Super Mario Land by Nintendo Author: DJ Tigresa and MC Pantera Email: djtigresa@classicgaming.com, mcpantera@classicgaming.com ------------------------------------------------------------------------------- Story ------------------------------------------------------------------------------- Sarasaland was peaceful, ruled over by the beautiful Princess Daisy. At least it was until Tatanga showed up! He’s kidnapped Daisy and is holding her hostage in a faraway part of Sarasaland. Luckily, the people of Sarasaland knew who to call. Mario! Rescuing princesses is his game. He’s got to run, jump and bump his way through four levels of evil—with your help, of course! ------------------------------------------------------------------------------- Scoring ------------------------------------------------------------------------------- Just about everything you do in this game will score points. Here are some of the major ways to score. Blocks are 50 points when you bust them. Coins are 100 points each. Get one hundred of them for an extra Mario! Jumping onto Monsters scores well. Try jumping onto more than one at once for bigger bonuses. The Question Mark is a secret bonus. The Special Items you collect are also worth points. ------------------------------------------------------------------------------- Controls ------------------------------------------------------------------------------- A button = jump or shoot (when in submarine or plane) B button = hold to run faster, shoot bouncing balls Start = Pause the game, start the game left/right = move in that direction down = go down special pipes or duck when big ------------------------------------------------------------------------------- Gameplay ------------------------------------------------------------------------------- Mario gets three lives to start. If Mario’s touched by an enemy, what happens to him depends on what his status is. If he’s Super Mario or Superball Mario, he will turn into regular old Mario. If he’s regular old Mario, he’ll lose a life! To gain extra lives, Mario has to build up a big coin collection (100 in all) or find a 1-Up. He can also win extra lives during the Bonus Round. Scoring massive points won’t increase your lives, but might give you a continue. Normally, you don’t get any continues. But if you manage to rack up 100,000 points during the game, you’ll get one. And for every 100,000 points thereafter, another one. So play for points! Mario’s jumping skills are legendary, but even an old pro can get rusty. Be sure to run Mario through his paces before you start the quest. Always keep an eye on what’s above you. In Super Mario Land, things tend to drop on you just when you think you’re safe! ------------------------------------------------------------------------------- Weapons and Items ------------------------------------------------------------------------------- Mario uses whatever he can to win—his head, his feet and Superballs! At first, you are Small Mario. You can’t break blocks, but you can bump them, and you can jump on top of monsters. Grab a Super Mushroom and you’ll become Super Mario. You’ll be a bit bigger, and you can break blocks. Grab a Flower when you’re Super Mario and you’ll transform into Superball Mario! Now you can shoot Superballs to get rid of your enemies. Grab the Star at any time and you’ll become Invincible Mario. For a short time, you’ll be able to walk past anything that gets in your way! The Coin is nice, shiny and worth 100 points! The 1-Up Heart adds a Mario to your total—very handy. The Marine Pop will be Mario’s vehicle during World 2-3. Maybe you’ll find Ariel down there! The Sky Pop is your prop plane during World 4-3. The skies you’ll fly are quite unfriendly! ------------------------------------------------------------------------------- Enemies ------------------------------------------------------------------------------- Your manual will detail all the little guys for you. The Bosses are the baddies detailed here. King Totomesu is a large cat with ferocious feline fireball breath! You’ll have to fireball the King or sneak past him. Dragonzamusu might be underwater, but he still breathes fireballs at you! Dodge them as you shoot him in your Marine Pop. Hiyoihoi is made of stone, and will break your bones if you aren’t careful! Do you have your Superballs? Blokinton uses cloud cover as he shoots at you. He’ll take lots of punishment. Tatanga is the biggest and baddest Boss! ------------------------------------------------------------------------------- Bonus Game ------------------------------------------------------------------------------- This game is more chance than skill, but you can still usually press the button on the row that you want Mario to walk down. Just hope that the ladder doesn’t get in your way! +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ World 1 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1-1: Start running to the right! A Question Mark Block will contain a Super Mushroom, powering you up. Go down the second pipe after the power-up, and you’ll be in your first Coin room! Scoop up the coins and leave. Above ground again, run to the right until you reach a row of six blocks. Jump on top of them, run off the right side to grab the Coins, and then punch the fourth block from the left. A 1-Up! Move right again and go down the first pipe after a group of blocks that looks like a pyramid. Coin time! Once again, the sun is in your eyes! Your next attacker, the Fly, hops to attack you. Jump on it just after it lands, so that you won’t jump at it while it jumps at you! You’ll come to a Sphinx in the background, with a group of three blocks to its right. Hit the rightmost block rapidly for Coins! Run to the right and you’ll be at the end of the World. Well, almost. Jump up,using the platforms, to enter the top door. 1-2: The start of this World is pretty plain. You’ll get a power-up at the beginning. It’s smooth sailing from there until you reach some floating platforms. Don’t leap from One to the next until the one you’re on is at the top of the screen. A pyramid-shaped group of blocks (with two Chibibos that will walk down them) is the site of another power-up block. Jump past the platforms and hit all the blocks to get another 1- Up. When you reach another platform, you’re at the end of this World. Jump quickly from the platform to the blocks to the door, because the blocks will fall a moment after you touch them! 1-3: You’ve got a choice. You can run to the right and fight through quite a few enemies, or you can run across the top of the screen. If you want to use the top route, keep jumping at the very beginning of the level and you’ll hit a hidden block. Jump on top of it and you’ll levitate up to the top. If you run to the right, you’ll have to fight your past some Pakkuns. Don’t run too fast, and you’ll see them come out of the pipes before you run into them. Start trying to enter the pipes at this point; one of them will take you to another Coin stash. Hit the block in the middle row, second from the left, for a power-up. Take your money and run! Move slowly; the roof is made of loose bricks! You’ll reach a fireball-breathing baddie; jump on top of him and knock him out! As you move to the right, there will be lots of Coins available if you’re small Mario. Super Mario can’t fit between the bricks! After beating a few Gaos, you’ll be fighting King Totomesu! You can jump over the King, or use Superballs if you have them (you’ll need five to kill him). However you do it, make it quick! This King is a pain! +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ World 2 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 2-1: These flying fish (called Honen) can’t be fireballed. To get rid of them, just stand in the place where they fly from the water. They’ll hit your feet and die instantly! Run to the right until you reach some platforms. Go down the pipe right after the platforms for some handy Coins! Collect the ones on the top first, then move left and fall down to grab the others. Start moving right again and cross the Honen Bridge. You’ll come to a series of cliffs; if you collect the Star before you start jumping these, you’ll cruise through. Enter the next pipe you reach and grab those Coins! The next bridge you cross is guarded by Turarin Boos. Try not to laugh at their names as you pass by! Grab the 1-Up hidden among the next group of blocks, and then run to the right to reach the end of this World! 2-2: The first pipe in this world leads to a Coin bonanza. Once again, make sure you collect the ones on the top first. Exit the pipe and run to the right until you see another one, with a Nokobon (okay, it’s a turtle, but Nokobon sounds neater) on top of it. Nail the Nokobon. At this point, you can leap to the right, onto an invisible platform that will lead you to coins. Or use the normal, boring route. It’s up to you! If you use the boring route, you’ll be able to get a Star out of one of the bricks, but that’s it. Keep going. You’ll come to two pipes, both with Pakkuns inside. Enter the right pipe for Coins. Make sure you hit the blocks underneath the exit pipe. The end of the World? Yes! If you can jump up the falling blocks to reach the top, you’re either an excellent player or pretty lucky. 2-3: When a row ofthreefishes (Torions) attacks, just shoot each one in order. If you don’t, they’ll swim alongside the left side of the screen and then charge you! When you shoot the Gun ions (they look a lot like octopi), they’ll burst into two bullets. Don’t shoot them if you’re at close range; only fire from a distance. After you pass a trove of Coins that spells out Mario’s name, the end of the World is at hand. After blasting through afew more walls, you’ll reach Dragonzamasu. He’s pretty easy to beat; dodging the bullets is simple. Shoot him twenty times and the underwater portion of Sarasaland is saved! +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ World 3 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 3-1: Those statues in the background aren’t too happy! Maybe its because they know of the dangers ahead! But don’t worry about that; just forge on to the right. A bridge you cross is made of falling blocks; watch out for it! And watch out for the pipe right after it, because it goes to another Coin room. Watch out for the Spikes. In fact, if you’re Super Mario, break one of the blocks underneath the Coins, and then jump up to collect them. A new enemy after you return to the surface is the Batadon. If you don’t have Superballs, you’ll need great Jump timing to get them. Get past the first one and go right until you reach a long vertical column of coins. It looks impossible, but you can fall down the column and land on the ledge. Just hold the Pad right all the way down. A series of Batadons will attack; take care or you’ll die (with flair)! After a few floating platforms, you’ll come to pipes armed with Giras. Dodge them by scooting from pipe to pipe after they fire. When you get to a pipe with a Pakkun, shoot him and enter the pipe. Look at all this money! When you leave the pipe, you’ll reach a seemingly impassable field of spikes. Actually, it is im passable—unless you ride one of the bouncing rocks that will come at you Jump atop it and let it bounce until you get close to a ledge. Leap to the ledge and get ready to ride the next rock. You’ll need to do this several times. Your last leap will be over a chasm; leap for life! You’ll reach a final field of spikes, and the final rock; ride it to the doors at the end of the level to get the height needed to hop to the top. 3-2: As you move right, check out the top of the cavern. See that ugly spider (called a Suu)? It will fall down at you as soon as you get close. Get close, but then move back and let it come down. Then hop atop it to kill it! Do this to the other Suus and you can’t lose. Getting up to the top is tricky; try searching for hidden blocks (almost) everywhere! Even if you make it up there, don’t stick around too long. Keep moving right, past lots more Suus. Pretty soon, you’ll come to a spiked field. That means the rocks again! You’ll need to ride two of them. Go down the next pipe you come to (with a cannon emerging from it) for Coins ahoy! Leave the pipe and jump onto the falling platforms. These platforms lead to the end of the World! Jump them all successfully and you’ve got a Bonus Round coming! You’ll reach a very skinny ledge with a spiky ceiling (called a stalactite) above it. As soon as you jump onto the ledge, the stalactite wilifall at you! So jump immediately after you land! After you clear that jump, you’ll be attacked by a tarantula (named a Kumo by Tatanga). Jump on it or Superball it; just get it! 3-3: The floating platforms at the beginning are pretty tough. Don’t leap from one to another unless they’re very close together. And watch out for the rock that flies at you from the right as soon as you clear the platforms. Jump up to the pipe and enter for a major-league Coin collection. After you leave the pipe, run right and leap up to get the Coins and punch the blocks. The fourth one from the right is a 1-Up. Then hop across another group of platforms and go down the next pipe. How can Mario jump with all those Coins in his pockets? You’ll come to two floating platforms, with mazelike ledges above them. Drop down to the first platform and jump up, walk right, and drop down to the second platform. Walk right and you’re now in the sanctum of Hiyoihoi! Get past Hiyoihoi’s guards, and you'll be up against the big guy himself. If you re a mere Super Mario, run past him to finish quickly, you don t have to fight him. If you’re Superball Mario, you may want to duke it out with him, though. Ten Superball hits and he’s a goner! +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ World 4 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 4-1: Don’t go right! Go left and down the pipe for some Coins. As you enter the pipe, hold the Pad right; this will make you fall into the Coins. Leave the Coin room and walk right. These upside-down pipes contain Pakkuns just like the right-side-up ones, so watch it. The Pionpi that attacks you next can’t be killed by jumping on him! It will only stun him for a moment, but he’ll get right back up! You can only kill him with a Superball or by luring him into jumping into a pit. Ouch! After passing a few Pionpis, you’ll reach a group of seven pipes, all filled with danger! Don’t stop for a moment! After another few pipes, you’ll find relative safety in the floating platforms! Jump past them and to another group of pipes, then another group of platforms! After some more killer pipes, you’ll start to be attacked by two Pionpis at once! You may want to “hide” on top of blocks to avoid their attacks. Move past a group of cannon-filled pipes and THREE Pionpis will attack! Defeat them and you’re almost done with the World. Ride the platform up to the blocks and run across them so that you don’t fall through. 4-2: All the ledges in this World are stony. Move to the right and jump on the occasional Nokobon until you reach a pipe. Go down for a room filled with Coins! If you have the Superball, shoot it until you have all the coins. Leave once you’ve stopped drooling with money hunger! Just past an attacking snake is a choice of two paths. If you’re Super Mario, you can break through the blocks and walk along the top tunnel. Otherwise, it’s the bottom. The top is a lot safer, that’s for sure! You’ve come to the toughest area yet; the twirling fireballs! Here’s a trick to getting past them; if the fireball is spinning around a block on the ground, jump onto the block. The fireball will pass harmlessly over you! If the fireball is in the roof, you should pass it as it spins left and up. Enter the first pipe after the snake and scoop up the Coins! Exit the pipe and get ready for some tough tests to finish the World. Hold the Pad right to safely navigate the narrow passages; run across the slightly-spaced blocks to survive. The end of the level has some more falling blocks to jump for the Bonus Round; try very hard to make it, because you’ll need every bonus man you can get! 4-3: Shooting birds isn’t very nice—but you’ll have to do it if you want to survive. If a bird gets past you, he’ll swoop at you. Watch out! The enemy planes are even more dangerous. If one gets by, he will fire a missile in your direction. Get ready to dodge them! And watch out for the aerial mines (Chikakos). You’ve got to shoot them ten times to destroy them, so dodging them is much easier. Once some bricks appear, fly to the right side of the screen. These bricks are an aerial maze that you’ll have to solve. By staying to the right, you’ll give yourself valuable time. You’ll come to some pipes with fists coming out of them (!); you’ve reached the final Boss, Blotinkon! He’ll shoot birds at you; just shoot through the birds and keep hitting him. Twenty hits will dissipate this cloud and call in the Boss of the Bosses; Tatanga! Stay at the left side of the screen and get ready for some radical flying! Tatanga’s bullets will split into three. You must dodge between the bullets, shooting all the while. Tatanga will take some serious punishment before he’s beaten. Copyright 1989 Chiguretha (Tigresa) and Pansela (Pantera) Steel aka Ice Queen X and Ember Queen X.