Wario Land: Super Mario Land 3
|Wario Land: Super Mario Land 3|
Also known as: Super Mario Land 3: Wario Land (JP)
This game has a prerelease article
This game has a notes page
Wario Land: Super Mario Land 3 is the first game in the Wario Land series and the last game in the Mario Land series.
- 1 Sub-Page
- 2 Debug Modes
- 3 Unused Graphics
- 4 Unused Blocks
- 5 Unused 16x16 Block Mappings
- 6 Upside-Down Wario
- 7 Unused "W" Flag (Syrup Castle)
- 8 Unused Map Location
- 9 Save Data Error
- 10 Oddities
- 11 Revisional Differences
Standard Debug Mode
A simple debug mode remains in the game, accessible by pressing Select 16 times while the game is paused. A blinking cursor should appear. Hold B and press Left/Right to move it. Press Up/Down to change the values of your number of lives, coins, hearts, and the timer.
Holding A + B and moving the cursor all the way to the left will highlight the Wario head; unpausing will change your current form (in the order of Small, Normal, Bull, Jet, Dragon). If this action is performed while in the air and A is held down while unpausing, the player can jump again and again, possibly allowing access to normally unreachable areas (such as where the Pouncer in course 4 really ends up going).
(Note that pressing Select a 17th time will make the cursor disappear. However, if you press Select 256 times after the initial 16 presses, the cursor will appear again. This happens because memory address AC85, which stores the Select presses, loops after 256 presses.)
Hidden Debug Mode
A second debug mode is hidden in the game. To enable it, set memory address A8C7 to a non-zero value (Game Genie code 018-C75-E6A or GameShark code 0101C7A8).
In the Course Intro screen a level select is enabled. The level ID is shown in the lower right corner.
Pressing Up/Down will cycle between all the valid level IDs; pressing A or Start enters the level. Note that the level will only be marked as completed if it is located in the same sub-map.
It's also possible to disable debug mode in this screen by pressing Select 10 times.
In a level, pressing Select while the game is not paused will change the current form in the same way the other debug mode does.
If the game is paused:
- Pressing Select will activate a free-roaming mode instead. Use the D-Pad to move Wario around the level. Note that the game checks all the time if the debug mode variable is enabled or not, so disabling the debug mode during this immediately disables free-roaming mode.
- Holding Down + B and pressing Start warps to the ending.
- Pressing Select (16) while the game is paused brings up the other debug mode, with a single difference: highlighting the Wario head clears the level instead of switching between forms.
In the Course Intro, Time Over and Game Over screens the whole alphabet is present even though it isn't used in its entirety.
This also features Mario's head, a leftover from the status bar in Super Mario Land 2.
Alternate Block Tileset
Two generic blocks are unused. The first is an intermediary cracked block that probably would have appeared as Small Wario (you'd have to hit the block two more times to break it), while the second is an alternate version of the skull that appears above stage entrance doors.
|Unused Block Tileset||Used Block Tileset|
They were replaced in the main block tileset with the switch block graphics.
Ladder tiles using Course 2's main tileset. Interestingly enough, the empty tile is not the one used everywhere else.
Ladder tiles very similar to the ones in Course 2, but with different graphics.
The frozen platform used in the Sherbet Land boss area has an extra row of tiles that aren't used. The final game opts to use waterline tiles instead, which helps explain how the penguin boss is getting those shell helmets. Shelmets.
Unused Bobo Scene
A significant number of tiles relating to Bobo are unused. Note that Syrup Castle is in the background. This makes up a very odd and interesting scene.
- Bobo never sits down.
- The emblem on Bobo's chest is different. The normal emblem has no horns and looks more like a skull.
- It's highly unlikely that Bobo even moved in this arena. The Bobo object actually moves around foreground tiles (a common trick that early Nintendo systems used) that compose the main Bobo body. Here, the background is far too complicated to have Bobo move around without severe graphical glitches.
- The overall design of this room doesn't really match the S.S. Tea Cup. It's possible that the Bobo fight was meant for Parsley Woods.
The majority of these are alternate versions of existing tiles.
An alternate variation of the round counter. Possibly changed because dark green on a slightly lighter shade of green might have been too difficult to read.
There is 3 types of [!] blocks : 32, 38 and 39. Block 38 is not used in any map. It has its own unused block behaviour code, unused ExActor code for the visual effect when the block is hit, and even saves its state to an otherwise unused variable at A9ED. However, that variable isn't used anywhere else, so activating it does nothing. Additionally, unlike the other [!] blocks, this one isn't in the blacklist for blocks which can't be clinged on with the Bull Hat. As a result, it's possible to cling on it and activate its hit animation continuously.
Unused 16x16 Block Mappings
This game has a lot of unused blocks. They are perfectly valid even though most display as gibberish (possible leftovers from other tilesets).
The subroutine which handles the drawing of Wario's gameplay sprite has code to check if bit 6 of the address containing the sprite flags (0xA916) is set. Outside of glitch rooms, this bit is never set in-game.
If it is, the sprite is properly drawn upside down... but nothing else changes, leading to a plethora of visual oddities.
Unused "W" Flag (Syrup Castle)
Using the Debug Mode, it's possible to display a "W" flag on top of Syrup Castle, which is normally not possible since the game doesn't save after you beat this level (it's the final level in the game).
Alternatively, the last bit of the value at A814 can be set, which displays the clear flag for Syrup Castle.
Unused Map Location
This part should be moved to a bugs page since you can get here by holding B while the overworld loads after moving to the left of Course 8. (This location is internally used to determine the entry path in the Mt. Teapot submap; you aren't supposed to get here normally.)
The value at A79F specifies where on the Kitchen Island map Wario is currently placed. While values 0 to 6 map from Rice Beach to Syrup Castle respectively, value 7 specifies the start of the bridge to Sherbet Land, behind Mt. Teapot. This results in layering errors if the teapot's lid is still hovering over the mountain.
This location contains a valid left-arrow moving the player to Sherbet Land (passing over the bridge). If this location is entered by pressing A, Wario enters Mt. Teapot from the left, the secret exit to Sherbet Land.
All values above 7 map to invalid locations, having no arrows to move elsewhere, showing repeated parts of the map, and/or placing Wario in an offscreen position. In these cases, pressing A does nothing.
Save Data Error
When the Save Selection screen is initialized, the game verifies the signature and checksum of each save file. Each save file is stored twice, and it gets immediately wiped out if both copies fail the validation.
Additionally, if exactly one save file is marked as bad, the game displays the message at the right.
Since the message doesn't appear when more than one save file is corrupted, it's very hard to trigger it. The easiest way to pull it off is to abuse glitches that crash the game, but even then chances are that every save file gets corrupted, preventing the message from showing up.
After draining water from Course 31, some of the heart blocks become inaccessible. To stop Wario from hitting them, programmers put in four invisible blocks, but they're also impossible to hit.
Parsley Woods' Name
The "patch" tilemap with the empty lake also contains an incorrect copy of the zone's name.
In other words, after emptying the lake the zone's name changes.
Virtual Console Changes
The original Game Boy version had a glitch that made it possible to skip certain levels or worlds on the map screen. The 3DS Virtual Console version fixes this glitch so that it is no longer possible to perform.
The Wario series
|Game Boy (Color)||Wario Land: Super Mario Land 3 • Wario Land II • Wario Land 3|
|Game Boy Advance||Wario Land 4|
|Wii||Wario Land: Shake It!|
|Game Boy Advance||WarioWare, Inc.: Mega Microgame$! (Demo) • WarioWare: Twisted!|
|GameCube||WarioWare, Inc.: Mega Party Game$!|
|Nintendo DS||WarioWare: Touched! (Demo) • WarioWare: D.I.Y.|
|Nintendo DSi||Paper Plane (iQue Prototypes) • Pyoro|
|Wii||WarioWare: Smooth Moves|
|Wii U||Game & Wario|
|Nintendo 3DS||WarioWare Gold|
|Nintendo Switch||WarioWare: Get It Together!|
|SNES||Mario & Wario • Wario's Woods|
|Game Boy (Color)||Wario Blast: Featuring Bomberman!|
|Nintendo DS||Wario: Master of Disguise|
The Mario series
|NES/FDS||Super Mario Bros. • Super Mario Bros 2. (FDS) • Super Mario Bros. 2 (NES) (Prototype, Doki Doki Panic) • Super Mario Bros. 3|
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|Satellaview||BS Super Mario USA • BS Super Mario Collection|
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|Wii||Super Mario Galaxy • Super Mario Galaxy 2 • New Super Mario Bros. Wii|
|Wii U||New Super Mario Bros. U • New Super Luigi U • Super Mario 3D World|
|Game Boy (Color)||Super Mario Land • Super Mario Land 2: 6 Golden Coins • Wario Land: Super Mario Land 3 • Super Mario Bros. Deluxe|
|Game Boy Advance||Super Mario Advance • Super Mario Advance 2 • Super Mario Advance 3 • Super Mario Advance 4|
|Nintendo DS||Super Mario 64 DS • New Super Mario Bros.|
|Nintendo 3DS||Super Mario 3D Land (Demo) • New Super Mario Bros. 2|
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|Other||BS Excitebike Bunbun Mario Battle Stadium • Super Mario Bros. + Duck Hunt + World Class Track Meet • Dance Dance Revolution Mario Mix • Mario Sports Mix • Mario Pinball Land|
|Console Games||Dr. Mario (Prototypes) • Tetris & Dr. Mario • Dr. Mario 64 • Nintendo Puzzle Collection • Dr. Luigi|
|Handheld Games||Dr. Mario • Dr. Mario & Puzzle League • Dr. Mario World|
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|Donkey Kong • Wario • Yoshi|