Super Mario Land ---------------- Copyright 2012 NintendoGames Author: NintendoGames E-mail: [email protected] Most Recent Update: June 18, 2012 Originally Created: June 18, 2012 Version 1.0 ----------------------------------------------------------------------- ---------------------------Table of Contents--------------------------- ----------------------------------------------------------------------- Section 1* Introduction* Navigation* Storyline* Items and Vehicles* Points* Enemies* Game Play* Controls* Section 2* Birabuto Kingdom* Muda Kingdom* Easton Kingdom* Chai Kingdom* Section 3* Hard Mode* Bonus Rooms* FAQ* Section 4* Credits and Legal Information* ----------------------------------------------------------------------- _________________________________________________________________ / \ / \ ||----------------------------Section 1*-----------------------------|| \ / \_________________________________________________________________/ ======================================================================= =============================Introduction*============================= ======================================================================= Ah, Mario games. The start of booming video games right now. Let's not forget them before they will eventually die out sooner or later, so just remember to do that, okay? :) ======================================================================= ==============================Navigation*============================== ======================================================================= This guide is not long (it�s one of my shorter ones, really), but it would be annoying to have to constantly scroll down, right? Never fear, for a navigation system is in place. I have asterisks by the names of each section. This distinguishes them from times I�d use those words in text (navigation, ahem, navigation). So, that way you can press CTRL and F (it�s Apple and F if you have a Mac) and then type in the name of the section. From there, just click the Search/Find button. It will take you to each place that phrase is used (in this case, the Table of Contents and then the beginning of that section in the walkthrough). Hope that helps. ======================================================================= ==============================Storyline*=============================== ======================================================================= I admit it; the storyline is REALLY awful by itself. However, I will also include the plot of Super Mario Land 2 beneath it. SML 2�s storyline throws a ton of light on this one�s � it illuminates it completely. Also, below is a list of important characters. First, though, a brief summary of this game�s plot. Sarasaland is a far-off desert kingdom consisting of smaller states or provinces called the Birabuto, Muda, Easton, and Chai Kingdoms. There, the reigning princess is Princess Daisy, who looks remarkably like Princess Peach Toadstool of the Mushroom Kingdom (where Mario�s from). To the point, �Tatanga, the Mysterious Spaceman,� has kidnapped Daisy in hopes of marrying her and becoming king of the kingdom. From there, he somehow hopes to rule the world, although Sarasaland is so small and insignificant that I don�t see how he could. I mean, really, Mario could travel through one fourth of the kingdom in just three short levels on foot� Okay, I admit that there was no actual reference to ruling the world� Anyways, Mario takes it upon himself to search each kingdom until he finds Daisy and defeats that alien. Pretty nifty, eh? Yeah, I thought so, too. Anyways, below is the storyline of Super Mario Land 2. I think it will show you a lot about this game. When Mario returned to Mario Land, some made-up-in-five-minutes country that Mario supposedly owns and built a castle on, after rescuing Princess Daisy of Sarasaland, he found that everything was disorderly. In fact, the iconic M Emblem on his castle had been flipped upside-down to form a W. Oh, no. Wario has stolen Mario�s castle and Mario Land itself! Gasp! He hired Tatanga, an alien, to kidnap Princess Daisy. Wario knew that Mario could not resist such a tempting rescue, and Wario took over when Mario was out. Now Mario must reclaim his castle from Wario by collecting six golden coins to open it! As you can see, this entire game is just one big decoy to the real trouble � namely, Mario�s imaginary country being invaded by his overweight impersonator. Now, although I could do a bio for Wario below, I won�t because this is a guide for Super Mario Land, not SML 2. Look below for descriptions of all the many characters. Mario: Mr. Nintendo was created by Shigeru Miyamoto (the brilliant man who brought us numerous characters, including DK and Link), and Mario first appeared in the arcade classic, Donkey Kong. In it, he was named Jumpman, and he was rescuing the Lady (a.k.a Pauline, named so because Pauline was a popular movie-era name for damsels in distress) from a gigantic ape (Donkey Kong). Because of poor graphics in arcade games, Mario had to look a certain way to animate him easily. Hair was hard to show, so they gave him a hat (the same goes for his mouth and mustache). To give the illusion that his arms moved when he walked, he wore overalls. And, red is one of the easiest colors to generate, so his clothes happened to be that color. Because Jumpman looked so much like Mario Segali, the landlord of the Nintendo of America building, he was named Mario. Nintendo put two and two together � Mario was rescuing Pauline at a construction site. It must be in Brooklyn, New York, they decided, so that is why Mario is Italian-American (also because Mario is an Italian/Latin name). Originally, Mario�s overalls were red and his undershirt blue. The new Mario�s look (the one that has stuck for so many years now) was first introduced in Super Mario World � red undershirt with blue overalls. And, since Mario went on to star in Mario Bros. (apparently in the sewers of Brooklyn) for arcade systems, he became a plumber. Mario has very strong legs, allowing him to jump very high. He made use of this on his NES debut � Super Mario Bros. � in which he rescued Princess Toadstool from Bowser. Ever since, he�s been a household name. Daisy: Princess Daisy of Sarasaland must have political ambitions in the Mushroom Kingdom. Why else would she dress and look exactly like Princess Toadstool of the Mushroom Kingdom? To impersonate her, no doubt. Well, Princess Toadstool is a blonde in a pink dress. Daisy has red hair and wears a yellow dress (though now she is usually depicted with brown hair). Her trouble: she has been kidnapped by a loser alien too chicken to abduct Toadstool and that alien wants to marry her and rule the world. Mario, her savior, then proceeds to rescue her and kick some alien behind, and the two then speed away in Mario�s plane. For eleven years, Daisy was in obscurity. That is, until she appeared in Mario Tennis for the N64. She got her match in Luigi, Mario�s brother, or so we are led to believe. And, she went on to appear in party games as Peach�s partner in future games. At first, she sported a tan (she lives in a desert), but she dropped the flower in her hair. Eventually, she became much paler from hanging out in the Mushroom Kingdom and her face was changed from that of Peach. With shorter hair and a streak of tomboyish behavior, Daisy has become a regular in Mario�s gang of racing, partying, golfing, tennis-playing, and so on friends. Tatanga: He�s an alien, and some people might find him mysterious, I guess. With intent to make Daisy his queen, Tatanga kidnaps the reluctant princess and then guards his new territory with his gang of monster underlings. Also, he hypnotizes the citizens of Sarasaland so that they do his bidding. However, Tatanga is just one gigantic joke, and I�m not talking about his cheesy sprite or his title � �Tatanga, the Mysterious Spaceman.� No, I�m referring to the fact that Tatanga was hired to lure Mario out of his home (Nintendo never actually explains how Mario came into possession of Mario Land, or does it ever reoccur. Hooray for that) so that Wario, who Mario bullied when the two were youths, could steal Mario�s property. And, as you�d imagine, Tatanga must be greedy to risk his neck for cash, at least as little as Wario would dish out. In fact, he must be immensely so, because the boss of Space Zone in Super Mario Land 2 is a little purple spaceman. Well, if Tatanga would work for Wario once, maybe he was hired again. In any event, Tatanga gets beat up by Mario and he comes back for more. You got to give him credit for that. What a cast! Man, if they made movies after Nintendo games� Now that we know why we�re attacking the 8-bit spaceman, let�s head on down to the items section of the guide. ======================================================================= ==========================Items and Vehicles*========================== ======================================================================= Super Mario Land varies things up a bit by giving Mario a submarine, a plane, and a new item, though the �Super Flower� is a blatant copy of the Fire Flower. Below I will discuss the items. Super Mushroom: Called Magic Mushrooms in the original Super Mario Bros., these transform Mario into Super Mario. In super form, Mario is twice his normal height and he can break bricks. Also, he can afford two hits before losing a life in this state (one hit reverts him back to regular Mario state). Super Flower: Also called a Flower, this is an inexcusable copy of the classic Fire Flower. Anyways, when Mario picks up a Super Flower, he becomes �Superball Mario,� and he can throw �superballs,� which can hurt most enemies. As Superball Mario, Mario can break bricks and, if he takes a hit, revert back to regular Mario. Star: In the original Super Mario Bros., this was a Starman. Now it�s a Star. Either way, it temporarily transforms Mario into Invincible Mario. In that form, he can defeat any enemy just by running into them. However, he�ll still lose a life if he falls into a pit. 1UP Heart: These Super Mario Bros. 2 (American version) items give Mario and extra life when he touches them. Why not stick to the usual 1-Up Mushroom? Remember, the Game Boy is a colorless system; there could be no distinction between a Super Mushroom and a 1-Up Mushroom. Coin: Like any Mario game, collect 100 coins and you get an extra life. Mystery Block: I will call these ? Blocks throughout the guide. These contain other items. Ooh, what could they be? Sky Pop: This is the name of Mario�s personal airplane that must crash after this game (it never makes a reappearance). With it, Mario can fire torpedoes, and it is how Mario fights a boss and gets through a level. Apparently, Mario is very cheap. After all, he wouldn�t spring for enough fuel to fly straight to Chai Kingdom and rescue the real Princess Daisy. Marine Pop: This is Mario�s submarine. Essentially the same as the Sky Pop only underwater, Mario uses it once in the Muda Kingdom. It can fire torpedoes and make us wonder why Mario didn�t use it earlier � or later, for that matter. Note: At the end of every level, Mario can jump into the upper door of the finish marker to play a bonus game in which he may get a Flower, a 1UP, a 2UP, or a 3UP. Aim up, my friends. Mario will make use of all these items and vehicles to beat the many enemies found in this game. Speaking of items, did I tell you about�? ======================================================================= ================================Points*================================ ======================================================================= Aside from bragging rights, points actually do serve a purpose in this game. If you get a Game Over by losing all your lives but have 100,000 points, you can continue from where you died. There are several ways to get points, and you�ll want to make the most of them. They are listed below. 1) Defeating enemies earns you points. To see how much for each enemy, look at the below section. 2) Getting items earns you points. Coins give 100, smashing brick blocks gives you 50, Stars/Super Mushrooms/Super Flowers give 1000. 3) In each world, a timer goes to see how fast you can finish the level. Multiply the number of seconds you had left over by 10 and add it to your point count. 4) You get extra points for bouncing off enemies onto other enemies. They increase for each time you hit a new enemy. 5) Not a real tip for getting points, but note that you do not get points in bonus rounds. There you go! Now, for specifics on # 1 and to inform you on beating certain enemies, I have a section devoted to the little critters below. ======================================================================= ================================Enemies*=============================== ======================================================================= Mario faces myriad foes in his quest to rescue Daisy, all of whom are Tatanga�s minions. It is here that I will list how to beat enemies and how many points you get for doing so. There are a lot of creative enemies in this game, and I include bosses at the very end. Enemies are listed in the order that they appear in the manual. ----------------------------------------------------------------------- Enemy Name Level: Notes: PTS: ----------------------------------------------------------------------- Each entry is set up as shown above. Now then, to the list! ----------------------------------------------------------------------- Upside Down (Headstand) Pakkun Level: 4-1, 4-2 Notes: These are Piranha Plants from classic Mario games that come down from above. Annoying as they may be, superballs can take care of them. PTS: 400 ----------------------------------------------------------------------- Pakkun Flower Level: 1-3, 2-1, 2-2, 3-1, 3-2, 4-1 Notes: It�s a Piranha Plant! Oh no, wait, it�s a Pakkun Flower, Tatanga�s version of it. In case you weren�t aware, �Pakkun� is Japanese for �Piranha.� Superballs can defeat them, and they won�t come up if you�re standing on the pipe. PTS: 100 ----------------------------------------------------------------------- Pompon Flower Level: 4-2 Notes: A pathetic flower that dawdles about and shoots vertical fireballs, which can go through platforms. Jumps and superballs will deal it death. PTS: 800 ----------------------------------------------------------------------- Nokobon Level: 1-1, 1-2, 1-3, 2-1, 2-2, 3-1, 3-2, 3-3, 4-1, 4-2 Notes: �Noko� is the Japanese name for Koopas, Mario�s original turtle enemies. This is the most common enemy in the game. It is a turtle with a bomb on its back. Jump on it and it will die, but the bomb explodes a few seconds later to take out stragglers. Use superballs, though, and it won�t explode. PTS: 100 ----------------------------------------------------------------------- Chibibo Level: 1-1, 1-2, 2-1, 2-2, 4-1, 4-2 Notes: A little mushroom creature that is laughably easy to beat. Jump or superball it. In Hard Mode, it is also in 1-3. PTS: 100 ----------------------------------------------------------------------- Kumo Level: 3-2 Notes: Essentially the same as Flies, these are hairy spiders that jump around to hit you. They can be beaten with two superballs or with a well-placed jump. PTS: 400 ----------------------------------------------------------------------- Tokotoko Level: 3-1, 3-3 Notes: It�s a stone statue that charges you as it is punching. Jump on it or superball it. PTS: 400 ----------------------------------------------------------------------- Nyololin Level: 4-2 Notes: Quite the advanced enemy, it�s a sitting snake that spits fireballs in all directions and through all platforms. Jumps or two superballs can defeat it. PTS: 800 ----------------------------------------------------------------------- Batadon Level: 3-1, 3-3 Notes: This is a flying stone statue that always comes from above. Depending on your position relative to it, it can bounce on or pass through platforms. Jump on it or land three superballs on it. PTS: 800 ----------------------------------------------------------------------- Mekabon Level: 2-2 Notes: This is a robot that attacks with its head in a boomerang motion. Jump on its head in mid-air for 100 points, and then crush the body to beat it. Crushing its heads may be good for your point count as it will regenerate it afterward. PTS: 400 ----------------------------------------------------------------------- Suu Level: 3-2 Notes: Like a Kumo except this hangs from the cave ceiling. It comes down when you get close, and it can be jumped on or you can superball it twice. PTS: 400 ----------------------------------------------------------------------- Gao Level: 1-3 Notes: This also appears in 1-1 in Hard Mode. It�s a fire-spitting sphinx that can aim up or down. It can also shoot behind itself. It bears some resemblance to King Totomesu. Jump on it or superball it. PTS: 800 ----------------------------------------------------------------------- Ganchan Level: 3-1, 3-2, 3-3 Notes: These are rocks that fall from the sky, and for some reason they bounce on spikes. They cannot be beaten, but you can hitch a ride from them by jumping onto their tops. PTS: NA ----------------------------------------------------------------------- Hiyoihoi Level: 3-3 Notes: This evolved from a Tokotoko, and it is the boss of Easton Kingdom. It throws Ganchans and can be defeated only with ten superballs. PTS: 5,000 ----------------------------------------------------------------------- King Totomesu Level: 1-3 Notes: This is the boss of the Birabuto Kingdom. It�s a giant Bowser- wannabe sphinx that spits fireballs at different elevations. Five superballs take it down. PTS: 5,000 ----------------------------------------------------------------------- Yurarin Level: 2-3 Notes: This is a menacing seahorse. Launch two torpedoes at it and it is history. PTS: 400 ----------------------------------------------------------------------- Torion Level: 2-3 Notes: This is a fish that always travels in schools of three. They simply swim into you, and they will come back for a second strike if you don�t beat them on their first assault, which can be done by firing a single torpedo at it. PTS: 100 ----------------------------------------------------------------------- Honen Level: 2-1, 2-3 Notes: According to the manual, this is the skeletal remains of a Torion after Tatanga has eaten it. It swims out of the water in vertical motions, and you can either jump on it or fire a torpedo. PTS: 100 ----------------------------------------------------------------------- Yurarin Boo Level: 2-1, 2-2, 2-3 Notes: The big brother of Yurarin, it is a big seahorse. It emerges from underwater pits (or jumps from the water) to spit fireballs at odd angles. A jump or two torpedoes can defeat it. PTS: 400 ----------------------------------------------------------------------- Gunion Level: 2-3 Notes: It�s an octopus that will split into two balls when hit. The balls come at you, but the octopus never misses. Three torpedoes does the trick. PTS: 800 ----------------------------------------------------------------------- Dragonzamazu Level: 2-3 Notes: This is the boss of the Muda Kingdom. Tamao protects it protects it as Dragonzamazu swims up and down while spitting fire. 20 torpedoes will beat it. PTS: 5000 ----------------------------------------------------------------------- Tamao Level: 2-3 Notes: Found in the boss fight with Dragonzamazu, it shields the beast. Also, it is invincible. PTS: NA ----------------------------------------------------------------------- Fly Level: 1-1 Notes: A creatively named fly that jumps around to hurt you. Two superballs or one jump (fight fire with fire) will beat it. PTS: 400 ----------------------------------------------------------------------- Bunbun Level: 1-2 Notes: These are bees that drop arrows down on those below them. They are easily avoided, and Bunbuns can be beaten with jumps or superballs. PTS: 800 ----------------------------------------------------------------------- Gira Level: 3-1, 3-2, 4-1, 4-2 Notes: These missiles are fired by cannons. Cannons come from pipes, and they usually come in groups. Also, the cannons can be used as stepping stools. Beat Giras via jumping. PTS: 400 ----------------------------------------------------------------------- Roketon Level: 4-3 Notes: This is a plane that shoots missiles forward and backward. They won�t come alone, so be prepared to fight your way through them. One missile and that sucker�s down. PTS: 400 ----------------------------------------------------------------------- Pionpi Level: 4-1 Notes: Superballs will defeat these instantly, but these are zombies that come back to life if you jump on them. PTS: 800 ----------------------------------------------------------------------- Chicken Level: 4-3 Notes: A bird that flies toward you and then circles in if it missed on the first hit. One missile should do the trick, though. PTS: 400 ----------------------------------------------------------------------- Chikako (Glitter) Level: 4-3 Notes: A slightly moving mine meant for you to run into. 10 missiles will defeat it. PTS: 800 ----------------------------------------------------------------------- Biokinton Level: 4-3 Notes: The boss of Chai Kingdom, this guy hides in a cloud, and no one knows what he actually looks like. It flies around throwing Chickens at you. 20 missiles do the trick. PTS: 5,000 ----------------------------------------------------------------------- Tatanga the Mysterious Spaceman Level: 4-3 Notes: Tatanga fights you in the comfort of his spaceship, named Pagosu. He fires �rockets,� though they look like rocks. Land 25 hits with the Sky Pop on him and he crashes. So long, Tatanga! PTS: 5,000 ----------------------------------------------------------------------- ----------------------------------------------------------------------- ----------------------------------------------------------------------- For a game with less than half the levels of Super Mario Bros., it sure has a ton of enemies in it (many more than Super Mairo Bros.). Still, you won�t be able to beat enemies if you don�t know the controls of the game. Let�s read up on that, shall we? But first, a look into the game�s mechanics is in order. ======================================================================= ==============================Game Play*=============================== ======================================================================= Levels in this game have formulas. Here, I�ll list their elements and notes on playing the game. Section 1 is designed for all you out there who don�t want to use the walkthrough for everything but still can�t get by without it. +-----------------------+ | The Bare Basics | +-----------------------+ 1) Each kingdom is treated as a world (1, 2, 3, or 4). Each world is divided into three areas, and there is a boss at the end of each world in the third area (each area is a level). 2) Each level has an exit that looks like a doorway. However, there are always two such exits � an upper one and a lower one. The lower one leads to the next level, while the upper lets you play a bonus game before the next level. The bonus game looks like this below (the position of the prizes actually varies). Mario Ladders Prize ------------------------------- 1UP ------------------------------- 2UP ------------------------------- 3UP ------------------------------- SF ------------------------------- Mario and the ladder flash on the screen randomly and you must press A or B to stop them. Mario will then walk forward from where he stopped, taking the ladder if he can, and then he will walk forward again to claim a prize. All of them are good, but some are better than others. SF is a Super Flower, and the others are 1Ups in groups. 3) You always play the bonus stage after beating a boss, except in 4-3 (it�s the last level). 4) All levels have checkpoints between the endpoint and the starting point. If you reach one of these unmarked checkpoints, you will restart there if you die in that level. When you come back to a checkpoint, there will be no enemies around you in that screen. 5) You can take certain pipes down by pressing down while standing on them to bonus rooms. There are ten different types (please see that section for the specifics), and there are two bonus rooms per level (except for 1-2, 2-3, and 4-3). When you emerge from the pipe you took down to the bonus room, all enemies outside will be gone (for the screen the pipe is in). 6) 100 coins get you an extra life. Get as many lives as you can or you�ll get a Game Over when you lose them all, causing you to either pay 100,000 of your points to restart from where you were or to start back in Level 1-1. 7) Mario can�t reach all coins, but he can use superballs to ricochet off walls and collect them for him. 8) 2-3 and 4-3 scroll right automatically. If your vehicle gets stuck between the ship and the wall, you will lose a life. 9) Each level has a 400 second time limit. It actually ticks down faster than one second per actual second, and you will lose a life if it runs out on you (hits 0). The timer resets if you lose a life. 10) If Mario is hit by an enemy, he dies instantly. If he is Super Mario or Superball Mario, he turns into his smaller self if he gets hit (not just losing a life automatically). 11) Sometimes, there are areas and coins that Mario can only reach when small. Also, there are occasionally invisible objects that can be hit to access new heights and areas in levels. 12) There are some obstacles not specified as enemies in the game. These include stalactites and falling blocks, among other flames and the like. Hitting them will hurt you. Those are all the tips for playing the game. The guide will be more specific, however. ======================================================================= ===============================Controls*=============================== ======================================================================= This game is nearly exactly like Super Mario Bros. in controls, but it has a few new additions. Here�s what each button can do. D-Pad: The Direction Pad is used to move Mario left and right in the game. It can also be used to move down to make Super/Superball Mario duck or to take pipes down. Up has no use. Select: This is used to select options before playing the game. Start: This pauses the game. It also un-pauses it, and it can be used to select an item. A Button: Press this to jump. The longer you hold it, the higher you go (there is a limit to this, however. Also, note that large Mario and wimpy regular Mario jump equal distances). Also, when in the Sky Pop or the Marine Pop, press this to shoot a torpedo. Hold it for continuous fire. B Button: Hold this to run. When running, you can pass over gaps the width of Mario without jumping. It is also much faster. If you�re Superball Mario, press this to shoot superballs. You can also use these to fire torpedoes. Start + Select + A + B: This combination resets your game. And that�s it. Now that you know pretty much everything else, let�s get to the meat of the story � actually playing through the levels. By authors of them like myself, they are called walkthroughs. Neat-o, huh? ----------------------------------------------------------------------- _________________________________________________________________ / \ / \ ||----------------------------Section 2*-----------------------------|| \ / \_________________________________________________________________/ ======================================================================= ===========================Birabuto Kingdom*=========================== ======================================================================= This kingdom is Egyptian-themed, and Princess Daisy is said to be held captive inside a pyramid at the end of the world. With some easy enemies and simple jumps, it won�t pose much of a problem. +-----------------+ | Level 1-1 | +-----------------+ When you start, jump for the coin block. Head right to find a Chibibo, which looks strangely like a Goomba. Jump on it for 100 points. Now, hit the coin block for a Super Mushroom, which I will just call Mushrooms. Touch it to become large, and then jump right to a stack of blocks. Hit the ? Block for a coin and jump right to a pipe. Duck down on it to enter a bonus room. Collect the coins and exit via the pipe. Hit the ? Block to the right and run right. Jump up the ledge, kill the Chibibo, and then hit the ? Blocks to the right. Crush it and its friend and then jump right from the pipe to the blocks. Drop through the line of coins and hit the ? Block for another coin. Stand on the block and hit the fourth block from the left for a 1UP Heart. Now go right and hit that ? Block. This is a Super Flower (assuming you haven�t been hit yet), and it makes you Superball Mario. With it, you can fire superballs with B, which bounce off surfaces at 90 degree angles. Practice it to the right. First, hit the ? Block for a coin, and then notice the Koopa Troopa-looking Nokobon. Jump on them and they explode afterward. Use a superball on them, though, and they do not explode. From there, hit the blocks to the right for a bunch of coins and jump to the pipe to the right. Take it down to another bonus room. In here, you can practice using superballs by firing them. They collect coins for you. Take the pipe out of the room and hit the ? Block (right) for a coin when you emerge. Head right and you�ll meet yet another new enemy � a Fly. They jump around, but can be beaten with superballs or jumps. Defeat it, hit the ? Block, and drop over the pipe to the right (crushing a Chibibo as you do). Hit the ? Block for� a Star! With it, the music turns different (recognize the song?) and you become Invincible Mario. Run right, hitting the blocks for coins as you go, dropping to a Chibibo and another mystery block, and then jump right to hit another Chibibo. Jump for the coin in the ? Block, proceed right for another coin and to decommission two Flies, and then jump across the gap to some blocks. Notice that the right block has coins in it. Now jump the gap to some stairs. If you�re small, you can run in for the coins (or you can use superballs if you have a Super Flower). Once you have them, climb up the stairs, drop through the line of coins, and you�ll see some elevator platforms. Take it up, jumping to the second, and then jump to the upper exit to finish the level and play a bonus level. +-----------------+ | Level 1-2 | +-----------------+ This level really tests your jumping abilities. Jump right twice to a tree platform and collect the coins on the ground, around the ? Block, and then hit the ? Block for a power-up (a Mushroom or Super Flower, depending on your status). Now head right, defeating a Chibibo and meeting a brand new enemy � a Bunbun. These bee enemies appear in this level only and they drop arrows. They�re weak to both jumps and superballs, and they are exclusive to this level. Take the coin, head right, and defeat a Bunbun on the way. Hit the ? Block at the end for a total of three coins and then drop right, defeating the Nokobon there. Defeat another to the right and then jump right, collecting coins as you fall. Now head right, beating a Chibibo and a Nokobon (if you jump and hit the block the Nokobon is on, it will die instantly), before dropping right to hit a ? Block for a coin. Jump back onto it and then to the platforms, from where you should jump to the elevator platform. Jump to a second one to the right and then through a row of three coins onto some blocks. Head right, defeating four Bunbuns on the way, and then drop to another platform after jumping for two coins. Jump right to some stairs on which you should stomp two Chibibos and afterward on which you should hit the ? Block for a power-up. Jump right to some elevator platforms (three in all), and then drop through two coins. After avoiding the fire of a Bunbun and defeating a Nokobon, and then hit the blocks to the right. Out of one comes a 1UP Heart. It raises your life count by one. Drop to the ? Block below, hit it for a coin, jump back up to the platforms, and then jump to the elevator platform to the right. Jump next to sturdy ground to the right and avoid two arrows by two Bunbuns. Jump these platforms to an elevator platform, ride it up, jump to the falling platforms to the right, and then jump to the upper door for a bonus game and a level clear. fulana31 makes this comment about the level: �In the first section where you fall through three coins onto a low platform with a platform on the top-right with three ? Blocks on top, the lower platform below the one ?: the platform with just one ?, if you walk to the left and jump, there is a 1-Up. +-----------------+ | Level 1-3 | +-----------------+ Note: If you hit the block on the left wall in here, an elevator appears. Jump to it and ride it up to get coins on the roof if you�d like. You�ll rejoin the rest of us in this guide when I mention the bonus room in here. Your first boss level. Tatanga apparently set up his stronghold inside a pyramid. Notice the fancy hieroglyphs. Hit the blocks to the right for some coins and then jump right. Here are pipes with Pakkun Flowers coming out of them. Pakkun Flowers are Piranha Plants of this game. You can defeat them only with superballs. Wait for it to lower, jump to the pipe, and then jump right to more pipes and then to solid land. There are more pipes ahead, and a bonus room is found through the second pipe before the pipe. When you�re done there, take the pipe out and jump right over the gap. Approach cautiously, as the low brick here will fall. After four pipes of Pakkun Flowers, you�ll reach ground again. Head right from there, avoiding falling bricks, and hit the blocks. Go right again to see a Gao, a fire-breathing Sphinx. Superballs can defeat it, but jumps are even easier. If you don�t beat them quickly, you�ll get hit by their accursed flames. They are only found in this level (except in Hard Mode). Now, hit the blocks for coins and break the right brick block (assuming you�re Super/Superball Mario) to unveil an elevator. Jump onto it and ride it up to the roof, on which you should go right to a pipe. Take it down to a bonus room. To get the coins, break the blocks, jump around, and then jump over the pipe for a few. Now exit and fall to earth to the right. Now, if you are Super or Superball Mario, break the blocks and get hit by the Nokobon. Just do it. Then take the lowest path to a TON, including a power-up, of coins. You�ll be so sorry if you don�t. If you don�t think your Super Flower is worth that many coins and points, then just proceed past the Nokobon and watch for falling ledges. (fulana31 comments that running and ducking can get you to slide under the ledge and get the coins and power-up without taking the hit, but this is considerably difficult to do.) To the right, you�ll see a group of blocks. Hit one of the upper ones for a Super Flower (if you�re Super/Superball Mario), and then go right. Defeat the Gao ahead and continue right to the boss. +---------------------------+ | Boss: King Totomesu | +---------------------------+ The first boss of the game is a giant fire-breathing Sphinx. It shoots fire and it almost exactly like Bowser in Super Mario Bros. There are two ways to defeat it. First, if you are Superball Mario, hit it five times with superballs. It will die, you get 5,000 points, and you can hit the switch to the right to continue. If not, wait for King Totomesu to be down and then leap over it to that switch. The king explodes (you get no points, though) and the gate opens. Mario walks through to find Princess Daisy! She speaks: �Thank you Mario. Oh! Daisy� The Daisy here transforms into a Fly. It was a decoy meant to throw Mario off his track! Stupid Tatanga� In any case, he have now liberated the desert region of Sarasaland � Birabuto Kingdom. Let us make haste and search for Daisy in Muda Kingdom. First, though, play a bonus game. Ah, free stuff. ======================================================================= =============================Muda Kingdom*============================= ======================================================================= Muda is a kingdom built over the watery ruins of an ancient city, inside of which Daisy is being held captive. Mario must pass over obstacles to avoid meeting a watery grave, and he also employs the Marine Pop here for the first and only time in any of his games. +-----------------+ | Level 2-1 | +-----------------+ Apparently, Mario was transported here by an alien ship of some sort. In any case, head right and jump onto the ledges. After some ? Blocks, you�ll notice enemies called Honens. Honens are, according to the manual, the skeletal remains of Torions (we�ll meet them a bit later) that Tatanga has eaten. In any case, they jump straight up and will be dogging us for the rest of our stay in Muda Kingdom. They can be defeated by jumping on them. Jump right, collect the coins, and then proceed right to an elevator platform. After them, you�ll reach a pipe. Now, stop. Take it down and you�ll reach a bonus room. This one has 77 coins in it, but it is VERY easy to get robbed of all but two of them. If you are small, enter the lower area and collect those coins. There is a power-up in one of the left blocks. If you are Super/Superball Mario, you can get most of the coins. First, bust into the upper coin area and get all of them that you can without falling from this upper area. Then drop back through the hole that was once a brick (on the left side), break the bricks around here, and then drop into the lower coin pit. On your way out, jump for two more coins, and you�ll have gotten 75 of them (the other two can be gotten; see the bonus section for details). Now exit. When you emerge, go right (collecting coins as you go) and hit the ? Block for a power-up. Go right now onto a bridge, collecting coins and avoiding Honens (be sure to defeat a Nokobon along the way) and you�ll reach a ledge. Jump right of it, defeating oncoming Chibidos, and then hit the ? Blocks. Hit the right one for a Star. Wahoo! Run right, defeating Yurarin Boos (seahorse enemies that launch fireballs, much like Gaos) and other enemies instantly, to reach a pipe with a Pakkun Flower in it. Take it down to a bonus room. In here, there�s an invisible block on the ground. You can run across one-space gaps by running, by the way. When you emerge, hit the ? Block, collect other coins, and go right. Hit more ? Blocks for a power-up and then proceed right to a bridge. Pass a series of Yurarin Boos to see an elevator platform. The ? Block here contains a 1UP Heart that you can reach if you�re Super/Superball Mario. Now jump right, taking coins, and then jump right to an elevator platform. Ride it up, jump right to some falling platforms, and jump to the upper exit of this place for a bonus game. fulana31 sent me this tip: �In the beginning after you get the first ? Block and the three coins on the highest platform, if you go on the short platform below the one with the three coins, to the left there is a power-up.� +-----------------+ | Level 2-2 | +-----------------+ I like this level better than the last one. Mario is just dawning on the underwater city, and he�s on the ceiling of it. Run right to see a new enemy � a Mekabon. It only appears here, and it is a robot that launches its head like a boomerang. Just jump on its body and head to defeat it. Now, run right over the gaps (Mario can run over one-space gaps, remember) and jump to the ? Block. Out comes a power-up just for you. Now go right to the pipe and take it down for that 77-coin bonus room we discussed in 1-3. When you emerge, jump onto the hit ? Block (it contained a coin) and then onto the elevator platform. From there, jump down to the pipe and then to the right. Take the upper or lower path and you�ll reach an outside area. Run by it, jumping when appropriate, to come to a Yurarin Boo and a Nokobon. Defeat both and hit the ? Blocks for the coins. When it is defeated, continue to two pipes of Pakkun Flowers. Down the second is a bonus room. From there, jump right and follow the path down to the exit. To reach the upper door, jump up the platforms and onto the elevator platform before leaping right. eltharion_doa notes that, �The upper path of the split path indoors bit about halfway through the level contains both a power up block (end of the second string of breakable blocks) and an invincible star block (end of first string of breakable blocks).� +-----------------+ | Level 2-3 | +-----------------+ Mario is now inside the city, and he is using his personal submarine (not exactly fancy. It�s a glass case over a torpedo launcher with a propeller), the Marine Pop. Hold A throughout this entire level to continuously fire torpedoes. Because no real guide is needed for this shooter level (here it goes: shoot enemies and break block), I�ll just describe enemies and the like. First, the Marine Pop operates very much like Mario does. Mario takes hits from enemies as if he weren�t in his submarine, and he can find Mushrooms and Stars by blasting blocks open. There are coins spread out all over the level and, although I recommend staying in the back, you can go forward and up or down to collect them. Most are in the �1� formation, but one group toward the end shows �MARIO.� Anyways, you won�t go unchallenged. A whole fleet of enemies are assembled, and they will put up a halfway descent fight. But, your foremost danger is that this level scrolls automatically; if you are too slow, the screen scrolls forward into walls, and you�ll get crushed between the walls and the screen. Anyways, there are several enemies present. Yurarins, the little brothers of Yurarin Boos, cannot launch fireballs, but they do swim into you. Yurarin Boos also make an appearance. Both of these brother enemies take two torpedoes to beat. Torions also appear. They are fish that are, once eaten by Tatanga, Honens. They come in schools of three and take one torpedo apiece. Their ghastly counterparts � Honens � will also make an appearance (one torpedo each). Lastly, you�ll fight stationary octopuses called Gunions in this level. They fire two balls of energy at you if you attack them, and they take three torpedoes to beat. Just leave them alone. Shortly after the coins spell Mario�s name, he faces the boss, Daisy�s captor. +--------------------------+ | Boss: Dragonzamazu | +--------------------------+ It�s a giant seahorse. A bubble, Tamao, also joins in the festivities. It is invincible, and it is there to shield Dragonzamazu. Now, there are two ways to beat this overgrown seahorse that baas like a lamb when hit. First, you could launch twenty torpedoes at. Easy enough, right? Just stay in the lower corner, do rapid-fire A, and you�ll win easily. You may have to dive down a bit from time to time, but it is just laughably easy. It�s like a novelty battle. After twenty hits, the seahorse explodes into 5,000 points. Press the switch and continue. Or, if you�re feeling less adventurous, just get below Dragonzamazu and break the bricks there. Then swim up to the switch. Tamao and Dragonzamazu explode, giving no points, and you may proceed. It�s Princess Daisy! �Thank you Mario. Oh! Daisy� And then the princess decoy transforms into a Gunion, the octopus enemies from earlier. Ah, shucks. I didn�t expect that to happen at all. Well, at least we emancipated the poor residents of Muda Kingdom from Tatanga�s evil hypnosis, and now we may proceed to the new Easton Kingdom. But first, to the bonus game! ======================================================================= ============================Easton Kingdom*============================ ======================================================================= Obviously a take on Easter Island, this place has many large eared and nosed statues in the background. There is a noticeable increase in difficulty between this and Birabuto or Muda Kingdom, and it has the hardest boss in the game as its guardian. Like Birabuto Kingdom, there is no vehicle to use here. +-----------------+ | Level 3-1 | +-----------------+ Head right and you�ll see one of the most annoying enemies in the game: the winged Batadon. It will bounce at you in whichever direction you are in and it can ascend to higher or descend to lower platforms if needed. In groups, they are extremely irritating. Defeat this by jumping or wasting three superballs on it. Afterward, hit the mystery block for a coin and then jump right to repeat the process. Get onto the ledge above the Nokobon and hit the right brick block for a power- up. Now, go right to defeat a Nokobon and then jump into the pit after hitting the ? Block for a coin. In here, there are coins guarded by spikes (get them at your own risk). When you emerge, it will not be there, but out of pipes can come cannons that fire missiles called Giras. They can be jumped on (they are basically Bullet Bill), but they are very fast and very annoying. When you pass it, go right and hit the ? Block way up there. Now defeat the Batadon and Nokobon to the right. Jump across the elevator platforms and land on a Pakkun Flower pipe. Jump right, collect the coins with superballs if you have any, and do the same for the next pit. Then, drop into the thin hole to collect coins, holding right on the D- Pad all the way. That way, Mario will fall onto land safely. After that, go right to a Pakkun Flower and a Gira cannon combo followed by a Nokobon (the three ? Blocks in the area contains coins, by the way). When you go right, an enemy called a Tokotoko charges you. These things are stone statues that are lightning swift that punch forward. Jump on them immediately upon seeing them to beat them. Fight a Nokobon after that, hit the ? Block up there, and then defeat another Tokotoko and Batadon. To the right, on the lower platform left of the pit, jump for a 1UP Heart previously hidden. A Batadon and Nokobon them come at you. Below, jump to an elevator platform and take them across to two Gira cannons. It is rather hard to jump here because missiles fill two spaces at once, but you want to jump right past the cannons (taking coins as you go). When you land, three Tokotokos (bounce on them for extra points) and a Batadon lunge at you. Defeat them if you�d like and then jump right. Here, you�ll find a similar setup but with a Gira cannon (which is in a pipe with a bonus room in it, mind you). After it, you�ll reach spikes on the ground. You cannot pass them by yourself, so you�ll have to hitch a ride on a Ganchan, enemies that cannot be destroyed. These rocks fall from the sky and bounce on spikes, and they are your only way to cross this obstacle. Walk onto one and ride it until you reach the coin ledge. Collect the gold and then get onto a new Ganchan. Continue riding this one until it is about to fall into a pit. Jump from it, hit the ? Blocks, and then go right for another Ganchan ride. If you take it to the end, you can jump to an elevator platform and then jump up falling platforms to the upper exit of this long level. +-----------------+ | Level 3-2 | +-----------------+ We seem to be in a cave now (with the same foreboding music as 1-3). Go right to find a Suu, a hairy spider that comes down (just like Thwomps�) on you when you get near. Jump on it when it comes down (bait it down by standing close to it). After it is a Nokobon and some blocks with coins in them. Now, stand on the top row and on the rightmost lip of the row. Jump to hit a hidden block that you can use as a steppingstone to reach the roof. Head right on it, jumping when appropriate, and you�ll get four coins, avoid a Pakkun, and fall down to some blocks. An enemy is near � a Kumo. These are like Suus, but they jump more like flies. Crush the spider and then hit the ? Blocks for a power-up and coin. Now, jump right, waiting for a Suu to be low enough to jump and defeat, and then jump right. Here, continue right until you see a row of blocks. If you�re Super/Superball Mario, you can hit the middle blocks to form an elevator that leads to the upper pipe here (a bonus room, my friends). When that�s done, jump right to the narrow platform. A stalactite will now fall, so it may be safer to jump clear over that narrow platform. Defeat the Kumo and Nokobon here before jumping right. Wait for the Suu to lower, jump over it, and repeat with the next (only you want to kill the second one). From there, jump right to defeat a Kumo, but stay low; Giras are being fired overhead. Jump to the next platform, taking the coins, and then jump to the next. The ? Block contains a power-up, by the way. Jump over the Gira cannon, lure the Suu down to its death, and then hit the blocks to the right (and a Nokobon). Continue right, defeating the Kumo, and you�ll reach some spikes. It�s Ganchan time! Ride one across the spike pit and hop off of it before the two of you plummet to your doom. Repeat this here and you�ll reach a Gira cannon by a Kumo and Suu. Let�s defeat them indirectly! Take the Gira cannon�s pipe down to a bonus room � the same spike one as before. Head right, jumping to the elevator platform, and then drop onto the Nokobon. Jump to the elevator platform and then to the falling platforms. Follow these all the way up to the upper door and exit to this level. +-----------------+ | Level 3-3 | +-----------------+ With totem poles in the background and the same dungeon music as before, you�ll be completely ready to take down that boss. Jump right to some coins and then you�ll reach some elevator platforms, including new diagonally-moving ones (gee golly gosh! That�s so neat-o!). When you reach the end, jump to the pipe to the right and watch out for a Ganchan coming at you. Now, use the elevator platform to the right to ride up to some falling platforms to a Pakkun Flower pipe. Down this pipe is the best type of bonus room in the game � 129 coins and a power-up in the lower-right corner. Exit contently and run right to jump a gap. Try to reach the upper path. It has six coins, a Nokobon, and a 1UP Heart in one block, while the lower one has two Kumos and four coins, and you can hit the lower path after the high one. And then, after some platforms to the right, you�ll reach a pipe. Take it down to a bonus room (the spike one) and then take the warp pipe out of it. Now jump to the platforms to your upper-right and then down to the lower-right, eventually falling to an elevator platform. Jump onto the ledges afterward and then continue alternating between the ledges and elevator platforms until you�re inside the stone structure here. Go right, defeating a Batadon, a Tokotoko, and then seeing a Ganchan, hit the ? Blocks for two coins and a power-up. Proceed to face a Batadon and three ? Blocks with coins in them, followed up by the boss. +----------------------+ | Boss: Hiyoihoi | +----------------------+ An evolved Tokotoko, this beast can throw Ganchans. It is probably the toughest boss in the game, resembling quite well an Easter Island head. The best way to beat it, though, is to hop onto a Ganchan and jump onto the arch above him. Then simply fall to the switch behind him, defeating him for no points. Alternately, use ten superballs to beat it for 5,000 points (this is much harder, though). When you win, Mario passes through the gate to find Princess Daisy. �Thank you Mario. Oh! Daisy� And so a Kumo disguised as Daisy hops off. I don�t see why Mario doesn�t crush it� In any event, at least we freed Easton Kingdom from Tatanga�s death grip, and at least we corned the alien. Now he only has Chai Kingdom to hide in, and he can be assured that Mairo is only three levels away from beating him! Four, actually, if you would really consider bonus games to be levels! ======================================================================= =============================Chai Kingdom*============================= ======================================================================= The Asian-themed Chai Kingdom is the last of the diverse states that make up Sarasaland. Daisy must be at the end of these levels, as there is nowhere in Sarasaland left to hide. Now, if Tatanga was really smart, he�d go to Birabuto Kingdom and never be seen again, but alas; he is stupid. +-----------------+ | Level 4-1 | +-----------------+ Enter the first pipe to your left and hold right as you enter. This way, you�ll fall into a wealth of coins. Now take the pipe at the top out and then head right, hitting the right brick block for a power-up. And also to the right is a Headstand Pakkun, the name for upside-down Pakkun Flowers (the concept was introduced in Super Mario Bros. 3). Now go right to see your first Pionpi. If you have superballs, I urge you to use them. They die instantly to them, but they come back to life if jumped on (darn annoying if you ask me). Jump to the elevator platform right of them and then to the horizontally moving one. From there, get onto land. Ahead, Giras and a Pionpi complicate matters, but you still need to continue right. Here, you�ll face a Pionpi and a Nokobon with a coin block above. The next ledge has the same thing on it except that there are two Nokobons. Next, there are two Pionpis followed by several Pakkun Flowers and Gira cannons. From the highest pipe, jump and hit the block in the ceiling for a Star. With it, you can defeat quite easily the Pionpis and other enemies opposing you. Afterwards, you�ll reach three ? Blocks plus a Pionpi followed by a Pakkun Flower pipe and then elevator platforms. Take them across to a series of Headstand Pakkuns and Pakkun Flowers. As always, just wait for the next one to retreat into its pipe before moving on. Hit the bricks at the end of each tunnel for coins and a power-up, respectively. Also, be wary of the Gira cannons here. The last brick block contains coins (with a falling brick above it), and after them are elevator platforms. They lead to falling platforms that lead to dry ground. Or so you think. They�re actually pipes with a Gira cannon and a Pionpi on them. Jump right of them to find a ? Block in the air with Nokobons and Pionpis below. The Mystery Block contains a power-up. Continue right and jump along the brick wall�s left side by the elevator platform for a 1UP Heart. Take it, go back for some coins, and then jump to the next series of pipes. The first one is a bonus room, the same as the last (remember to hold right when you take it down). When you emerge, you have the added bonus of defeating all the Giras out here indirectly. Go right to face three Pionpis. Run past them, now! After a few more Giras, jump to an elevator platform and run straight forward on the adjacent blocks to the upper exit. Finally, this level is over! +-----------------+ | Level 4-2 | +-----------------+ Go forward, jumping across the gaps and reaching a Nokobon. Defeat it and then hit the ? Block for a coin. After that, you�ll meet two more Nokobons, two ? Blocks, and a new enemy. These are Pompon Flowers, which launch fireballs straight up. Drop onto it to beat it, and then defeat the Nokobons. Hit the ? Blocks, one of which yields a power-up, and head right to find the source of the Giras � a cannon. You can take its pipe down for the best bonus room in the game. You can get the most coins here with superballs (it�s just sheer coins!). Now, head up and head right. Here, you�ll meet a snake that breathes fire. It must be a Nyololin! It�s similar to a Gao, and you should beat it with a jump. If you�re big, hit the bricks to reach the upper path. If you don�t, you�ll miss many coins and have to face lots of Heastand Pakkuns and Pakkun Flowers. At the end, you�ll reach another fork in the road. Like before, hit the brick blocks to reach the upper path if you can to reach coins and a 1UP Heart in one of the blocks. If not, head right under and over a bunch of ferocious flowers. Right of them, defeat the Chibido, Nokobon, and Pompon Flower. Hit the ? Blocks here for a power-up from the left one and then head right to see a slight variation on flame chains, the long rotating Podoboo chains in Bowser�s Castles in Super Mario Bros. These are fireballs rotating around blocks. Avoid them carefully and head right to a pit. Hit it for a Star! Now run right, over watery pits on elevator platforms, and you�ll reach a Nokobon and a power-up. Take it and continue right to some new terrain. After many fireballs and elevator platforms, you�ll reach a pipe. It leads to a bonus room (the same one as before). When you emerge from the pipe, go right to defeat a Nyololin and a Nokobon. Now continue right and you�ll fall to a low tunnel. Run across the bricks and stop to avoid being devoured by a Headstand Pakkun. Take an elevator up after it and head right. You�ll fall down (hold right as you do so) and you can reach the exit. To reach the upper exit, jump up the falling platforms and run across the one-space blocks. +-----------------+ | Level 4-3 | +-----------------+ Mario is now in aerial pursuit of the enemy, and as such he has taken to the skies in the Sky Pop, his plane. It operates just like the Marine Pop. The only differences lie in the fact that it is in the air, it is a plane, and its propeller is in the front, not the back. Other than that, this level is just 2-3 with a different background. Hold A to fire continuously (I suggest you do this throughout the entire level). The first brick block has a Mushroom in it. Mario can only become Super Mario now (not Superball Mario), and he can be hit to become regular Mario and die. Like before, if you get crushed between the screen and a block or wall (this level scrolls like 2-3), you will die instantly. And finally, you can destroy brick blocks with missiles. Now, there are some new enemies to fight here. Roketons are planes manned by enemies that will try to shoot you down. They always come in groups, and each one takes one missile. Then there are Chickens. They are birds that fly at you in semi-circular patterns. One missile and that chicken�s fried (ha!). Chikako (Glitter) is a mine. I will call them Chikakos from here on out. They take ten hits, and they are bright mines (therefore immobile). Don�t try to hit them; just avoid them. After that, you�ll find no more enemies. The first block contains a Mushroom, by the way, but others contain Stars and 1UP Hearts (first brick after the area with Chikakos). You�ll enter a room with 99 coins in it, and you must break some blocks to move on. After a hallway where you must be quick to not be crushed, you�ll pass some of those flame chains from 4-2, then a sort of Headstand Pakkun (it�s actually a duo of fists coming out of pipes), and then the boss. +-----------------------+ | Boss: Biokinton | +-----------------------+ Biokinton is a strange creature that inhabits a cloud. No one knows who or what is actually inside (no one�s ever seen inside), but it seems to have an endless supply of Chickens (it throws at you to attack). Hold A, fire continuously at it, and evade its Chickens or shoot through them. Make sure that it does not push you against the screen. This extremely easy boss is beaten with 20 of the Sky Pop�s missiles, and it will leave 5,000 points behind when it dies. But, it�s not over yet. New music starts playing, and an alien ship flies in. +---------------------------------------------+ | BOSS: Tatanga the Mysterious Spaceman | +---------------------------------------------+ With his war spaceship Pagosu, Tatanga has plenty of armor. You can really see, but it has a bulbous head with triangular ears at the side, an eye on the side of its face, and a small nose protruding forward. Not exactly the picture of mysterious. And, if you play with a Game Boy Color or GBA (like me, so I can expand the screen and actually see the game), you�ll notice that Tatanga is either black or very dark purple. At any rate, Pagosu fires large rockets that split into three smaller ones (they look more like rocks). He does this quite quickly, too. The best strategy is to move up and down, firing all the way. You can blast through the upper and lower rockets, so you will be somewhat safe. After 25 hits on Tatanga, you win. Just focus on his rockets and avoiding them. The arena shakes, and the walls are incinerated as the Pagosu explodes. Huzzah! He runs forward afterward to Daisy, the real one, and she speaks: �Oh! Daisy. Daisy. Thank you Mario! Your quest is over.� Not a gifted speaker, but now the two can run forward to a spaceship, which may or may not be the Sky Pop. They fly off as the credits roll, and �THE END� is written on the screen. CONGRATULATIONS! You beat the game. But, don�t stop yet. There are always high scores to beat, and you can now play through a harder mode of the game (Hard Mode). ----------------------------------------------------------------------- _________________________________________________________________ / \ / \ ||----------------------------Section 3*-----------------------------|| \ / \_________________________________________________________________/ ======================================================================= ==============================Hard Mode*=============================== ======================================================================= After rescuing Princess Daisy, a new Hard Mode is unlocked. Instead of a mushroom cursor on the start screen there is a Mario cursor, and the game is considerably harder. The level setup is exactly the same in each level, and I will not make a new guide for it (this would be pointless; the only difference between the first and second quest are enemy placements). I will list differences below. +-----------------------+ | The Differences | +-----------------------+ -Some monsters are in levels that they did not previously occupy. For instance, Gaos appear in 1-1 and Chibidos appear in 1-3. -There are many more enemies all around, especially Nokobons. Basically, no inch is left unoccupied. -There a good deal more falling bricks and stalactites. -There are more of the rotating flame chains in 4-2 than there were before. -The boss of Muda Kingdom, the seahorse Dragonzamazu, has the protection of two Tamaos now, not just one. If you beat Hard Mode, you will be able to select which level to begin your quest with the A Button. However, because this game has no save feature, you must beat the game in regular mode every time to unlock Hard Mode. ======================================================================= =============================Bonus Rooms*============================== ======================================================================= In each level, except for 1-2, 2-3, and 4-3, there are two bonus rooms to be found. Bonus rooms are pipe-accessed screens filled with coins, and I mention how to reach each one in the guide. But, below I will make diagrams and discuss what the best course of action is for a particular bonus room. There are ten types of bonus room in the game. +-----------------------------+ | BONUS ROOMS KEY | +-----------------------------+ |C = Coin | |_ = Platform or Border | |B = Brick | |^ = Spike | |() = Invisible | |P = Pipe | +-----------------------------+ Note: The �Platform or Border� symbol represents bordering bricks in a screen and bricks that cannot be broken. B represents bricks that can be broken by Super/Superball Mario. 1) This is a real straightforward bonus room. Jump onto the pedestal, collect the coins, and take the warp pipe out of here. Easy, right? There are 18 coins in this bonus room. ___________________ | | | | | | | | | CCCCCC | | CCCCCC | | CCCCCC | | ________ | | | | _| |_______|________|____|P| 2) Simple enough. Run along the path, collecting the 21 coins as you go, and take the exit. ___________________ | | | | | | | | C C C C C C _| | | _______________|P| | | | | |_ | | | C C C C C C | | |_______________ | | C C C C C C C C C | |_______________________| 3) Just run along the ledges for the coins and then take the pipe out. There are 18 coins inside. ___________________ | | _| | | C C C C |P| | |__B_B_B_ _______| | | | | | C C C C C C C | | | _B_B____B_______| | | | | | C C C C C C C | | ___B_B_B_B_B_B_B | |_______________________| 4) To access the majority of the coins, you must be Super or Superball Mario. Break the bricks, collect them all within the bricked off area, and then take the other nine ones. There are 33 coins in all. eltharion_doa points out that �if you break all the blocks in the right hand wall you can get a 1-up heart from the top block.� ___________________ | | | B B | | B B | | B CCCCCC B | | B CCCCCC B | | B CCCCCC B | | B CCCCCC B CC| | BBBBBBBBBBBB CC| | C C C C C _| |_____________________|P| 5) A very interesting bonus room to say the least. Your best off if you have superballs. Break the bricks in here and then launch superballs in appropriate places to reach nooks and crannies, collecting coins on your behalf. If you are small, collect the coins in the lower area, go left and hit one of those blocks for a power-up, and then exit this place. If you are large, break into the upper area and collect all the coins you can without dropping from the upper area. Then drop down (through the hole you entered by) and go right, hitting the lower area, and then jump over the pipe before leaving. fulana31 figured out how to collect all the coins in the bonus room: �If you go to the very left corner and jump, you can get a power-up. You then get the coins at the top portion and the 2 (or 4 if you use a superball) at the very top right corner by jumping on the blocks and getting them without falling off or by using a superball. You then get out of the top portion from the place in which you came from and break the bricks, one of which will be a power-up. You get the power-up on your way to the bottom portion and break the bricks on top. Carefully, you jump up, in front of the exit without going in, jump on the tunnel thing, and get the 2 coins.� ___________________ | |CCCCCCCCCCCCCCCCC| | |CCCCCCCCCCCCCCCCC| | | CCCCCCCCCCCCCCC | | __B_____________ | | | | B | | B_CCCCC_B _| | B_ |CCCCCCB |P| | ___|CCCCCCBB___| |_______|___|CCCCCCCCCCC| 6) Collect the coins on the ground and hit the right or left side of the room (jump there. Sometimes, it is below the leftmost one-space gap, and at other times below the rightmost one-space gap) to make an invisible block appear. Use it to reach the blocks above, run across them for coins, and then jump up for more coins before exiting. There are twenty coins in all for this bonus room. ___________________ | | _| | | C C C C C |P| | | ____________BB| | | C C C C C C | | | ______ _ _ _ ___ | | | | | | | | (_) (_) | C C C C C C C C C | |_______________________| 7) This one has a bunch of coins over some spikes. Also, the upper- left block may or may not be a coin block (sometimes it is, at other times it isn�t). You can thank eltharion_doa for earning you some extra coins: �The block immediately below and to the left of this block is sometimes a coin block also.� To reach the other coins, jump the spikes, collect them, and then exit via the pipe. Superballs are a safer alternative, or you could bust through the blocks below the coins to reach them without the leap of faith over the spikes. ___________________ | | | _| | ____|P| | CCC| | CCC| | B _ CCC| | __B_B__| |CCC| | | |CCC| | ^^^^^^^^|BBB| |_______________________| 8) What�s to say? Collect all the coins on the upper level, drop to the lower level, collect all the coins there, and then drop to the lowest level. Hit the ? Block before the warp pipe for a power-up and then leave. ___________________ | CCCCCCCCCCCCCCCCCC | | CCCCCCCCCCCCCCCCCC | | CCCCCCCCCCCCCCCCCC | | CCCCCCCCCCCCCCCCCC | |CBBBBBBBBBCBBBBBBBBBBBB| | CCCCCCCCCCCCCCCCCC | | CCCCCCCCCCCCCCCCCC | | CCCCCCCCCCCCCCCCCC | |BBBBBBBBBCBBBBBBBBBBBB?| |_____________________|P| 9) Hold right as you enter to land in the pile of coins. Then jump out and exit. If you don�t hold right, you�ll just be wasting time. ___________________ | | | | | _| | | ___|P| | | | | |CCCCCCCCCCC| | | |CCCCCCCCCCC|___ | | |CCCCCCCCCCC| | | |CCCCCCCCCCC| ___| | |___________| | |_______________________| 10) It�s a sheer mass of coins! 251 in total! Jump around for them, but note that only with superballs can you collect all of them. CCC ___________________ | Coins | | Coins More Coins | | | | | | | | Sheer Coins | | | | | | _| |_____________________|P| Now you know! So, if you ever fall into a bonus room and you need more than my descriptions, you can refer here. Hmm, I�m not quite sure what to say now that we�re at the end of this section� Yeah� So, uh, I got to go, uh, now. ======================================================================= =================================FAQ*================================== ======================================================================= FAQ stands for Frequently Asked Questions. You see, when one writes a guide, one takes on a lot of responsibility � namely, they get swamped with e-mails asking a billion questions answered in the guide. To that point, we guide-writers tend to make these sections. That way, people hopefully (but not always do, trust me) get their questions answered here without making me explain it to them for the ninth time that day. So, in short, read this section COMPLETELY before you e-mail me. I don�t expect to get much e-mail for this rather old game, but still read it all before sending me e-mail. I can�t stand those e-mails from people who obviously didn�t read a word of my guide but my address (�how do you beat the game?�). Read, punk! Question: I beat the game to unlock Hard Mode/set a high score, turned it off, and I lost Hard Mode/my high score. What happened? Answer: This particular game does not have a save system. This game was released in 1989, sure, but it was early in the Game Boy�s lifespan. So, save features hadn�t been implemented on it yet. In other words, you lose high scores and Hard Mode. Question: How do you beat Level ______? Answer: Ahem, see the walkthrough. Come on, people! What do you think it�s for, anyways? Question: Is it Super Flower or Fire Flower? Answer: Normally, I�d say Fire Flower, but this is Super Mario Land, and the correct term is Super Flower (that�s the name of the item). It is basically a copy of the Fire Flower, though. The only difference is that superballs bounce at 90 degree angles. Question: a/s/l? Answer: Age: 893, Sex: ?, Location: Antarctica. Seriously, though, do not send me these e-mails. I will not respond. By the way, in case you actually took that seriously, I was kidding just now. Question: Can I use your guide on my site? Answer: No. That�s it. Just no. No, no, no, NEVER! Question: How can I contact you? Answer: By e-mail only. My e-mail address - [email protected] (caps don't matter) - is listed here and at the top of the screen. My IM name is the same, but I do not accept IM's. If you still want to try your luck that way, then you're in for a ton of frustration. I'm frequently away from my computer and I don't respond to IM's even if I am on it. Furthermore, please put "Super Mario Land" in the title so that I know what game you need help with. Please spell things as correctly as you can and do not write in slang (I can handle most of it, but writing things like IAALTRFTS, for example, are not understandable by any human being, including myself). Furthermore, do NOT send me Spam, chain letters, "tags," which are essentially the same thing as chain letters, or any personal e-mails (like a/s/l and that sort of thing). I don't have the time to get to know everyone, I'm afraid. ----------------------------------------------------------------------- _________________________________________________________________ / \ / \ ||----------------------------Section 4*-----------------------------|| \ / \_________________________________________________________________/ ======================================================================= ====================Credits and Legal Information*===================== ======================================================================= I admit, I absolutely loath making these sections. Yeah, I joke about it being great in every guide I write, but let�s get serious here. You can�t see me, but I have so got my poker face on right now. I will simply copy and paste the legal section of a previous guide right here. If you are a stalker (admit it) or if you have a lot of time on your hands, you can figure out which guide it comes from. Reading legal sections is about as fun as watching a slow-motion foreign-language film about the making of boxes in black and white. First, though, the credits. Yes, I know that everybody is dying to know who helped me write this. Let's get started, shall we? First, I'd like to thank myself for writing the guide, playing the game, and for posting it. The man! The myth! The legend! Second, a big round of applause for Nintendo. They made Mario and this game, and this guide wouldn't be around without them. Third, let's all thank SuperCheats, the great site that is the only place where you can find my guides. Without them, you wouldn't be reading this. Recently, some more people have helped me out. Here's a list of who they are and what they did. - XXFIBOXX, a contributor here on SuperCheats. I admit to being a great fan of his Mario Series Character Guide, and I write him with various tidbits. Anyways, I learned a bit about Mario�s origins, mostly name origins, from his guide. It was this guide that I started using some of his information for Mario bios, as well as other characters� bios, like �ruiji� that evolved into Luigi�s name and so on. Also, for creating a truly entertaining guide. Check it out if you haven�t, because it is great. It is nearly impossible to find an encyclopedia of Mario characters that goes as in-depth as his guide does, and for that I thank him. - E0rizzonte, whose SML guide contained some bonus room diagrams that I used as models for my own. - fulana31, for giving me a tip regarding a coin room and several other tips found in 1-2, 1-3, and 2-1. - eltharion_doa, who sent in several tips. They�re marked as they occur in the guide. That's it for now, but I'm sure that list will grow. Now for the legal section. If you're really obsessed with my guides, you'll know which one I copied the legal boilerplates out of. First of all, I take no credit for the creation, distribution, production, idealizing, or in any way making this game. That honor goes to Nintendo, not me, and I do not deny this. Second, this document is Copyright 2012 NintendoGames. Third, this may not be reproduced in part of in full under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. To phrase that first item legally, all trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. To make it clear for those of you who might having problems absorbing information, no one but the website SuperCheats may use my guides on their sites, books, magazines, etc. And that�s a wrap. Now, I am good at writing legal sections, but did you read THAT? I mean, did you really READ it? Oh, it just blew me away. Now, it is time that I must leave you. It�s not been one of my longer walkthroughs, but I was attached to it for a few days all the same, and so I admit that Super Mario Land is a lot better of a game than I give it credit for. I had a great time writing this (I say that about all games I write guides for, but I actually do mean it. Really, do you think I write guides for games I hate?), and I hope reading it wasn�t half-bad, either. And now! Gather round, ladies and gents, for my amazing act, my stupendous Houdini, my astounding escape! Gasp! I shall now make my great escape, exit on the right, and an all around cool good-bye catchphrase. It�s my classic slogan, ultimate motto � it is it! Okay now, hold your breath. Drum roll, please. Now, go! Adios. No, seriously, here it comes. See ya later.