Program: Super Mario Land 3 (Mario Level) Author: Andy Kay E-mail: andrewrocks2003@yahoo.com Version: v2.1 System: TI-83+ ------------------------------------------------ I DESCRIPTION: The third world of The Super Mario Land series. After searching two of Bowser's castles for Princess Peach, Mario has yet to find her. Now he must follow Bowser yet again, to a third castle, chasing him through the harsh environments of the Sunken Forest, Night Tunnel, Fire Mountain, Rainbow Road, and more! Read-me includes a zone-by zone walkthrough, strategies, FAQ, as well as a sequel storyline and zone names. Check out the others in the series, too! ------------------------------------------------ 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 smland3 v2.0.8xp for version 2.0, or smland3 v1.2.8xp 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 III. ------------------------------------------------ III STORY Peach hasn't been found at two of Bowser's castles, so now Mario must follow Bowser to hid third one, but can he cope with the bizarre environments and harsh conditions in his way? ------------------------------------------------ IV GAME HELP ZONE 1: Mushroom Village Level Type: Forest The first level is a cinch. If you've played Mario before, you'll have no problem. There's a Super Mushroom right at the start, then another one later on. Then you'll find two 1-Up Mushrooms. At the Finish Bar, you can continue past it for some extra coins. ZONE 2: Cookie Land Level Type: Flat/Wooden If you're really good at Mario, you can choose to take the optional side-quest in this level: collect all 100 coins. So write down how many you had at the start, and try to get 100 more in this level. However, 40 of the coins are gained by touching the Finish Bar, and since getting a perfect 40 there is hard you can just set your goals to 90 if you want. Proceed through the level, which is somewhat easy. Soon you'll encounter a power-up ? box. Get the power-up, you'll need it. Just to the right are two sugar columns, with 2 coin blocks. You must get the koopa into his shell, and shoot it right, bouncing off and hitting both blocks. Then, jump right to another tree, with 8 coins. Get the ones on top first! Then there are music notes with additional coins. Continue past the Finish Bar to collect 12 more coins and find a Finish Bar. Rate yourself on the coins you collected: 0-10: You tried to set a new LOW record, didn't you? 11-30: You can do better 31-50: Good Job 51-80: Nice work! 81-99: Fantastic! Amazing! 100-101:Perfect! And your timing on the Finish Bar is perfect, too! ZONE 3: Sunken Forest Level Type: Underwater Forest Note: In version 1.2, there are only koopas, no fish, and some trees have been rearranged. You've probably never seen a level like this. The entire forest here has mostly rotted away. There's a power-up soon after the start, and an extra life if you've been tininized (not a real word). Stay close to the top when you reach the sea-piranhas, and soon after you'll find another power-up. At the Finish Bar, you can continue past it for another power-up and some coins. ZONE 4: Night Tunnel Level Type: Dungeon At the start is a Super Mushroom (if it's a fire flower, you can't get it, HA!). Simply run past these two Thwomps without jumping. Be careful as you get past the Fireballs and Piranhas. At the paratroopas, you must high-jump off of them by holding down 2nd. At the third one, if you make it to the top of the screen, you can get a power-up. The next area is full of fireballs. At the Thwomp after them, you'll probably get hurt. Then, use the high-celing areas to jump on the Goombas. Then there is a new combo-piranha, fireball, piranha. Near the end are three paratroopas. When the first one is making his way back up, hold down 2nd and jump through the dangerous passage. ZONE 5: Tal Tal Heights Level Type: Giant Block This level's name was taken from the game Link's Awakening. Proceed through until an area with three blocks, each two squares higher than the other. Go across the lowest one for a collapsing bridge (not collapsible in 1.2), coins, and a power-up. If it's a flower, you can get it by high-jumipng off the nearby koopa. After that is a block that is far from the one you're on. Perform a run-jump, and jump when you are just about to fall. Soon after, another power-up and an Invincibility Star. The bullet bills in the next are will probably take you by surprise, but the Finish Bar is just beyond them. ZONE 6: Fire Mountain Level Type: Hills Wow! A volcanic level! Proceed, avoiding the fireballs, which are then only enemy in this level. You can actually go inside one of the volcanoes for a power-up. Soon, you'll enter a large volcanic cave. Inside, you'll enter a place with fireballs, some ground, and two white blocks above the ground. Jump to the platform at ground-level, under the white blocks. Do it again. Now, who-hoa! Where to jump?? Well, the white blocks still indicate a platform at ground level, but this time, they indicate an invisible platform!! Take the leap and try it! At one area in the cave, you can jump to a higher level and reach a power-up. Then, exit an hit the bar. ZONE 7: Rainbow Road Level Type: Star World Welcome to Rainbow Road. This level is basically the same as Tal Tal Heights. In version 1.2, the platforms are decorated with stars. You'll eventually come to an Invincibility Star, which, here will do more harm than good. Why? Just beyond it, you have to high-jump off of paratroopas, and, if you're invincible, you'll just fall right through them! Soon, you'll enter another part where the high-jump is required. A platform ahead is just too high to reach. You must hi-jump off the nearby koopa to reach it. If you killed it accidentally, a goomba will soon fall off the platform giving you another chance. If it does, too, you must jump down to hole and start again. Then, more hi-jumping and music blocks. Beware the koopa just past the Finish Bar. Notice anthing about this level? No power-ups at all! ZONE 8: Bowser's Castle Level Type: Dungeon At the beginning, watch out for the bullets, which will attack as soon as you start! Then proceed through a bullet/piranha infested area. Next: Fight ten goombas, which will fall from all directions. Then, a combination of koopas and fireballs (no koopas in 1.2). At the end of this area, you can jump down to a block, and assuming you're tiny, get another useless Invincibility Star. And, above you are two koopas (one in 1.2) Make sure their shells don't go right, or it might kill the paratroopa you must hi-jump! Next area: Remember this? White blocks on the ceiling. But now there are two rows of them. They form the combination of invisible platforms at the bottom. So jump. After that is a power-up, and a bridge, meaning Bowser is just up ahead. This time, you must go past him, and let him follow you through fireballs. Don't let him touch the left side of the screen, or he will give up chase. Soon, you will encounter a collapsible bridge (in 1.2, you must only jump across the pit). When Bowser is just behind you, jump across and let him fall through! ------------------------------------------------ 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 Cookie Land used to be Block World Night Tunnel was formerly a Desert World called Yoshi Desert. There is a glitch, which is the fault of Super Mario, NOT the levelset. In version 1.2, when played in Mario 1.2, in Cookie Land, there's an area with two platforms moving horizontally under several ? blocks. Occasionally, they will continue to move all the way to the finish bar. This glitch has not been shown to have any effect on gameplay or RAM, but it's just annoying (or funny, depending how you see it). 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