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Wario Land: Super Mario Land 3 |
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Also known as: Super Mario Land 3: Wario Land (JP) This game has unused areas. |
Wario Land: Super Mario Land 3: A great little game. Let's save the sequel for the Game Boy Color mini. (Check out our Wario Land episode for more.) The potential wrinkle. It's possible Nintendo might choose to combine Game Boy and Game Boy Color on a single device. Let's hope they don't. I had a hard time paring my list down to 30 games. Wario Land 3 Cheats and Cheat Codes, GameBoy. Web Media Network Limited, 1999 - 2020. This site is not affiliated in any way with Microsoft, Sony, Sega, Nintendo or any video game publishers.
Wario Land: Super Mario Land 3 is the first game in the Wario Land series and the last game in the Mario Land series.
- 1Debug Modes
- 2Unused Graphics
- 2.3Level Tiles
- 2.3.5Syrup Castle
- 2.3Level Tiles
- 8Oddities
- 9Revisional Differences
Debug Modes
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).
(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, or use Game Genie code 018-C75-E6A.
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.
Unused Graphics
Font
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.
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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.
Used Block Tileset |
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They were replaced in the main block tileset with the switch block graphics.
Level Tiles
Sand/Wood Tileset
Ladder tiles using Course 2's main tileset. Interestingly enough, the empty tile is not the one used everywhere else.
Stone Tileset
Even this spike with unique graphics didn't make the cut.
Ladder tiles very similar to the ones in Course 2, but with different graphics.
Sherbet Land
Used |
---|
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.
Those tiles are loaded at the last part of Course 1 but never used.The last one seems to be a variant of the bottom part of the wooden boards seen on walls.
Parsley Woods
While these tiles are technically used, the lower half is always obscured by the status bar.
Syrup Castle
Syrup Castle has no spikes, but plenty of lava.
Final Boss
These tiles should have been put near the bed in the final boss' room, but they aren't.
The lower half of this block is obscured by the status bar. Again.
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.
Map Screen
The majority of these are alternate versions of existing tiles.
Overworld | ||
---|---|---|
The placement of these tiles in VRAM shows that the area near Mt. Teapot used to be slightly different.
| ||
The Stove Canyon in the overworld was supposed to show actual fire at some point rather than just looking like a hole in the ground. Unfortunately the two tiles don't quite fit properly. Either the Stove Canyon in the overworld used to look different, or other related tiles were overwritten at some point in development. | ||
Parts of trees, meant to be displayed very close to the Parsley Woods' lake. | ||
Miscellanous cliff border tiles. Horizontally or vertically flipped versions are used though. | ||
Rice Beach | ||
Various unused sand border tiles. | ||
None of the cliffs in Rice Beach are high enough to make use of these tiles, unlike in SS Tea Cup. However, the SS Tea Cup tilemap uses different graphics for them. | ||
Speaking of cliffs, grass only appears on the right side of a cliff in-game. | ||
Apparently Wario's path used to go near rocks. It would have been likely used for the path to Course 6. | ||
Miscellanous unused tiles which have a completely unique design. | ||
Mt. Teapot | ||
The leftmost tile of the water splash goes unused, likely by mistake as the water tile used instead creates minor cutoff. Considering how clearing the first course in Mt. Teapot places a level dot over the tile's supposed position, it doesn't really amount to much. | ||
The rightmost tile of the small hills' water reflection is always obscured in the tilemap. How a hill would look if used properly: | ||
Another tile for those hills. A very similar tile to this is used in-game, but it doesn't include any kind of shading. | ||
Dots are already present over these tiles when Mt. Teapot's lid crashes down. Tiles without the dots still exist though.
| ||
Sherbet Land | ||
As usual, some of the map dots go unused. Of particular interest is the last one, since the water surface actually hides dots on the map. | ||
A chunk of the iceberg. | ||
No flat surfaces for the iceberg. | ||
An horizontally flipped variation of the underwater ice spikes. | ||
Stove Canyon | ||
Various unused map tiles.
| ||
No thin platforms are high enough to use these tiles. A mockup of how they would look: | ||
SS Tea Cup | ||
A whopping total of six unused border pieces linger in this tileset. | ||
Likely meant to show up after emptying the lake at Parsley Woods, but nothing changes in this submap; only the overworld displays it. | ||
A part of the SS Tea Cup is always covered by the boss marker (or Wario marker after beating the boss). | ||
Parsley Woods | ||
Various tiles related to the Parsley Woods lake go unused. Some have similar variants which are used. | ||
Should have been used when the top of a tree is close to the bottom of another tree. The horizontally flipped variation is used. | ||
More rails hidden behind trees. Other similar tiles are used. | ||
Most likely meant to appear for trees placed next to the lake, but there are only rocks in the nearby area. | ||
A single unused tile for the lake's surface. What a travesty. | ||
A hole in... something. Purpose unknown. Located in VRAM between the lake bridge and train rails graphics. | ||
Syrup Castle | ||
No levels have alternate exits in this submap. It would have been nice if it were the case, since Stove Canyon is the last map to have those. | ||
A level dot goes over the only position this could have been used. | ||
No trees are placed high enough to make use of these tiles. | ||
None are placed next to the right of the castle either. | ||
After destroying the first layer of walls, the map gains a few misplaced and/or unused tiles.Notice the top of the castle walls and the spots where dots appear. | ||
These statue tiles aren't shown since dots are already placed on their position by the time Course 39 is cleared. |
Coin Mini-Game
Used |
---|
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.
Object Graphics
Turns out that the Wanderin' Goom may have had an attack at one point! This spitting graphic and projectile are all that remains.
A little boat that would have appeared in one of the areas in the world map, probably Rice Beach. Wario has serious arm strength.
Seems like the Stove Canyon boss Funfun was going to eat Wario at one point, since he has graphics for moving his tongue and Wario dying as a result.
The ghost boss in Parsley Woods also has graphics for throwing coins, not just spawning them out of thin air. There's an animation showing how they would have worked.
A pointing gloved hand is loaded in the Treasure Room, stored right next to the sprite for the coin pointer.
Unused 16x16 Blocks
To do: This game has a lot of unused blocks. They are perfectly valid even though most display as gibberish (possible leftovers from other tilesets). |
The generic block isn't used here.
Platforms that can be jumped through are also completely absent.
Upside-Down Wario
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
To do: 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
Every time the game is started, there is a check to make sure the save game data is not corrupted. If at least one file is corrupted (almost impossible to do on real hardware since each save game is stored twice and both have to be corrupted), the game displays the message at right and automatically clears the affected pipe(s).
To see this message, change the value at A0C0 (the checksum for the first pipe) to anything and restart the game.
Oddities
Inaccessible Blocks
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.
Before | Patch tilemap | After |
---|
In other words, after emptying the lake the zone's name changes.
Revisional Differences
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 | |
---|---|
NES | Wario's Woods |
SNES | Mario & Wario • Wario's Woods |
Game Boy (Color) | Wario Land: Super Mario Land 3 • Wario Land II • Wario Land 3 • Wario Blast: Featuring Bomberman! |
Game Boy Advance | Wario Land 4 |
GameCube | Wario World |
Nintendo DS | Wario: Master of Disguise |
Wii | Wario Land: Shake It! |
WarioWare | |
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 • Pyoro |
Wii | WarioWare: Smooth Moves |
Wii U | Game & Wario |
Nintendo 3DS | WarioWare Gold |
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 |
SNES | Super Mario World • Super Mario All-Stars • Super Mario World 2: Yoshi's Island (Prototypes) |
Satellaview | BS Super Mario USA • BS Super Mario Collection |
Nintendo 64 | Super Mario 64 (64DD Version) |
GameCube | Super Mario Sunshine (Demo) |
Wii | Super Mario Galaxy • Super Mario Galaxy 2 • New Super Mario Bros. Wii • Super Mario All-Stars: 25th Anniversary Edition |
Wii U | New Super Mario Bros. U • New Super Luigi U • Super Mario 3D World • Super Mario Maker |
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 | New Super Mario Bros. • Super Mario 64 DS |
Nintendo 3DS | Super Mario 3D Land (Demo) • New Super Mario Bros. 2 • Super Mario Maker for Nintendo 3DS |
Nintendo Switch | Super Mario Odyssey • New Super Mario Bros. U Deluxe • Super Mario Maker 2 • Super Mario 3D All-Stars |
iOS/Android | Super Mario Run |
Mario Kart | |
Console Games | Super Mario Kart (Prototypes) • Mario Kart 64 • Mario Kart: Double Dash!! (Demos) • Mario Kart Wii (Channel) • Mario Kart 8 (Deluxe) |
Handheld Games | Mario Kart: Super Circuit • Mario Kart DS (Demos) • Mario Kart 7 |
Arcade Games | Mario Kart Arcade GP • Mario Kart Arcade GP 2 • Mario Kart Arcade GP DX |
Mario RPGs | |
Super Mario RPG | Legend of the Seven Stars |
Paper Mario | Paper Mario • The Thousand-Year Door (Paper Mario 2 Demo) • Super Paper Mario • Sticker Star • Color Splash • The Origami King |
Mario & Luigi | Superstar Saga (+ Bowser's Minions) • Partners in Time • Bowser's Inside Story (+ Bowser Jr.'s Journey) • Dream Team • Paper Jam |
Mario Party | |
Console Games | Mario Party • Mario Party 2 • Mario Party 3 • Mario Party 4 (Demo) • Mario Party 5 (Demo) • Mario Party 6 (Demo) • Mario Party 7 • Mario Party 8 • Mario Party 9 • Mario Party 10 • Super Mario Party |
Handheld Games | Mario Party Advance • Mario Party DS |
Mario Sports | |
Console Games | BS Excitebike Bunbun Mario Battle Stadium • Mario Golf • Mario Tennis • Mario Golf: Toadstool Tour • Mario Power Tennis • Mario Superstar Baseball (Mario Baseball Demo) • Super Mario Strikers (Demo) • Mario Strikers Charged • Mario & Sonic at the Olympic Games (Beijing 2008, London 2012) • Mario Sports Mix • Mario Tennis Aces |
Handheld Games | Mario's Tennis (Virtual Boy) • Mario Golf • Mario Tennis (GBC) • Mario Tennis: Power Tour • Mario Golf: Advance Tour • Mobile Golf • Mario & Sonic at the Olympic Games (Beijing 2008) |
Web Games | Mario Tennis: Power Tour - Bicep Pump |
Other | |
Arcade Games | Donkey Kong • Donkey Kong Jr. • Mario Bros. • Donkey Kong, Donkey Kong Jr., Mario Bros. • Mario Roulette • Luigi's Mansion Arcade |
Computer Games | Donkey Kong (Atari 8-bit family) • Mario is Missing! (DOS) • Mario Teaches Typing (DOS) • Mario's Early Years (DOS) • Mario's Game Gallery (Mac OS Classic) |
Console Games | Donkey Kong (NES) • Donkey Kong Jr. (NES) • Mario Bros. (NES) • Wrecking Crew • Dr. Mario (NES) (Prototypes) • Mario Paint (Prototype) • Mario & Wario • Tetris & Dr. Mario • Undake 30: Same Game Mario Version • Mario's Super Picross • Wrecking Crew '98 • Mario is Missing! (NES, SNES) • Mario's Time Machine (NES, SNES) • Mario's Early Years: Fun With Letters • Yoshi's Safari • Hotel Mario • Super Mario's Wacky Worlds • Mario no Photopi • Mario Artist Paint Studio (Prototype) • Mario Artist Talent Studio • Mario Artist Communication Kit • Dr. Mario 64 • Luigi's Mansion • Dance Dance Revolution Mario Mix • Fortune Street • Captain Toad: Treasure Tracker (Wii U, Switch) • Mini Mario & Friends amiibo Challenge • Dr. Luigi • Mario + Rabbids Kingdom Battle • Luigi's Mansion 3 |
Handheld Games | Dr. Mario • Donkey Kong • Mario's Picross • Picross 2 • Jaguar Mishin Sashi Senyou Soft: Mario Family • Mario Pinball Land • Mario vs. Donkey Kong (Demo) • Mario vs. Donkey Kong 2: March of the Minis (Demo) • Mario vs. Donkey Kong: Minis March Again! • Super Princess Peach • Dr. Mario & Puzzle League • Mario Bros. Classic • Luigi's Mansion (Nintendo 3DS) • Luigi's Mansion: Dark Moon • Captain Toad: Treasure Tracker (Nintendo 3DS) • Photos with Mario • Dr. Mario World |
Web Games | Dr. Mario: Vitamin Toss |
See also | |
Yoshi • Donkey Kong • Wario |
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Wario Land: Super Mario Land 3 |
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Also known as: Super Mario Land 3: Wario Land (JP) This game has unused areas. |
Wario Land: Super Mario Land 3 is the first game in the Wario Land series and the last game in the Mario Land series.
- 1Debug Modes
- 2Unused Graphics
- 2.3Level Tiles
- 2.3.5Syrup Castle
- 2.3Level Tiles
- 8Oddities
- 9Revisional Differences
Debug Modes
Standard Debug Mode
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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).
(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, or use Game Genie code 018-C75-E6A.
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.
Unused Graphics
Font
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.
Used Block Tileset |
---|
They were replaced in the main block tileset with the switch block graphics.
Level Tiles
Sand/Wood Tileset
Ladder tiles using Course 2's main tileset. Interestingly enough, the empty tile is not the one used everywhere else.
Stone Tileset
Even this spike with unique graphics didn't make the cut.
Ladder tiles very similar to the ones in Course 2, but with different graphics.
Sherbet Land
Used |
---|
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.
Those tiles are loaded at the last part of Course 1 but never used.The last one seems to be a variant of the bottom part of the wooden boards seen on walls.
Parsley Woods
While these tiles are technically used, the lower half is always obscured by the status bar.
Syrup Castle
Syrup Castle has no spikes, but plenty of lava.
Final Boss
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These tiles should have been put near the bed in the final boss' room, but they aren't.
The lower half of this block is obscured by the status bar. Again.
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.
Map Screen
The majority of these are alternate versions of existing tiles.
Overworld | ||
---|---|---|
The placement of these tiles in VRAM shows that the area near Mt. Teapot used to be slightly different.
| ||
The Stove Canyon in the overworld was supposed to show actual fire at some point rather than just looking like a hole in the ground. Unfortunately the two tiles don't quite fit properly. Either the Stove Canyon in the overworld used to look different, or other related tiles were overwritten at some point in development. | ||
Parts of trees, meant to be displayed very close to the Parsley Woods' lake. | ||
Miscellanous cliff border tiles. Horizontally or vertically flipped versions are used though. | ||
Rice Beach | ||
Various unused sand border tiles. | ||
None of the cliffs in Rice Beach are high enough to make use of these tiles, unlike in SS Tea Cup. However, the SS Tea Cup tilemap uses different graphics for them. | ||
Speaking of cliffs, grass only appears on the right side of a cliff in-game. | ||
Apparently Wario's path used to go near rocks. It would have been likely used for the path to Course 6. | ||
Miscellanous unused tiles which have a completely unique design. | ||
Mt. Teapot | ||
The leftmost tile of the water splash goes unused, likely by mistake as the water tile used instead creates minor cutoff. Considering how clearing the first course in Mt. Teapot places a level dot over the tile's supposed position, it doesn't really amount to much. | ||
The rightmost tile of the small hills' water reflection is always obscured in the tilemap. How a hill would look if used properly: | ||
Another tile for those hills. A very similar tile to this is used in-game, but it doesn't include any kind of shading. | ||
Dots are already present over these tiles when Mt. Teapot's lid crashes down. Tiles without the dots still exist though.
| ||
Sherbet Land | ||
As usual, some of the map dots go unused. Of particular interest is the last one, since the water surface actually hides dots on the map. | ||
A chunk of the iceberg. | ||
No flat surfaces for the iceberg. | ||
An horizontally flipped variation of the underwater ice spikes. | ||
Stove Canyon | ||
Various unused map tiles.
| ||
No thin platforms are high enough to use these tiles. A mockup of how they would look: | ||
SS Tea Cup | ||
A whopping total of six unused border pieces linger in this tileset. | ||
Likely meant to show up after emptying the lake at Parsley Woods, but nothing changes in this submap; only the overworld displays it. | ||
A part of the SS Tea Cup is always covered by the boss marker (or Wario marker after beating the boss). | ||
Parsley Woods | ||
Various tiles related to the Parsley Woods lake go unused. Some have similar variants which are used. | ||
Should have been used when the top of a tree is close to the bottom of another tree. The horizontally flipped variation is used. | ||
More rails hidden behind trees. Other similar tiles are used. | ||
Most likely meant to appear for trees placed next to the lake, but there are only rocks in the nearby area. | ||
A single unused tile for the lake's surface. What a travesty. | ||
A hole in... something. Purpose unknown. Located in VRAM between the lake bridge and train rails graphics. | ||
Syrup Castle | ||
No levels have alternate exits in this submap. It would have been nice if it were the case, since Stove Canyon is the last map to have those. | ||
A level dot goes over the only position this could have been used. | ||
No trees are placed high enough to make use of these tiles. | ||
None are placed next to the right of the castle either. | ||
After destroying the first layer of walls, the map gains a few misplaced and/or unused tiles.Notice the top of the castle walls and the spots where dots appear. | ||
These statue tiles aren't shown since dots are already placed on their position by the time Course 39 is cleared. |
Coin Mini-Game
Used |
---|
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.
Object Graphics
Turns out that the Wanderin' Goom may have had an attack at one point! This spitting graphic and projectile are all that remains.
A little boat that would have appeared in one of the areas in the world map, probably Rice Beach. Wario has serious arm strength.
Seems like the Stove Canyon boss Funfun was going to eat Wario at one point, since he has graphics for moving his tongue and Wario dying as a result.
The ghost boss in Parsley Woods also has graphics for throwing coins, not just spawning them out of thin air. There's an animation showing how they would have worked.
A pointing gloved hand is loaded in the Treasure Room, stored right next to the sprite for the coin pointer.
Unused 16x16 Blocks
To do: This game has a lot of unused blocks. They are perfectly valid even though most display as gibberish (possible leftovers from other tilesets). |
The generic block isn't used here.
Platforms that can be jumped through are also completely absent.
Upside-Down Wario
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
To do: 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
Every time the game is started, there is a check to make sure the save game data is not corrupted. If at least one file is corrupted (almost impossible to do on real hardware since each save game is stored twice and both have to be corrupted), the game displays the message at right and automatically clears the affected pipe(s).
To see this message, change the value at A0C0 (the checksum for the first pipe) to anything and restart the game.
Oddities
Inaccessible Blocks
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.
Before | Patch tilemap | After |
---|
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In other words, after emptying the lake the zone's name changes.
Revisional Differences
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 | |
---|---|
NES | Wario's Woods |
SNES | Mario & Wario • Wario's Woods |
Game Boy (Color) | Wario Land: Super Mario Land 3 • Wario Land II • Wario Land 3 • Wario Blast: Featuring Bomberman! |
Game Boy Advance | Wario Land 4 |
GameCube | Wario World |
Nintendo DS | Wario: Master of Disguise |
Wii | Wario Land: Shake It! |
WarioWare | |
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 • Pyoro |
Wii | WarioWare: Smooth Moves |
Wii U | Game & Wario |
Nintendo 3DS | WarioWare Gold |
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 |
SNES | Super Mario World • Super Mario All-Stars • Super Mario World 2: Yoshi's Island (Prototypes) |
Satellaview | BS Super Mario USA • BS Super Mario Collection |
Nintendo 64 | Super Mario 64 (64DD Version) |
GameCube | Super Mario Sunshine (Demo) |
Wii | Super Mario Galaxy • Super Mario Galaxy 2 • New Super Mario Bros. Wii • Super Mario All-Stars: 25th Anniversary Edition |
Wii U | New Super Mario Bros. U • New Super Luigi U • Super Mario 3D World • Super Mario Maker |
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 | New Super Mario Bros. • Super Mario 64 DS |
Nintendo 3DS | Super Mario 3D Land (Demo) • New Super Mario Bros. 2 • Super Mario Maker for Nintendo 3DS |
Nintendo Switch | Super Mario Odyssey • New Super Mario Bros. U Deluxe • Super Mario Maker 2 • Super Mario 3D All-Stars |
iOS/Android | Super Mario Run |
Mario Kart | |
Console Games | Super Mario Kart (Prototypes) • Mario Kart 64 • Mario Kart: Double Dash!! (Demos) • Mario Kart Wii (Channel) • Mario Kart 8 (Deluxe) |
Handheld Games | Mario Kart: Super Circuit • Mario Kart DS (Demos) • Mario Kart 7 |
Arcade Games | Mario Kart Arcade GP • Mario Kart Arcade GP 2 • Mario Kart Arcade GP DX |
Mario RPGs | |
Super Mario RPG | Legend of the Seven Stars |
Paper Mario | Paper Mario • The Thousand-Year Door (Paper Mario 2 Demo) • Super Paper Mario • Sticker Star • Color Splash • The Origami King |
Mario & Luigi | Superstar Saga (+ Bowser's Minions) • Partners in Time • Bowser's Inside Story (+ Bowser Jr.'s Journey) • Dream Team • Paper Jam |
Mario Party | |
Console Games | Mario Party • Mario Party 2 • Mario Party 3 • Mario Party 4 (Demo) • Mario Party 5 (Demo) • Mario Party 6 (Demo) • Mario Party 7 • Mario Party 8 • Mario Party 9 • Mario Party 10 • Super Mario Party |
Handheld Games | Mario Party Advance • Mario Party DS |
Mario Sports | |
Console Games | BS Excitebike Bunbun Mario Battle Stadium • Mario Golf • Mario Tennis • Mario Golf: Toadstool Tour • Mario Power Tennis • Mario Superstar Baseball (Mario Baseball Demo) • Super Mario Strikers (Demo) • Mario Strikers Charged • Mario & Sonic at the Olympic Games (Beijing 2008, London 2012) • Mario Sports Mix • Mario Tennis Aces |
Handheld Games | Mario's Tennis (Virtual Boy) • Mario Golf • Mario Tennis (GBC) • Mario Tennis: Power Tour • Mario Golf: Advance Tour • Mobile Golf • Mario & Sonic at the Olympic Games (Beijing 2008) |
Web Games | Mario Tennis: Power Tour - Bicep Pump |
Other | |
Arcade Games | Donkey Kong • Donkey Kong Jr. • Mario Bros. • Donkey Kong, Donkey Kong Jr., Mario Bros. • Mario Roulette • Luigi's Mansion Arcade |
Computer Games | Donkey Kong (Atari 8-bit family) • Mario is Missing! (DOS) • Mario Teaches Typing (DOS) • Mario's Early Years (DOS) • Mario's Game Gallery (Mac OS Classic) |
Console Games | Donkey Kong (NES) • Donkey Kong Jr. (NES) • Mario Bros. (NES) • Wrecking Crew • Dr. Mario (NES) (Prototypes) • Mario Paint (Prototype) • Mario & Wario • Tetris & Dr. Mario • Undake 30: Same Game Mario Version • Mario's Super Picross • Wrecking Crew '98 • Mario is Missing! (NES, SNES) • Mario's Time Machine (NES, SNES) • Mario's Early Years: Fun With Letters • Yoshi's Safari • Hotel Mario • Super Mario's Wacky Worlds • Mario no Photopi • Mario Artist Paint Studio (Prototype) • Mario Artist Talent Studio • Mario Artist Communication Kit • Dr. Mario 64 • Luigi's Mansion • Dance Dance Revolution Mario Mix • Fortune Street • Captain Toad: Treasure Tracker (Wii U, Switch) • Mini Mario & Friends amiibo Challenge • Dr. Luigi • Mario + Rabbids Kingdom Battle • Luigi's Mansion 3 |
Handheld Games | Dr. Mario • Donkey Kong • Mario's Picross • Picross 2 • Jaguar Mishin Sashi Senyou Soft: Mario Family • Mario Pinball Land • Mario vs. Donkey Kong (Demo) • Mario vs. Donkey Kong 2: March of the Minis (Demo) • Mario vs. Donkey Kong: Minis March Again! • Super Princess Peach • Dr. Mario & Puzzle League • Mario Bros. Classic • Luigi's Mansion (Nintendo 3DS) • Luigi's Mansion: Dark Moon • Captain Toad: Treasure Tracker (Nintendo 3DS) • Photos with Mario • Dr. Mario World |
Web Games | Dr. Mario: Vitamin Toss |
See also | |
Yoshi • Donkey Kong • Wario |