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    FAQ/Walkthrough by EOrizzonte

    Version: 1.3a | Updated: 12/03/02 | Printable Version | Search This Guide

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                               SUPER MARIO LAND
                               FAQ/WALKTHROUGH
    
                                 Version 1.3a
    
                          For the Nintendo Game Boy
    
                           Author: Efrem Orizzonte
    
    
    =====================================================================
    COPYRIGHT AND DISCLAIMER
    =====================================================================
    
    This document is (c)2000-2002 Efrem Orizzonte. It cannot be reproduced, 
    be it partially or entirely, without the author's explicit 
    permission. Publishing of it on any Web site without the author's 
    permission is illegal, as is using it in any form to make profit. 
    This document is for private use only, and it is not to be sold for 
    cash.
    
    The author of this document is not an English-speaking person, so 
    please be comprehensive if you find any mistakes in the document. If 
    you have suggestions, corrections, questions, or comments that may be 
    useful and that are pertinent to the subject of this document, please 
    send an e-mail to the following address: 
    
                          efroriz at hotmail dot com
    
    You are advised not to send in any spams or advertisements. Whether 
    your contribution is worthy of being added to the document is up to 
    the author's decision. If you contribution is useful, it will be 
    inserted in the subsequent update to the document, and you will be 
    given full credit for it.
    
    
    =====================================================================
    CONTENTS
    =====================================================================
    
    1. REVISION HISTORY
    2. STORY
    3. CONTROLS
    4. GOODIES
    5. ENEMIES
    6. BONUS ROOMS
    7. WALKTHROUGH
    8. HARD MODE
    9. CREDITS
    
    
    =====================================================================
    1. REVISION HISTORY
    =====================================================================
    
    Version 1.0 [8-7-2000]
    Everything but the walkthrough.
    
    Version 1.1 [8-14-2000]
    Added the walkthrough. The FAQ is complete.
    
    Version 1.2 [8-20-2000]
    Ouch! 2 BIG mistakes corrected, in Bonus Room #9 and World 2-2. No 
    further additions.
    
    Version 1.3 [2-27-2002]
    I have improved the overall looks of the FAQ, and I have corrected my 
    bad English in several parts.
    
    Version 1.3a [2-12-2002]
    Slightly modifies the appearance of the walkthrough. The disclaimer 
    has been updated.
    
    
    =====================================================================
    2. STORY
    =====================================================================
    
    As in every Mario game, there's a princess to save. This time, her 
    name is Daisy (but she looks exactly like Princess Toadstool and 
    Princess Peach, so I guess it's always the same princess who's toying 
    around with her name, trying to find the one she likes the best... 
    poor Mario :p). She's the princess of the world of Sarasaland 
    (hmmm... wasn't Toadstool/Peach princess of the Mushroom Kingdom? 
    Something's REALLY wrong here...) and she's been kidnapped by 
    Tatanga, the Mysterious Monster from Outer Space, who wants to marry 
    her and to rule the world. Same ol' stuff. 
    
    The world of Sarasaland consists of 4 kingdoms, named Birabuto, Muda, 
    Easton, and Chai. No need to say, Mario has to visit them all in 
    order to reach and defeat Tatanga, because he's not lazy enough to 
    catch a plane and fly straight there, and because he wants to collect 
    some good money along the way (hey, he's a man after all... :) ). 
    
    And of course, since he's the hero, you have to control him, as he 
    cannot be blamed for any mistakes he could make on the way there! 
    
    
    =====================================================================
    3. CONTROLS  
    =====================================================================
    
    D-Pad: moves Mario. Press Down to duck (except small Mario) and to 
    enter certain pipes (leads to bonus rooms). Press Left/Right while in 
    mid-air to change direction.
    
    A button: - Jump (hold to jump higher). 
              - Shoot missiles/torpedoes (hold for continuous fire).
    
    B button: - Hold to run. You can run over 1-block pits without 
                falling.
              - Shoot fireballs. 
              - Shoot missiles/torpedoes (one at a time). 
    If you duck while running, you may be able to slide into narrow 
    spaces (which can normally be accessed by small Mario). If you get 
    stuck in one of these, repeatedly press A to get out. 
    
    START button: Start/pause.
    
    START+SELECT+A+B: Resets the game
    
    
    =====================================================================
    4. GOODIES
    =====================================================================
    
    "?" BLOCKS: hit them from below to uncover one of the following: 
    coin, Super Mushroom, Fire Flower, Star, 1-Up Heart, multiple coins.
    
    BRICK: Super/Fire Mario can break them from below. They're worth 50 
    pts each, and they can sometimes release items. Many of them are 
    multiple-coin bricks: hit them fast to gain as many coins as 
    possible. You can get up to 20 coins from them.
    
    COINS: there are tons of them scattered throughout the game. They're 
    found in open spaces, or inside "?" blocks. Every one is worth 100 
    pts, and 100 of them will give you a 1-UP. 
    
    1-UP HEART: not so rare. Do I have to tell you what's it for?
    
    
                              ---[POWER-UPS]---
    
    SUPER MUSHROOM: turns Mario into Super Mario. Found in "?" blocks, or 
    in bricks. Super Mario can break bricks. He will turn into small 
    Mario if he's hit. A Super Mushroom will give you 1000 pts. 
    
    FIRE FLOWER: turns Super Mario into Fire Mario. Found in "?" blocks,  
    or in bricks. If small Mario picks this up, he will turn into Super 
    Mario. Fire Mario can shoot fireballs (press B to shoot). Fireballs 
    are effective against many enemies, but they have a short range and 
    will bounce against walls, floors and ceilings until they either find 
    an open space or disappear. Fireballs can collect coins for you, so 
    they're very useful to collect coins in unreachable places. If Fire 
    Mario is hit, he will turn into Small Mario. A Fire Flower gives you 
    1000 pts.
    
    STAR: turns Mario into Invincible Mario. Found in "?" blocks, or in 
    bricks. Invincible Mario can only die by falling into bottomless 
    pits, and he can kill any enemy with a simple touch, provided it can 
    be killed. Invincibility will last for 25 seconds before 
    disappearing, and Mario will flash when he's under its effect. A Star 
    gives you 1000 pts.
    
    
    =====================================================================
    5. ENEMIES
    =====================================================================
    
                            ---REGULAR ENEMIES---
    
    BATADON: a flying stone statue. It will come from above. It can 
    bounce over floors and platforms, and THROUGH platforms if you're 
    standing on a platform and he's below. 
    World: 3-1, 3-3
    Defeat: jump/fireball(3)
    Pts: 800
    
    BUNBUN: a bee that regularly stops to drop spears vertically. Some of 
    them fly very high, but their spears are easily avoided. Some of them 
    fly at ground level, so you'll have to jump to avoid them.
    World: 1-2
    Defeat: jump/fireball
    Pts: 800
    
    CHIBIBO: a small mushroom, slow and weak.
    World: 1-1, 1-2, (1,3), 2-1, 2-2, 4-1, 4-2
    Defeat: jump/fireball
    Pts: 100
    
    CHIKEN: this bird flies towards you and moves circularly to hit you 
    if he missed with the direct attack.
    World: 4-3
    Defeat: 1 missile 
    Pts: 400
    
    CHIKAKO (GLITTER): an armored, bright mine standing on your way up in 
    the skies. Moves slightly up and down.
    World: 4-3
    Defeat: 10 missiles
    Pts: 800
    
    FLY: a fly (big surprise, huh?) that jumps back and forth. Easy but 
    annoying, since it likes to lurk under platforms.
    World: 1-1
    Defeat: jump/fireball(2)
    Pts: 400
    
    GANCHAN: rocks falling from the sky. They bounce on the floor, so you 
    can jump on them and take a free ride. This is sometimes necessary to 
    cross spike floors. Invincible.
    World: 3-1, 3-3
    Defeat: can't
    Pts: N/A
    
    GAO: a fire-spitting sphinx. Doesn't move, but can aim up or down, 
    and even shoot behind itself. Annoying.
    World: (1-1), 1-3
    Defeat: jump/fireball
    Pts: 800
    
    GIRA: missiles shot by a cannon. The cannons always come out of 
    pipes, and you can step on them to reach new heights. There are 
    usually two or more cannons at a time, making things VERY frustrating 
    (World 4-1 is the best example).
    World: 3-1, 3-2, 4-1, 4-2
    Defeat: jump
    Pts: 400
    
    GUNION: an octopus. Divides into two balls when hit enough. The balls 
    come at you, but the octopus can't move.
    World: 2-3
    Defeat: 3 torpedoes
    Pts: 800
    
    HONEN: a fishbone that comes out of the water in a vertical movement. 
    Too easy.
    World: 2-1, 2-3
    Defeat: jump/1 torpedo
    Pts: 100
    
    KUMO: a hairy spider that jumps around the same way as Flies. 
    Disgusting and sometimes annoying, because it always shows up when 
    you're making difficult jumps between narrow platforms.
    World: 3-2
    Defeat: jump/fireball(2)
    Pts: 400
    
    MEKABON: a slow robot that throws its head like a boomerang at 
    intervals. If you stomp on the flying head, you'll gain 100 pts, but 
    the robot will grow another one. Jump on the body to kill it.
    World: 2-2
    Defeat: jump/fireball
    Pts: 400
    
    NOKOBON: a turtle with a bomb on its back. If you stomp on it, the 
    bomb will explode after two or three seconds. If you use the 
    fireballs, the bomb won't explode. The most common enemy, you'll find 
    it ANYWHERE (well, almost).
    World: 1-1, 1-2, 1-3, 2-1, 2-2, 3-1, 3-2, 3-3, 4-1, 4-2
    Defeat: jump/fireball
    Pts:100
    
    NYOLOLIN: a sitting snake that can spit fireballs in all directions, 
    and through platforms too. Often dangerous, because it's usually 
    sitting on platforms higher than the one you're on.
    World: 4-2
    Defeat: jump/fireball(2)
    Pts: 800
    
    PAKKUN FLOWER: the classic piranha plant comin' out of pipes. It 
    won't come out if you're in contact with the pipe. 
    World: 1-3, 2-1, 2-2, 3-1, 3-2, 4-1
    Defeat: fireball
    Pts: 100
    
    PIONPI: one of the most annoying enemies. It's a stupid, zombie-like, 
    little Chinese man that jumps here and there, usually in groups of 
    two or three and along with other enemies. If you stomp on him, he 
    will give you points, but will regenerate in a few moments. Only 
    fireballs can kill him.
    World: 4-1
    Defeat: fireball(2)
    Pts: 800
    
    POMPOM FLOWER: a big walking flower that periodically stops to spit a 
    fireball vertically (this can pass through platforms).
    World: 4-2
    Defeat: jump/fireball(2)
    Pts: 800
    
    ROKETON: a plane that shoots cannonballs at you - even backwards if 
    required. Not too dangerous, but comes in packs and along with other 
    enemies, so you may get hit in the mess.
    World: 4-3
    Defeat: 1 missile
    Pts: 400
    
    SUU: a spider hanging from the cave ceiling. It comes down when you 
    get close, but it's slow.
    World: 3-2
    Defeat: jump/fireball(2)
    Pts: 400
    
    TAMAO: an invincible bubble that does its best to shield 
    Dragonzamasu. Invincible.
    World: 2-3
    Defeat: can't
    Pts: N/A
    
    TOKOTOKO: a stone statue that moves quite fast and charges you while 
    you're still trying to see it. Dangerous.
    World: 3-1, 3-3
    Defeat: jump/fireball
    Pts: 400
    
    TORION: a fish that always attacks in groups of three elements. They 
    swim towards you, and if you don't kill them, they'll come back for a 
    second try.
    World: 2-3
    Defeat: 1 torpedo
    Pts: 100
    
    UPSIDE-DOWN (HEADSTAND) PAKKUN: a piranha flower comin' out of 
    upside-down pipes. It will come out even if you're standing just 
    below the pipe. Very annoying and very dangerous.
    World: 4-1, 4-2
    Defeat: fireball
    Pts: 400
    
    YURARIN: a seahorse.
    World: 2-3
    Defeat: 2 torpedoes
    Pts: 400
    
    YURARIN BOO: a BIG seahorse that comes out of the water or underwater 
    pits, spitting fireballs. Quite annoying because of its shooting 
    angle. Can't be defeated with fireballs. 
    World: 2-1, 2-2, 2-3
    Defeat: jump/2 torpedoes
    Pts: 400
    
    
    ()= Hard Mode only
    
    
                                 ---BOSSES---
    
    KING TOTOMESU: boss of Birabuto kingdom. A giant sphinx that jumps up 
    and down while spitting fire. 
    World: 1-3
    Defeat: fireball(5)
    Pts: 5000
    
    DRAGONZAMASU: boss of Muda kingdom. Protected by Tamao. Swims up and 
    down while spitting fire.
    World: 2-3
    Defeat: 20 torpedoes
    Pts: 5000
    
    HIYOLHOI: boss of Easton kingdom. A former Tokotoko with legs. Throws 
    Ganchans. 
    World: 3-3
    Defeat: fireballs (10)
    Pts: 5000
    
    BIOKINTON: boss of Chai kingdom. Always hidden within a cloud, nobody 
    has ever seen it. Flies around and sends Chickens at you.
    World: 4-3
    Defeat: 20 missiles
    Pts: 5000
    
    TATANGA: flies around in its war spaceship, Pagosu. Fires rocks.
    World: 4-3
    Defeat: 25 missiles
    Pts: 5000
     
    
    =====================================================================
    6. BONUS ROOMS   
    =====================================================================
    
    There are 10 different types of bonus rooms in the game, which can be 
    found by entering certain pipes. They are represented below, in the 
    order in which they appear in the game. Note that the diagrams are 
    not to scale. Anything peculiar will be detailed in the walkthrough.
    
    x = coin
    b = brick
    - = platform or metal block
    ^ = spike
    E = exit
    
    
    1) 18 coins (A)
    
            ___________________
       |                       |
       |                       |
       |                       |
       |                       |
       |         xxxxxx        |
       |         xxxxxx        |
       |         xxxxxx        |
       |        ________       |
       |       |        |     _|
       |_______|________|____|E|
    
    
    
    2) 21 coins 
    
    
           ____________________
       |  |                    | 
       |  |                    | 
       |  |   x x x x x x     _|               
       |  |   _______________|E| 
       |  |                    | 
       |  |_                   | 
       |    | x x x x x x      |            
       |    |_______________   | 
       |  x x x x x x x x x    |                 
       |_______________________|
    
    
    
    3) 18 coins (B) 
    
            ___________________
       |   |                  _|
       |   | x x x x         |E|
       |   |--b-b-b-    -------|
       |   |                   |
       |   |   x x x x x x x   |
       |   |   -b-b----b-------|
       |   |                   |
       |   |  x x x x x x x    |
       |    ---b-b-b-b-b-b-b   |
       |_______________________|
    
    
    
    4) 33 coins
    
            __________________
       |                      |
       |      b        b      |
       |      b        b      |
       |      b        b      |
       |      b xxxxxx b      |
       |      b xxxxxx b      |
       |      b xxxxxx b      |
       |      b xxxxxx b    xx|
       |      bbbbbbbbbb    xx|
       |       x x x x x     _|
       |____________________|E|
    
    
    
    5) 77 coins
    
              _________________
       |     |xxxxxxxxxxxxxxxxx|
       |     |xxxxxxxxxxxxxxxxx|
       |     | xxxxxxxxxxxxxxx |
       |      --b------------- |
       |                  |    |
       |        b              |
       |          b-xxxxx-b   _|
       |        b- |xxxxxxb  |E|
       |        ___|xxxxxxbb---|
       |_______|___|xxxxxxxxxxx|
    
    
    
    6) 20 coins
    
          _____________________
    |    |                    _|
    |    |     x x x x x     |E|
    |    |     --------------bb|
    |    |        x x x x x x  |
    |    |  -------- - - - --- |    
    |    |                     |
    |    |                     |
    |      -(inv)        (inv)-|    
    |   x x x x x x x x x      |
    |__________________________|
    
    ***NOTE: there are two such rooms in the game. The first one has an 
    invisible metal square by the right wall, while the second has one 
    right below the first hole in the middle platform***
    
    
    
    7) 15 coins
    
          _____________________      
    |                          |
    |                          |
    |                    ____|E|
    |                       xxx|
    |                       xxx|
    |            b    -     xxx|
    |      --b-b--|        |xxx|
    |             |        |xxx|
    |              ^^^^^^^^|bbb|
    |__________________________|
    
    
    
    8) 129 coins
    
         ______________________
    |     xxxxxxxxxxxxxxxxxx   |
    |     xxxxxxxxxxxxxxxxxx   |
    |     xxxxxxxxxxxxxxxxxx   |
    |     xxxxxxxxxxxxxxxxxx   |
    |xbbbbbbbbbbbxbbbbbbbbbbbbb|
    |     xxxxxxxxxxxxxxxxxx   | 
    |     xxxxxxxxxxxxxxxxxx   | 
    |     xxxxxxxxxxxxxxxxxx   | 
    |bbbbbbbbbbbxbbbbbbbbbbbbb?| 
    |________________________|E|
    
    
    
    9) 44 coins
    
        _______________________
    |                |         |
    |                |        _|
    |                |    ___|E|
    |                |         |
    |    |xxxxxxxxxxx|         |
    |    |xxxxxxxxxxx|___      |
    |    |xxxxxxxxxxx|         |
    |    |xxxxxxxxxxx|      ___|
    |    |___________|         |
    |__________________________|
    
    ***NOTE: press Right on the D-Pad while falling into the room, or you 
    won't be able to collect all the coins, not even with a fireball***
    
    
    
    10) 251 coins
    
     xxx_______________________
    |1    16 coins          1 1|           
    |4                      2 2|
    |                          |
    |c                      c c|
    |o                      o o|
    |i                      i i|
    |n                      n n|
    |s                      s s|
    |                         _|  
    |________________________|E|
     
    ***NOTE: this room contains 16 columns of 14 coins (or 14 rows of 16 
    coins), plus 27 more coins***
    
    
    =====================================================================
    7. WALKTHROUGH
    =====================================================================
    
                                ---PREFACE---
    
    Well, there are some things that should be clear to fully enjoy the 
    game, so I will list them here.
    
    1) You always have 400 seconds to complete a level. If you die, 
    you'll restart from a checkpoint (there are several of them in every 
    level, although they're not explicitely signaled). Every time you 
    lose a life, the timer will be reset. If you run out of time, you'll 
    lose a life. When you restart from the checkpoint, no enemies will be 
    near you.
    
    2) Always try to enter pipes by crouching over them. Every level 
    except for World 1-2, 2-3, and 4-3, has 2 bonus rooms somewhere.
    
    3) When you get out of a pipe, you'll be where you were when you 
    entered. Unlike Super Mario Bros., the bonus rooms here are not 
    shortcuts. Also, when you get out of a pipe, every enemy outside will 
    be gone.
    
    4) Kill as many enemies as you can and break as many bricks as 
    possible. 100000 points will earn you a continue.
    
    4) At the end of each level, you'll get "remaining time x 10" points.
    
    6) At the end of each level you'll find two exits: the lower one is 
    easily accessible, but the higher one gets harder and harder to reach 
    as you progress through the game. However, the higher exit always 
    leads to a bonus game. It looks like this:
    
    
    ---------------------
    M                 x1
    ----------=----------
              =       x2
    ----------=----------
                      FF
    ---------------------
                      x3
    ---------------------
    
    M is Mario. The = represent a ladder. x1 is 1-Up, x2 is 2-Up, x3 is 
    3-Up, and FF is a Fire Flower. The ladder and Mario will be rapidly 
    flashing onscreen, and you'll have to press A or B to stop them. At 
    that point, Mario will proceed forward, climbing the ladder up or 
    down if it's in his way, and eventually reach a prize. In the case 
    shown above, Mario would climb down the ladder to reach 2 extra 
    lives. A bad sound effect will be played if Fire Mario receives the 
    Fire Flower, meaning you won nothing, and even if you get it as small 
    or Super Mario, the Flower obtained in the Bonus Stage will never 
    give you any points.
    
    7) You'll ALWAYS play the Bonus Stage after you beat a boss (except 
    for Biokinton and, of course, Tatanga).
    
    8) There are some invisible platforms, elevators and metal blocks 
    that can lead you to areas filled with coins. You must hit an 
    invisible block or elevator from below in order to step on it. Plus, 
    there are some interesting areas that can only be reached by small 
    Mario.
    
    9) There are mushroom-shaped platforms in some worlds. These 
    platforms will fall when you step on them, so be fast if you have to 
    use them as a bridge.
    
    10) In some worlds there are stone blocks and stalactites that will 
    fall down on you if you hesitate. They will tremble and fall as soon 
    as you get close, so you may want to bait them and wait for them to 
    fall before going on.
    
    11) World 2-3 and World 4-3 automatically scroll to the right. If you 
    get stuck between the left edge of the screen and a wall, you'll lose 
    a life.
    
    12) Some coins just cannot be reached by Mario. You must use a 
    fireball in order to get them.
    
    13) Hold down the A button in World 2-3 and 4-3. This will allow you 
    to shoot continuously. Even if you press B repeatedly, you won't be 
    able to fire more than three torpedoes/missiles in a row.
    
    14) Try to stomp on many enemies without landing. This will increase 
    the amount of points you'll receive.
    
    
    These hints should be enough to play the game on your own. Use the 
    walkthrough only if you're looking for secrets, because the game is 
    very easy and short (actually, this is how EVERY walkthrough should 
    be used). 
    
    Now, let's get started!
    
    
        ________
    ___/BIRABUTO\________________________________________________________
    ---------------------------------------------------------------------
    
    WORLD 1-1
    
    Jump to get the coin from the block. Kill the Chibibo and get the 
    mushroom. The next block has a coin. You can enter the next pipe to 
    find an 18-coins Bonus Room. When you're done, go on and get the next 
    coin. The next three blocks are all coins. Beat the Chibibos there. 
    Then comes a line of 6 bricks. The block below has a coin, and the 
    fourth brick from the left hides a 1-Up. Grab the seven floating 
    coins. Then you'll find a power-up above three bricks. Then a coin, a 
    Nokobon, and 8 coins in the blocks. Jump past the chasm and enter the 
    pipe, where you'll find a 21-coins Bonus Room. Get out. A Fly is 
    guarding a coin block. The next block holds a Star, and then just 
    coins and Chicobos until the two Flies. Then a chasm, and three 
    bricks - the third from the left is a multiple-coin brick. The 
    following coins can be gotten with a small Mario or a fireball. There 
    are 5 coins along the wall. Use the three moving platforms to reach 
    an easy Bonus Game.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    WORLD 1-2
    
    This level is a neverending series of jumps. Grab the first coins, 
    and a power-up in the block. Go on, and on the third platform you'll 
    meet your first Bunbun. There's another before a coin block. Then a 
    series of Nokobons and coins. The three coins floating above the pit 
    may be a bit tricky to get without a fireball. When you reach the row 
    of blocks and bricks where the Nokobon is walking, drop down the 
    small hole to a block with a coin, then go to the left edge of this 
    platform and jump to uncover an invisible 1-Up. Then you'll find some 
    floating moving platforms and some Bunbuns, along with coins. The 
    block above the steps with the two Chicobos holds a power-up. More 
    floating platforms, then another 1-Up in the row of blocks and 
    bricks. Then it's a mere series of jumps to the end. To reach the 
    high exit, you'll have to step on two mushroom blocks, so be quick or 
    it will be lost.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    WORLD 1-3
    
    Jump along the wall to reveal a secret elevator. It will lead you to 
    28 coins. If you choose the lower path, grab the three coins from the 
    blocks, then go ahead and expect many Pakkun Flowers, and two falling 
    blocks above the second pipe past the pit. The last pipe before the 
    second pit can be entered for a 21-coins Bonus Room. The second-to-
    last brick in the bottom row has multiple coins, and the second in 
    the second row has a power-up. Once out, go past the following four 
    pipes (and two Pakkuns). Watch out for the falling blocks above the 
    blocks before you take the coins. Kill the Gao who's just after the 
    following blocks. If you have a big Mario, break the second brick and 
    jump through the gap to uncover another elevator. This is the only 
    way to the second Bonus Room, which holds 33 coins and a 1-Up in the 
    highest brick of the right column. After the steps there's an 
    interesting choice. The three coins in the middle passage can be 
    gotten with a small Mario or a fireball, but a small Mario can also 
    take the lower passage to reach 38 coins and a power-up. You can get 
    hit by the Nokobon to be able to go down there. Whatever you do, 
    watch out for the falling blocks above the next set of steps. After 
    the next pit you'll find two rows of 8 bricks each, and the top one 
    has a Fire Flower in one of the bricks. Jump straight past the 
    mushroom blocks and be prepared to fight two more Gaos before you 
    reach King Totomesu.
    
    -----BOSS: KING TOTOMESU---------------------------------------------
    
    He jumps up and down, spitting one fireball while on the ground and 
    one while in the air. Take some distance if you want to use the 
    fireballs. If you don't have them, run under him when he jumps if 
    you're small Mario, and jump past him if you're Super Mario. Step on 
    the switch to kill him.
    ---------------------------------------------------------------------
    
    After the Boss, be in for a little surprise... Then, play the Bonus 
    Game and go on to the next kingdom.
    
    
        ____
    ___/MUDA\____________________________________________________________
    ---------------------------------------------------------------------
    
    WORLD 2-1
    
    Yow! This level has LOTS of fish! Too bad they're always between you 
    and the next platform. Oh yeah, you'll have to make lotsa jumps, too. 
    Go ahead and get two coins from the blocks. Kill the first Torions. 
    See that small platform below the high one with the three coins? If 
    you go down there and jump, you'll find a no-more invisible power-up. 
    Then there's a LOOOOOOOOONG series of jumps, Torions, and floating 
    platforms. The first pipe has the first Bonus Room, which contains 77 
    coins and a power-up in one of the bricks. Get out and you'll find 
    another power-up in the block, along with 5 coins. Next is a quite 
    crowded bridge, so don't try to run unless you don't like your 
    current number of lives. After more jumps and enemies, there are two 
    blocks, and the last one has a Star. Then there's an almost endless 
    series of Torions and Yurarin Boos before the second Bonus Pipe, 
    which is also home to a Pakkun Flower. The Bonus Room has 20 coins. 
    The first block after the pipe holds as many coins as you can get, 
    and the following blocks have a power-up for you. Next you'll have to 
    cross an even more dangerous bridge, heavily guarded by Yurarin Boos. 
    Eventually you'll reach a floating platform. The upper block of the 
    two-block column hides a 1-Up which will fall between the 9 coins 
    unless you break the bricks before. Use the floating platform and the 
    (aaargh!) mushroom blocks to reach the high exit.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    WORLD 2-2
    
    Take some steps ahead and you'll be greeted by a Mekabon. Run to 
    cross the small pits, and get the power-up from the block. The next 
    block has a coin. Kill Chicobo and Nokobon and enter the pipe for 77 
    coins. The rightmost of the first four bricks has multiple coins. 
    Going on, you'll come to two floating platforms and a nice column of 
    8 coins. Now you have multiple choices: you can take the upper path 
    and find some Mekabons and three rows of 16 bricks. The last brick of 
    the first row has a Star, and the last of the second row has a power-
    up. BUT, if you are small Mario (and if you're not, take a hit from 
    the Nokobon), jump on the platform and fall down its edge to land on 
    an invisible platform and gain access to the lower passage, which has 
    more coins, but is boring - and a bit dangerous, too. Now just go on 
    until you come to two pipes - the second has a Bonus Room which holds 
    20 coins and a multiple-coin brick below the exit pipe. Then go on 
    until you reach the exit. If you miss the high one, try to go back on 
    the floating platform using the three mushroom blocks.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    WORLD 2-3
    
    This level is very straightforward, so you don't really need a 
    walkthrough. Try to break as many bricks as possible for power-ups 
    and 1-Ups. When you find two walls, the lower one is usually the one 
    with the item, but that's not a rule. Stay on the left all the time 
    and keep holding the A button. Try not to shoot the Gunions, because 
    their balls are annoying at times, especially between brick walls. 
    There's a nice stock of coins near the end, for a total 62 coins and 
    a funny writing (well... the idea is funny, I guess). There's a 
    power-up in the wall just before the Boss.
    
    -----BOSS: DRAGONZAMASU----------------------------------------------
    
    This is waaaaaaaaaaayyyyyyy too easy, even for such an easy game. 
    Tamao is easily avoided, and if you stay low the fireballs can't hit 
    you. Shoot non-stop, or just destroy the bricks and reach the switch 
    if you want to spoil all the fun (hey, isn't that sound the Bosses 
    make funny? It makes them look like sheep! Weird! BTW, it sounds a 
    LOT like the FX you hear when you lose at Tetris on the Game Boy).
    ---------------------------------------------------------------------
    
       
        ______
    ___/EASTON\__________________________________________________________
    ---------------------------------------------------------------------
    
    WORLD 3-1
    
    The block above the first pipe has a coin. As soon as you reach it, 
    the first Batadon will start to fly towards you. Watch its movements 
    carefully before you do anything - they're tricky at times. Above the 
    next pipe are 2 coins, and a power-up is hidden in the last among the 
    following bricks. Jump past the mushroom platforms and enter the next 
    pipe for a 15-coins Bonus Room. Outside, grab the coins in the blocks 
    above the pipes, and watch out for the Giras coming out of the second 
    pipe. The next block has multiple coins. Go ahead and be prepared for 
    another Batadon and a Nokobon. Then, use the three floating platforms 
    to reach the other end of the pit, where a Pakkun Flower is waiting 
    for you in the pipe. The following 8 coins can be only gotten with 
    fireballs, while you can take the next 8 and make it out alive by 
    pressing B and -> while you're falling. After the two pipes (Pakkun-
    Gira), you will meet two Nokobons, and you'll also be charged by a 
    Tokotoko, which can be pretty dangerous if you don't know it's there. 
    Another one will come down at you from the platforms above, where a 
    coin is waiting inside the block. Look out for another Batadon, and 
    get the three coins. Then you'll come to another platform set like 
    this: the block has a coin, but there's an invisible 1-Up in a block 
    you'll find by jumping when you're on the second platform. Then, kill 
    the Batadon and the Nokobon, grab the 3 coins, and use the three 
    floating platforms (the first and the third go left and right, while 
    the second moves up and down). The power-up in the block by the next 
    pipe may be a bit hard to get if it's a mushroom, due to the odd 
    rhythm of the Giras. Next, follow the high path if you don't want to 
    meet two fast Tokotokos on the ground. Kill the Batadon after the 
    pipe, go ahead, and enter the next pipe, where you'll find 129 coins, 
    31 bricks, and yet another coin in the block. Next, you'll have to 
    wait for Ganchans to fall down from nowhere and jump on them to get a 
    free ride. If you're big Mario and a platform is blocking your way, 
    jump on it and wait for another Ganchan - but it won't be a problem 
    if you're small. Stay on the last Ganchan to reach the high exit.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    WORLD 3-2
    
    This stage may be a bit difficult at first. From the start, go on and 
    past the three pipes, where a Suu is waiting. Bait it, and jump on 
    it. Kill the Nokobon and get the coins from the blocks, then go over 
    the rightmost block of the high row. Stay on the right and jump to 
    find a secret block, which will get you past 4 Suus, a Nokobon, and a 
    Pakkun Flower, and will lead you to 4 coins and a Pakkun. Back on the 
    lower level, go right and wait for the Kumo to come. Kill it, then 
    get the coins and the power-up. Now you'll have to jump on the narrow 
    platform if you want to avoid the Suu - or just try to run past it if 
    you think you're going to fall. Go ahead until you reach another row 
    of blocks and bricks. Kill the Nokobon. If you're big, destroy the 
    middle brick and jump between the blocks for an elevator leading to 
    the pipe, where you'll find 129 coins and a power-up. The next jump 
    is tricky: on the narrow platform, a stalactite will fall on you, so 
    be quick. It's not that easy. After that, it's just a series of jumps 
    and spiders. The block before the pipe has a power-up. After more 
    enemies, you'll have to use the Ganchans again. You can enter the 
    next pipe for a 15-coins Bonus Room, which hides a multiple-coin 
    brick. After some frustrating mushroom platforms, you'll finally 
    reach the exit.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    WORLD 3-3
    
    Soon after the start, you'll find 5 floating platforms, three of 
    which moving diagonally (new!). If you get the pattern of the Pakkun 
    in the pipe, you can use the mushroom platforms to enter the pipe and 
    find 129 coins and a power-up. Next, you'll have to choose the high 
    or the low path. The high one has 6 coins, a Nokobon, and a 1-Up in 
    one of the 10 bricks. The low path has two Kumos and 4 coins. After 6 
    more floating platforms, you'll reach the second Bonus Pipe. The room 
    inside holds 15 coins and a multiple-coin brick. An invisible block 
    will help you reach the platform above the pipe. The next step is 
    tricky: wait for the first floating platform to move right, then jump 
    on it, and jump on the small platform as soon as you can. Repeat with 
    the following platform. Go on, kill the statues, and get the power-up 
    from the first block. Watch out for the Ganchan. After some more of 
    the same, you'll meet the Boss.
    
    -----BOSS: HIYOLHOI--------------------------------------------------
    
    He's probably the hardest Boss in the game. If you're small, you'll 
    have to time his movements perfectly, so that you can jump from 
    Ganchan to Ganchan and to the switch. It's not easy to use the 
    fireballs, because he will throw the rocks right where you're 
    standing. Run back and forth, shooting one fireball at a time, until 
    he's gone.
    ---------------------------------------------------------------------
    
    
        ____
    ___/CHAI\____________________________________________________________
    ---------------------------------------------------------------------
    
    WORLD 4-1
    
    Wow! A new tune at last! Seems we're in China or something. Go down 
    the first pipe and hold -> if you want to get all 44 coins. Outside, 
    the first brick above the high pipe has a power-up, and soon 
    afterwards you'll find the first Headstand Pakkun. After the first 
    pit, you'll meet the first Pionpi. They can be a pain if there's more 
    than one, so have the fireballs ready if you have them - if not, jump 
    on the platforms and run past them. There's another Pionpi after the 
    next pit. The high block you'll find after that has multiple coins. 
    Go on and past two other pits, and take the power-up inside the 
    second block near the pipe. You'll meet more Pionpis. Then, you'll 
    come to many pipes, containing Pakkun Flowers or Giras. After two 
    floating platforms, there's a pretty frustrating series of normal and 
    reverse Pakkuns and Giras. The last brick of the first row has 
    multiple coins, the last of the second row holds a power-up, and the 
    last of the third row has again multiple coins, and a falling block 
    above it. After the floating and the mushroom platforms, there's 
    again a lot of pipes, with a Gira and a Pionpi. The high block after 
    them has a power-up. When on the next floating platform, jump along 
    the metal wall to uncover an invisible 1-Up. Go down the next pipe to 
    clear the way and find 44 more coins. Then you'll meet 3 Pionpis and 
    a terrible series of Giras before the exit, which you'll have to 
    reach with some care.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    WORLD 4-2
    
    The first of the second series of blocks holds a power-up, but watch 
    out for the Pompom Flower below. Enter the next pipe for 251 coins, 
    which you can fully collect only with fireballs. Go ahead until the 
    first Nyololin. If you can, break the bricks to access the blocks in 
    the high path (there's a power-up there) - otherwise you'll have to 
    avoid many Pakkuns. Repeat at the second fork in the path. One of the 
    next blocks has a 1-Up. Now comes the hard part. From now on and for 
    quite a while, you'll find blocks with fireballs spinning around 
    them. Fortunately, the block after the first pit has a Star, and 
    another block holds a power-up. The first pipe after the power-up can 
    be entered for another 251-coins room. After the spinning fireballs, 
    it's only a short way to the end. Quickly jump from one mushroom 
    platform to the other, and run to reach the exit.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    WORLD 4-3
    
    This is it! The final stage! Luckily, it's very easy. The very first 
    brick has a Mushroom. When you reach the area with the Chikakos, the 
    first brick holds a 1-Up, and in the brick before the walls there's 
    another Mushroom. You'll reach a closed room with 99 coins, and two 
    bricks which you must break to go on. Now, stay on the right so you 
    won't get stuck. The highest block in the next wall has a Mushroom. 
    Then you'll find another spinning fireball and two upside-down pipes. 
    Watch out for the hands coming out of them. Destroy the bricks and 
    enter the Boss room.
    
    -----BOSS: BIOKINTON-------------------------------------------------
    
    He's very easy. Avoid his first attack, then just pump him full of 
    lead until it's gone.
    ---------------------------------------------------------------------
    
    After Biokinton is defeated, Tatanga will come out of the floor and 
    the final battle will begin.
    
    -----FINAL BOSS: TATANGA---------------------------------------------
    
    The spaceship Pagosu will move within the right half of the screen. 
    It will fire big rocks that will split into three and come at you. 
    The middle one can't be destroyed, but the other two can. Just hold A 
    and move up and down - this way, some of your missiles will hit 
    Tatanga. After 25 hits, he will be defeated.
    ---------------------------------------------------------------------
    
    The game is over! Enjoy the ending sequence, and start over the 
    adventure to prove yourself a true Super Mario Land master!        
    
    
    =====================================================================
    8. HARD MODE
    =====================================================================
    
    After you've finished the game, if you press any button while the 
    words THE END are displayed, you'll be back at the starting screen. 
    The mushroom cursor left of the word START will have turned into a 
    Mario cursor, meaning that you can now play Hard Mode. This is a 
    harder version of Super Mario Land (this is similar to what happened 
    in Super Mario Bros. after finishing it a first time). Here are the 
    differences with the normal game:
    
    - A LOT more monsters, especially Nokobons, which are EVERYWHERE.
    
    - You'll find monsters in levels they weren't in before (e.g., Gao in
      World 1-1).
    
    - Dragonzamasu is protected by 2 Tamaos. 
    
    - More falling ceilings and stalactites.
    
    - More rotating balls in World 4-2.
    
    - Basically, many more points and MUCH more fun!
    
    If you complete the Hard Mode, you'll be able to select the starting 
    level for your next game at the Start screen. However, keep in mind 
    that everything will be reset when you turn off the Game Boy.
    
    
    =====================================================================
    9. CREDITS
    =====================================================================
    
    Nintendo: they made the game, and they're still making the finest 
     games around.
    
    Shigeru Miyamoto: he created Mario, Zelda, and Donkey Kong. Need I 
     say more?
    
    Jeff "CJayC" Veasey at GameFAQs: he posted the FAQ, and has a HARD 
     time everyday to update the site for us.
    
    Me: I wrote this FAQ.
    
    You: you read the FAQ (maybe).