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Talk:Super Mario Land

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Every single song has noticeable differences between version 1.0 and 1.1, not just the death song. Nensondubois 13:45, 28 March 2012 (EDT)

About the miscellanous layout changes

If I remember right, when you beat the game, you play it again on Hard. Is it possible that the layout changes that you can see on the first playthrough are implemented on the second? ---RahanAkero 20:53, 13 October 2012 (EDT)

Unused "hidden" blocks?

Read here: http://tasvideos.org/forum/viewtopic.php?p=461568#461568 --Mugg1991 (talk) 08:24, 26 November 2017 (EST)


Unused Climbing Animation

As noted here in one of the comments.

5:05 - So they actually had an animation for Mario grappling walls that was never used, but somehow you managed to trigger it via a glitch? This might mean they had plans to have walls Mario could latch on to, but for whatever reason this was never implemented, but the game code is still there!

I love these kinds of obscure glitches

That looks to me like the turning-around-at-speed sprite. ColdPie (talk) 11:55, 16 April 2018 (EDT)

3DS Virtual Console revision is wrong?

I have Super Mario Land on my 3DS, and the rom inside it is revision 1.1, not 1.0. AutoFire (talk) 18:45, 23 May 2022 (UTC)

Unused enemies

During a normal mode playthrough, I figured out via luascript that 11, 26, 4C, 4D and 4E are never written to the sprite slots starting at address D100. I tried just having enemies on screen and changing their ID to one of the above. The first two seem a bit too glitchy to figure anything out. But 4C usually and often reliably transforms into a "falling platform" sprite that first flies up (4D), and then rightwards at 2 pixels per frame (4E). So you can stand on it and get carried to the goal, kind of looking like a "level skip" item. I'm just not 100% certain it isn't a glitch behavior.--Mugg1991 (talk) 22:20, 28 December 2023 (UTC)