly as you try to outrun the flow of lava that comes towards you from the left. Be fast, so you can get the key for the treasure door for this course.
When you get the key, take the top route. Don't take the bottom route, unless you have a death wish.
Once you go through the door, go up the ladder instead of down, and you'll find the keyhole. Treasure G is a crystal ball, and it's now yours. Now you can go down and finish the level.
Course No. 21
Be careful with some of the platforms in the first section. The smaller ones move up and down, and when they move down they go into the lava.
Fireballs leap in and out of the lava, much like the Podaboos of Mario fame. Also, damage-based invincibility does not keep the lava from killing you, much like the spikes in Mega Man 1...didn't know that. Then again, I never really test the waters with lava in a game, anyway.
Oh, and the music here is nice, too.
Course No. 22
Holy crap, the nice-looking bridges here are rather hardy. I mean, there's lava under them. How do they survive being pounded by that lava? We'll never know.
Anyway, it should be noted that the enemies can be killed whenever they land in the lava. Nice touch, game.
There are tiny rock platforms in the background, and you can use them to get to higher ground whenever you need to.
PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 7 of 16
Took a while to get Treasure F, but I eventually got it.
Sherbet Land
Course No. 16
The key is in the first block of the level. Take it to the right to the second set of half-broken bricks. Leave the key nearby and break through them to open up a door. Get the key again and take it through the door. Make your way across the set of platforms (be careful not to slip up on the ice) and take the key to the keyhole. Throw it in and you'll get Treasure D: a shield.
The lone coin at the beginning of the second section hints at a hidden block. Try to get it from underneath, and you'll uncover this block. From there, you can stand on the block to get the coin and jump into the ceiling. Go right, and you'll eventually drop into a hidden room where you can get even more coins. You'll see a door that takes you to the secret exit.
The path to the left at the beginning of the second section leads to the third section, where you'll find the normal exit. To reach it, go all the way to the right, go through the door and hit the switch. You'll open a path above where you came in, which allows you to reach the normal exit.
Course No. 17
You won't be able to destroy the cloud that flies around and shoots lightning bolts at you, so head to the right and stay out of that thing's way. Once you make it to the first door, the cloud will stop following you.
If you go into this door and make it to the door at the top of the ladder, you'll be able to find the key for this level. Head back to where you entered this area from and head further down to the right, and enter the third door. Get on the carriers and ride it up to the door. The bell is all yours, finally giving you Treasure E.
The seal with the harpoon gun at the end is pretty easy to avoid.
Course No. 18
There's a keyhole at the very beginning of the level, but how are you going to open it?
Well, it's pretty simple. Take the platforms over the first spike pit, enter the door, and hit the ! Switch. Instead of going through the door below it, though, go back through the door that you entered this room from. You'll find that a ladder has appeared next to it. Climb up the ladder and go right to find another door. The middle block in the set of three blocks in the next room contains the key.
To get it takes a little bit of work, but not too much. Keep going right, enter the door, and go down until you reach the next one. There, you'll find the ! Switch. Hit it and leave the room, and you'll be able to head back up to the key and get it. Take it back to the keyhole, and you'll get Treasure F, the magic lamp.
Tuesday, May 23, 2017
PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 6 of 16
Ah, Sherbet Land. It's considered an optional area, but you will have to go through here to get all the treasures as well as credit for beating all the stages in the game.
Rice Beach
Course No. 06
You'll be able to turn into Bull Wario at the end of the first room. Do it.
Use the Ground Pound to uncover the crabs, and tackle them to take the coins they carry.
This level is dead simple. Hey, at least you can farm on coins and hearts here. Look for the gaps between where the coins in mid-air are and you'll find hidden blocks containing hearts.
Sherbet Land
Course No. 14
After beating Mt. Teapot's boss, you'll be able to enter Stove Canyon. But since we've unlocked Sherbet Land, let's go there first.
Remember that segments of the bridge can still fall off when you stand on them. Of course, if those don't get you, the birds, the Spear Goons and the columns that act as much smaller platforms will.
You can jump on the snowman at the end once to stun him and then throw him into the spikes if you need to.
Course No. 15
The hedgehogs can only be attacked from the front. I wouldn't want to get near them from behind unless you want to get damaged by their spikes.
You've probably already seen the penguin guy before at the beginning of the game, but here he is as an enemy. He throws a spiked ball at you if he sees you, but it only has a limited range.
The enemies frozen in the ice throughout the stage are a rather interesting graphical touch.
You'll have to hit a switch at what appears to be the end of the course to access both exits. The regular one is in plain sight, but if you go further left from it, you'll eventually find the path to the secret exit thanks to some newly uncovered steps. You'll have to hit another switch near the secret exit in order to enter it, but thankfully, that's not so hard.
PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 5 of 16
We're doing some backtracking to get a treasure we missed in this entry.
Mt. Teapot
Course No. 12
If you throw an enemy onto the top of one of the owls, you'll be able to get three 10 Coins from it.
You'll have to be Bull Wario to get some of the coins in the second sections. Just jump so your head touches the bottom of the coveyor belts and hold Up on the Control Pad as you collect the coins. Be careful, as you don't want to accidentally let go of Up and fall straight into the abyss.
The third and last section has duck pirates that throw boomerangs. Thankfully, the boomerangs don't have much range, yet they seem that way here since you're jumping from platform to platform.
The big ! block at the end closes the lid on the top of Mt. Teapot. This will change Course No. 10 into Course No. 13. This is the boss level.
Course No. 13
This is like Course No. 10, but the geography of it has changed somewhat. The water isn't as high, and there is now ground where there wasn't ground before.
Remember that trail of coins that took us to that pool of water? Well, you'll have to go there again to finish the level. This time around, there will be a door. Avoid the Thwomps and get as many coins as you can while making your way to the door on the other side.
When you enter that door, you'll meet the second boss of the game: a Brahma Bull. This guy is really easy: all you have to do is jump into him from underneath, pick him up and throw him into the lava. You only have to do this one time, and once you do it, he's done. From there, pick up all the coins, and you're done with Mt. Teapot!
Rice Beach
Now that you've completed Rice Beach, it's underwater. (You can do this before you even go to Mt. Teapot, but I go ahead and complete Mt. Teapot, anyway, because why not?)
Course No. 01
Now that the tide has come in, the music here has changed and the area is waterlogged.
The area with the chomping plants can now be traversed due to all the water from the high tide. Swim all the way to the other side and you'll find a door containing a huge block that will give you a 3-Up.
Course No. 03
Head back to Course No. 03. The quicksand is replaced with water, and the music is different. You'll find some blocks that weren't there before, and one of them has a key. Grab the key and take it back to the huge skull door with the giant keyhole. Tackle the treasure chest inside to get your first treasure: an ancient chalice. It will go into slot A.
You'll also be able to go past the normal exit, now that the room it's in is flooded. This takes you to the alternate exit, which takes you to Course No. 06.
Monday, May 22, 2017
PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 4 of 16
It's time to find more treasure as we continue up Mt. Teapot!
Mt. Teapot (continued)
Course No. 09
This course is almost mazelike, and I actually kinda like it. The background music loops every few seconds, but it's more like ambient music. Even if you can't use your imagination and picture it like it would sound on more powerful hardware, it's not as annoying as you would expect.
Near the end of the level, there is a lone brick that's halfway broken. Break the brick, then get the key to the right. Go back to where the brick was and press Up. This is a hidden door. You'll find the keyhole door there.
Don't forget to hit the huge block in the area, as it conains a huge coin that is worth 100 coins.
Tackle the treasure box to get Treasure B: a harp. Don't forget that you have to be at least Big Wario to tackle the chest in order to open it; if you're Small Wario, you won't be able to open it until you power up. Also, if you lose all of your lives and have at least one treasure, the game will take one of the treasures away, and you'll have to go back to where you got it to get it back.
Watch out for the flying bomb enemies. Don't let them touch you; otherwise, they will stick to you and explode, causing damage that you will not be able to avoid.
Course No. 10
There really isn't much to this level, to be honest. This stage is really, really short. There are, of course, some areas you can go to to pick up a whole bunch of coins on the way.
There are some coral spikes on the lower road containing all those coins, but they're really easy to avoid.
Course No. 11
After dodging a zillion Spear Goons, you'll be able to get Treasure C, which is a crown. Hit the block at the bottom to get Jet Wario, then use the boost to make your way to the top. The key will be on the left and the keyhole door will be on the right.
The Starman lets you gain 10 hearts everytime you walk into an enemy. You won't see it that often in the game, but when you do see it, grab it. You'll be able to farm hearts until the music stops.
The flying creatures with the arrows below their faces can be changed by jumping on them until the desired direction is shown. You can then ride them in that direction. It's right, up, left, down, then back to right where the pattern repeats itself, in case you want to know what direction you get as you jump on them.
Watch out on the bridges at the end, as parts of it can break away when you stand on them.
PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 3 of 16
We get our first treasure and explore more of Rice Beach before exploring Mt. Teapot!
Mt. Teapot
Course No. 07
Finally! Our first (real) swimming level!
The little balls with the craters on them are bombs. Throw them into an enemy, and when they flash, they're about to explode. The explosion can hurt you, but it can also hurt other enemies if they touch it.
Unless you're Dragon Wario, you won't be able to directly attack enemies underwater.
Also, the seahorses are really annoying on the first playthrough. Whenever you get close enough to them, they stop and roll around back and forth, damaging you if you run into them.
Finding the door underwater will lead you to another area above the water when you can get the Jet Wario hat. Take it with you into the water, and you'll be able to find another door located inside another set of broken blocks. Inside is a big heart that will give you three extra lives.
Course No. 08
You may have noticed it at the end of Course No. 07, but the water at the beginning of Course No. 08 pushes you back.
The pelicans spit bombs at you, while the sea urchins with the spike on their heads move up and down, trying to stab you.
The second to last section has that same moving water at the beginning, but the water moves different directions in different places. Pay attention so that you're not thrown right into a moving sea urchin, and use Jet Wario to make getting around a little easier.
There are two exits in the last section. The normal exit is dead ahead, while the secret exit is above it. You can either use Jet Wario, jump high and rocket into the wall to the right, or you can do a high jump off an enemy to reach it. The secret exit will take you to Sherbet Land, which we won't explore until later.
Sunday, May 21, 2017
PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 2 of 16
We conclude our adventures in Rice Beach!
Rice Beach (continued)
Course No. 03
Unlike the first two courses, the icon for Course No. 03 is a circle inside a circle. That means there's an alternate exit. You won't be able to reach it yet.
The spiked crabs can only be tackled when they're hiding in their shells. Of course, being Dragon Wario or throwing another enemy into them also gets rid of them.
If you already have the current helmet power-up you're using, collecting it again gives you ten hearts.
You'll have to mash the A button to get through the quicksand.
Course No. 04
Run away from the Thwomp! It's full of spikes and it'll kill you!
When you make it to the lava, wait for the Thwomp to show up, then take a ride on its head. Watch out for the bats! You'll be able to jump on some of them, but others you may have to avoid if necessary.
If a Thwomp crushes an enemy, it'll turn it into a 10 Coin, which can help with coin collecting.
Course No. 05
The pirate rats have to be stunned before you can tackle them into oblivion.
The Pencoons shoot the spiked ball out of their stomachs and kick them at you. If you can either hit them from behind or hit them while stunned, you can take them out of the picture.
The ! block acts as a switch. Jump into it from underneath like you would the regular blocks.
To beat the boss, avoid him as he spins around and either hold Up to hit him in the underside on his way back up (as Bull Wario) or jump on him on his way back down into the sand. After three hits, he's history! Collect as many coins as you can!
PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 1 of 16
About time I played this one.
Unlike the other Super Mario Land games, you play as Wario, the "villain" from the second game. Unlike the other Wario Land games, you have lives and you can die here. Apparently, innovation hadn't really caught up with Game Boy games yet.
Nevertheless, this was one of the first games for Game Boy that I both played and beat, and I still pop this sucker in every once in a while!
So here's what's going on: you are Wario. You're on Kitchen Island, and you're searching for a great treasure that will grant Wario his every desire. Unfortunately, Captain Syrup and her goons have taken the island as well as the treasure, and you'll have to go through them as you explore the entire island to take it for yourself.
Rice Beach
Once we see Wario trade his normal hat for a safari hat and go through the pipe for an empty save file, we start the game. There's only one place we can go on the World Map, and that's Rice Beach.
Course No. 01
The Control Pad allows you to move around, while A will allow you to jump.
Unlike the other Mario games, you have to tackle enemies to get rid of them. The normal guys can be taken care of really easily. They can't even kill you! The guys with the spears, however, have to be taken care of from behind or while they're stunned in some way (which you can do by simply jumping on them).
You can use your tackle to break blocks and get coins, which you can also get from tackling enemies. To tackle, press the B button
The blocks with the eyes are obviously SML3's version of the ? Blocks. Some contain coins, but others may contain hearts. These hearts are used to increase the amount of extra lives you can get, and when you get 100, you'll be able to get an extra life.
You can also crawl by either holding Down with Left or Right, or by walking into something that's too low to walk through.
Whatever you do, don't become Small Wario. You'll have to get garlic to turn back into Big Wario, and you're prone to a one-hit kill. You won't be able to use a tackle, and all you can do is jump on certain enemies, pick them up by running into them and pressing the B button to throw them at other enemies. At least you're not completely defenseless.
The Bull Hat changes Big Wario into Bull Wario (or Small Wario into Big Wario). Bull Wario has a longer-ranged tackle, increased strength (bricks take one hit to break) and you can even pound the ground by holding Down on the D-Pad on your way back down after a jump, stunning all ground-based enemies onscreen. You also hold Up to get Wario to stick head-first on the ceiling, which makes for some interesting (and sometimes more accurate) jumps.
Don't forget, you can also hold Up before a jump to jump higher. This makes for longer and higher jumps.
One of the ladders leads down to a long pit with a floor full of Nipper Plants. You won't be able to access this part of the course until a little later in the game. You can climb on ladders with Up and Down on the Control Pad.
When you reach the end, you'll be able to learn how to open the exit: by throwing a giant coin into it. You'll learn how to do it in the second course (or rather, the guide will show you).
If you're Small Wario when you finish a level, you'll turn back into Big Wario. To enter a door, just press Up on the Control Pad while standing in front of a door.
When you complete a stage, you'll get a choice of two bonus games. The first one lets you double your money, and the second one lets you go for more lives.
The bonus game with the coin has two buckets. One has a bag of money inside, the other a 10 pound weight. Pull the string on the bucket and one of those two things will fall on your head. Obviously, you want the bag of money, as that doubles your end-of-course earnings. The weight cuts your earnings in half. You get three tries.
At the end of every stage, the amount of coins you have at the end of a course will be counted and carried over to your total riches. You'll also see fifteen slots to your right, one with a letter of the alphabet. Those will come into play a little later into the game...
Course No. 02
The little guys that walk on the ceiling drop down on you when you're underneath them. Luckily, if you're Bull Wario, you can knock them off the ceiling and down onto the floor, where they're both vulnerable and helpless.
The platforms that continually lighten and darken can only be stood on when they are at least partially darkened. You'll see these kinds of platforms now and then throughout the game.
The spiky guys that hop around can only be destroyed by throwing an enemy into them (or with Dragon Wario).
The skulls with the coin slot above it are continue points. Hold Up and press B to produce a 10 Coin (the coin with the "plus" symbol on it), then throw it into the slot with B (it's a no-brainer to do). This is also how you open the exit doors. You have to have 10 coins to produce a 10 Coin.
Use the A button to swim and Left and Right on the Control Pad to move around.
The dragon face turns Wario into Dragon Wario. The tackle is replaced with a flame that comes out of the dragon helmet, and it can be used to destroy both enemies and blocks in one hit.
The hat that looks somewhat like a bunny turns you into Jet Wario. With Jet Wario, you can fly in a straight line for a few seconds, making your tackle super-long. You can also tackle in the air as well as underwater. Wario also runs a lot faster, too.
The second game allows you to throw bombs. There are three difficulties, with the harder difficulties costing more coins. The more enemies you hit, the better your reward you'll be. Rewards range from extra hearts to a 1-up. Press A when the cursor hits the right end of the power meter, and make sure that the enemy at the top of the screen runs into where the explosion will be so you can get the hit. The better you are, the better the rewards.
Saturday, December 6, 2014
Friday, December 5, 2014
Goron50 plays Wario Land: Super Mario Land 3 - Part 17 of 17
Final boss time!
Syrup Castle
Course No. 40
It's Captain Syrup! She's the leader of the Pirate Gang, and she has a little surprise for you since you're trying to get all of her riches...
To beat the boss here, you'll have to grab the magic lamp and throw it so it turns right-side up. A cloud will come out of it when this happens. Jump on it, and use it as your means of jumping on the genie's head! The cloud will turn into a miniature genie which keeps shooting fireballs, and he can be defeated with a bop on the head.
The big genie sends fireballs that come at you when they hit the ground, and he'll only shoot those at you when he reaches either side of the screen. He just flies around back and forth, and he's basically one of the easiest final bosses (if not the easiest) I've ever seen.
After jumping on his head six times, the game is over! You'll get another 300 coins, and the genie is now yours. Captain Syrup will try to blow up the castle (with you in it), but Wario escapes and the castle turns into a statue of Princess Peach...which Mario collects with his trusty helicopter. (Jerk.) With the treasures in your collection and all the coins that you've picked up, you'll get one of five different houses: a birdhouse, a log cabin, a Japanese temple, a castle, and finally...an entire planet. You'll need to get a total of 99,999 coins and all fifteen treasures to do this, but it's worth it to get the best ending!
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