Wario Land: Super Mario Land 3 - Rice Beach - Part 1/3

4,889 views · Published 24 January 2011 · 11:22 · Indexed 25 October 2026

Channel: MrGamingZone · 2011 · Gaming

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The first course in the game is a relatively straightforward level with only a few distractions. A somewhat wide variety of enemies appear: Wanderin' Gooms, Pirate Gooms, Munchers, and a Guragura. The course starts with a simple straightaway with two blocks and a Wanderin' Goom. It soon becomes a more busy level; barrels are scattered everywhere and Pirate Gooms attempt to halt Wario's progress. About one-third of the way through the level, a ladder leads to a short underground section where coins and hearts can be obtained. Two more ladders lead out of the underground area. Both go straight to the surface, but one leads to a barrel-and-block enclosed area; if Wario breaks the blocks, he will have to go back and use the other ladder. Just past the enclosed area is a small Muncher-infested area. Past the Munchers are more barrels and sand. Two-thirds through is another ladder. This one leads to an area that has a long string of Munchers. Wario cannot cross this line, even if he has a power-up. Just past the final ladder, there is a door. Through it is the level's end. The first time the course is played, a small cutscene shows a Guragura using a ten-gold coin to open the door; a mural on the wall shows Wario how to do it as well. In the second and later times it is played, the Guragura attacks Wario. 

Course No. 2 is another sandy, beach course, but unlike Course No. 1, the second course in the game is a bit more inland; there is hardly any water and many boxes, rocks, and cliffs. The level is mostly straightforward: Wario can stay on the ground and continue or climb on rocky outcroppings to a door. If Wario chooses the lower path, he must avoid Droppers that attempt to fall on his head and Pirate Gooms that try their best to spear the antihero. Once Wario has progressed a bit more, he comes upon a large structure with many blocks and bridgelike outcroppings. If Wario jumps right on the very top of this structure, he can gain access to a hidden room containing Pouncers, Droppers, and spikes. Past these hazards is another door that leads to a long stretch of disappearing platforms. Wario must collect the coins on the unreliable bridges while avoiding Pirate Gooms. If the antihero manages to make it across, he receives two hearts for his trouble and reaches the end of the level. However, if Wario does not go to the hidden room, he must continue past a Togemaru to reach a door to to a save point.
Wario in the White Puff cave.

The save point can also be reached by another way; if Wario takes the upper path at the beginning of the level, he can also reach it. The higher path requires some fancy footwork as Wario must jump across platforms that fade in and out of existence while also avoiding two Pirate Gooms. Through the door are three White Puffs that only Dragon Wario can defeat. They will attempt to propel Wario into spikes on the low ceiling. Past the blobs that inflate is a ladder that Wario must climb down. After the ladder is a Dropper, another Inflatoblob and an additional ladder, which, once again, Wario must climb down. Wario then lands in some water, where Helmuts and droppers impede his progress. Past the water is a Save point and a door to the rest of the level.
A screenshot of the glitchy tiles.

Wario must break free from some blocks to continue. The thief must avoid Droppers and Pirate Gooms once again. Once the ceiling opens up once again and the threat of Droppers is taken away, disappearing platforms appear with coins above them; also, Togemaru and Pirate Gooms pop up. However, the land is is a straight shot to the final door and the exit, where Wario must duel a Dangerous Duck and leave the level.

A small quirk about this level is that there is a long line of glitchy tiles at the very top row of the level from the beginning to about one-quarter through. The player can see this quirk by obtaining a Jet Pot and flying directly left from the second door. Whether this is simply a programmer's error or a glitch is unknown.

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