Program: Super Mario Land 5 (Mario Level) Author: Andy Kay E-mail: andrewrocks2003@yahoo.com Version: v2.0 System: TI-83 ------------------------------------------------ I DESCRIPTION: Mario has rescued Peach, but Bowser has returned and captured them both!! In part 5 of The Super Mario Land series, it's up to Luigi to save the two of them in one piece! Try to get every coin in Secret Park, explore the delicate Crystal Woods, navigate the frosty weather in Snow Land, and dash across the treacherous Mad Bridge 2, in the 5th installment of this popular series! ------------------------------------------------ II INSTALLATION: 1) Have Super Mario 1.2 or 2.0, and the proper shell(s) to run it. 2) Depending on the Super Mario version you have, send smland5 v2.0.83p for version 2.0, or smland5 v1.2.83p for version 1.2. It is highly recommended that you do NOT send the wrong version to your calculator, or there may be glitches. 3) Run Super Mario and choose The Super Mario Land V. ------------------------------------------------ III STORY After searching 4 castles, Mario finally rescued Princess Peach. The bad news is that Bowser has returned and captured Peach again...as well as Mario!! This time, it's up to Luigi to go and rescue them both!! ------------------------------------------------ IV GAME HELP ZONE 1: Secret Park Level Type: Block This zone is loaded with secret areas. But first, jump up to avoid the goombas that will kill you. Head right for three passages. Each contains something. You can only get one. Further right, a koopa, and three ? boxes. Choose which one(s) you want, and knock his shell into them. Then, a Bullet Cannon. You must jump off the bullet to get onto the platform and receive an extra life. When you reach the black diglett things, there is a hidden platform in one of them. Jump onto it and onto the high platform for 3 coins. Next: more bullets. Hi-jump off the last one for some more coins. Soon you'll come to a koopa. Knock his shell right, and, if you're tiny, get the ? box. Next, a paratroopa. Knock him down, and shoot his shell right, which reveals an extra life. Then, another shell, and another shell. At the spikes, simply fall straight down to get another powerup. Later, the Finish Bar. ZONE 2: Jagged Cliffs Level Type: Hills This place is packed with Koopas, Paratroopas, and Goombas! There are some powerups here, but not as many as Secret Park. At the point with the 6-column jump, do a run jump. It is a good idea to hi-jump through the level. And be careful, and remember than some koopa shells are better off not pushing. ZONE 3: Crystal Woods Level Type: Crystal Forest The trees here are indeed made of crystals. Remember in the 4th levelset, there were 2 special forests: Sunken Forest and the Upside-Down Forest? Well, this is the third. Don't complain about it being hard: there are two powerups right at the start! Typically, most trees are patrolled by 1 or two koopas, with a goomba walking off it to fall onto you. Just be careful, and time your jumps well. Also, you can go past the Finish Bar for a 15-coin bonus. ZONE 4: Snow Land Level Type: Snow Ahhhhh, this is one of the new environments. Hope you like it. Anyway, there is a lot of snow here, as well as koopas, goombas, and piranhas (and, if you look closely, their pipes are frozen solid. You will definitely underestimate this level. As you'll find, procession through the snow is slow, and procession out of the snow is a bit faster. Because it will change constantly from slow to no snow, you must be prepared for the sudden changed in navigation. The cabin halfway through the level is better off avoiding: go OVER it. After the cabin, there are three pipes with koopas and goombas where you're almost certain to lose a power-up, or life. After the pipes there, jumping through the snow is much more preferable than going through and under the koopas and paratroopas. At the blocks near the end, go along the ground level to go under the Finish Bar and get some more coins. ZONE 5: Corona Vents Level Type: Underwater There are lots of fish here, as well as lavaballs. It's best to stay as near the top as possible. You can get a power-up and extra life about halfway through the level. Then, you'll come to letters near the bottom that read T-O-P. Why? Proceed a it more to where the passage splits. If you were wise and took the TOP path, you proceed to the end. If not, you must start again. Right at the end, there is a huge assortment of lavaballs and fish, so try to weave through them to reach the Finish Bar at the end. ZONE 6: Pipe Land Level Type: Pipe Almost this entire level is constructed of pipes (some of which are wide enough to fit into a cave). Avoid the piranhas, and get the two ? boxes at the start. Obviously, if you came here as Super Mario, you can now get fireballs, which will make your life here MUCH easier. At one point, the path splits into a ground-level path and a high-level path with several island pipes, which (yay) lead to some nice goodies if you are patient enough. Or, you can simply jump down to the lower path. After the goodies is a large pipe where tiny Mario can fit through for an extra life. Continue past more pipes to reach the Finish Bar, which is guarded by no less than 4 piranhas. ZONE 7: Mad Bridge 2 Level Type: Collapsing As in Mad Bridge 1 in The Super Mario Land 4, this one is entirely collapsible (except in 1.2). Jump keep jumping!! At the Thwomps, simply walk right under them, and push the koopas and goombas out of your way with the shell. When you reach the paratroopas, just hold down 2nd and right, and you'll be just safe. Then: The Goomba Staircase. It's actually one of the most dangerous parts of the level. Be careful. After that, jump at the Finish Bar...or fall. ZONE 8: Bowser's Castle Level Type: Dungeon As all Bowser Castles in this series, this one is a review of everything covered so far. Hi-jump the bullets in the beginning to gain access to a power-up. At the Thwomps, just do the exact same thing as in Mad Bridge 2: run across. Then, a koopa, and some spikes. Knock his shell right, which will fall back down and destroy the enemies at the bottom. Then, a small remake of Pipe Land. If you still have fireballs (yes, it is possible), well, then you're a lot better off. Next: THE BRIDGE. That means Bowser is near. Did this level seem short? Well, that's because you have a lot of columns in which to fight him in!! Go under him, then lure him onto the collapsing blocks. You must avoid Bowser, as well as the bullets that rain down on you. The trick is to stand on, aka break each row of collapsing blocks so that Bowser falls through. But, don't let Bowser touch the left side of the screen, or he'll give up chase and you'll have to start the level over. This is the hardest Bowser yet, but he is really easy if you know what to do. ------------------------------------------------ V FAQ Q: How do I do a high jump? A: Simply hold down 2nd when jumping off of an enemy or music note. Q: There's an area I can't access. Why? A: Almost all areas can be accessed. Some are only small enough for tiny Mario, so beginners will still be able to recover from being shrunk. Q: It won't recognize the level. A: Like all SM levels, try archiving it, or unarchiving it. ------------------------------------------------ VI Useless Info Noki Bay used to be 5, and Yoshi Desert was originally 4th, but it has been postponed a second time. I have played this levelset as well, and have beaten it many times, so if questions or comments, e-mail me (my address is at the top). Special Thanks to: My friends at school, who also helped in testing (You know who you are) Death Box, for aiding me in file conversion and zipping