# Module `pyboy.plugins.game_wrapper_super_mario_land`

Expand source code

    #
    # License: See LICENSE.md file
    # GitHub: https://github.com/Baekalfen/PyBoy
    #
    __pdoc__ = {
        "GameWrapperSuperMarioLand.cartridge_title": False,
        "GameWrapperSuperMarioLand.post_tick": False,
    }

    import numpy as np

    import pyboy
    from pyboy.utils import PyBoyException, PyBoyInvalidInputException, _bcd_to_dec, bcd_to_dec, dec_to_bcd
    from pyboy.api.constants import TILES

    from .base_plugin import PyBoyGameWrapper

    logger = pyboy.logging.get_logger(__name__)

    # Mario and Daisy
    base_scripts = list(range(81))
    plane = list(range(99, 110))
    submarine = list(range(112, 122))

    # Mario shoots
    shoots = [96, 110, 122]

    # Bonuses
    coin = [244]
    mushroom = [131]
    heart = [132]
    star = [134]
    flower = [224, 229]

    # Lever for level end
    lever = [255]

    # Solid blocks
    neutral_blocks = [
        142,
        143,
        221,
        222,
        231,
        232,
        233,
        234,
        235,
        236,
        301,
        302,
        303,
        304,
        319,
        340,
        352,
        353,
        355,
        356,
        357,
        358,
        359,
        360,
        361,
        362,
        381,
        382,
        383,
    ]
    moving_blocks = [230, 238, 239]
    pushable_blokcs = [128, 130, 354]
    question_block = [129]
    pipes = list(range(368, 381))

    # Enemies
    goomba = [144]
    koopa = [150, 151, 152, 153]
    plant = [146, 147, 148, 149]
    moth = [160, 161, 162, 163, 176, 177, 178, 179]
    flying_moth = [192, 193, 194, 195, 208, 209, 210, 211]
    sphinx = [164, 165, 166, 167, 180, 181, 182, 183]
    big_sphinx = [198, 199, 201, 202, 203, 204, 205, 214, 215, 217, 218, 219]
    fist = [240, 241, 242, 243]
    bill = [249]
    projectiles = [172, 188, 196, 197, 212, 213, 226, 227]
    shell = [154, 155]
    explosion = [157, 158]
    spike = [237]

    mapping_minimal = np.zeros(TILES, dtype=np.uint8)
    minimal_list = [
        base_scripts + plane + submarine,
        coin + mushroom + heart + star + lever,
        neutral_blocks + moving_blocks + pushable_blokcs + question_block + pipes,
        goomba
        + koopa
        + plant
        + moth
        + flying_moth
        + sphinx
        + big_sphinx
        + fist
        + bill
        + projectiles
        + shell
        + explosion
        + spike,
    ]
    for i, tile_list in enumerate(minimal_list):
        for tile in tile_list:
            mapping_minimal[tile] = i + 1

    mapping_compressed = np.zeros(TILES, dtype=np.uint8)
    compressed_list = [
        base_scripts,
        plane,
        submarine,
        shoots,
        coin,
        mushroom,
        heart,
        star,
        lever,
        neutral_blocks,
        moving_blocks,
        pushable_blokcs,
        question_block,
        pipes,
        goomba,
        koopa,
        plant,
        moth,
        flying_moth,
        sphinx,
        big_sphinx,
        fist,
        bill,
        projectiles,
        shell,
        explosion,
        spike,
    ]
    for i, tile_list in enumerate(compressed_list):
        for tile in tile_list:
            mapping_compressed[tile] = i + 1

    np_in_mario_tiles = np.vectorize(lambda x: x in base_scripts)

    # Apparantly that address is for lives left
    # https://datacrystal.romhacking.net/wiki/Super_Mario_Land:RAM_map
    ADDR_TIME_LEFT = 0xDA01
    ADDR_LIVES_LEFT = 0xDA15
    ADDR_LIVES_LEFT_DISPLAY = 0x9806
    ADDR_WORLD_LEVEL = 0xFFB4
    ADDR_WIN_COUNT = 0xFF9A

    def _bcm_to_dec(value):
        return (value >> 4) * 10 + (value & 0x0F)

    class GameWrapperSuperMarioLand(PyBoyGameWrapper):
        """
        This class wraps Super Mario Land, and provides easy access to score, coins, lives left, time left and world for AIs.

        If you call `print` on an instance of this object, it will show an overview of everything this object provides.

        ![Super Mario Land](supermarioland.png)
        ```python
        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.tick(1, True)
        True
        >>> pyboy.screen.image.resize((320,288)).save('docs/plugins/supermarioland.png') # The exact screenshot shown above
        >>> pyboy.game_wrapper
        Super Mario Land: World 1-1
        Coins: 0
        lives_left: 2
        Score: 0
        Time left: 400
        Level progress: 251
        Sprites on screen:
        Sprite [3]: Position: (35, 112), Shape: (8, 8), Tiles: (Tile: 0), On screen: True
        Sprite [4]: Position: (43, 112), Shape: (8, 8), Tiles: (Tile: 1), On screen: True
        Sprite [5]: Position: (35, 120), Shape: (8, 8), Tiles: (Tile: 16), On screen: True
        Sprite [6]: Position: (43, 120), Shape: (8, 8), Tiles: (Tile: 17), On screen: True
        Tiles on screen:
               0   1   2   3   4   5   6   7   8   9  10  11  12  13  14  15  16  17  18  19
        ____________________________________________________________________________________
        0  | 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339
        1  | 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320
        2  | 300 300 300 300 300 300 300 300 300 300 300 300 321 322 321 322 323 300 300 300
        3  | 300 300 300 300 300 300 300 300 300 300 300 324 325 326 325 326 327 300 300 300
        4  | 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300
        5  | 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300
        6  | 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300
        7  | 300 300 300 300 300 300 300 300 310 350 300 300 300 300 300 300 300 300 300 300
        8  | 300 300 300 300 300 300 300 310 300 300 350 300 300 300 300 300 300 300 300 300
        9  | 300 300 300 300 300 129 310 300 300 300 300 350 300 300 300 300 300 300 300 300
        10 | 300 300 300 300 300 310 300 300 300 300 300 300 350 300 300 300 300 300 300 300
        11 | 300 300 310 350 310 300 300 300 300 306 307 300 300 350 300 300 300 300 300 300
        12 | 300 368 369 300   0   1 300 306 307 305 300 300 300 300 350 300 300 300 300 300
        13 | 310 370 371 300  16  17 300 305 300 305 300 300 300 300 300 350 300 300 300 300
        14 | 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352
        15 | 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353
        ```

        """

        cartridge_title = "SUPER MARIOLAND"
        mapping_compressed = mapping_compressed
        """
        Compressed mapping for `pyboy.PyBoy.game_area_mapping`

        Example using `mapping_compressed`, Mario is `1`. He is standing on the ground which is `10`:
        ```python
        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.game_area_mapping(pyboy.game_wrapper.mapping_compressed, 0)
        >>> pyboy.game_wrapper.game_area()
        array([[ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0,  0,  0,  0,  0, 13,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0, 14, 14,  0,  1,  1,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0, 14, 14,  0,  1,  1,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10],
               [10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10]], dtype=uint32)
        ```
        """
        mapping_minimal = mapping_minimal
        """
        Minimal mapping for `pyboy.PyBoy.game_area_mapping`

        Example using `mapping_minimal`, Mario is `1`. He is standing on the ground which is `3`:
        ```python
        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.game_area_mapping(pyboy.game_wrapper.mapping_minimal, 0)
        >>> pyboy.game_wrapper.game_area()
        array([[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3],
               [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]], dtype=uint32)
        ```
        """

        def __init__(self, *args, **kwargs):
            self.world = (0, 0)
            """
            Provides the current "world" Mario is in, as a tuple of as two integers (world, level).

            You can force a level change with `GameWrapperSuperMarioLand.set_world_level`.

            Example:
            ```python
            >>> pyboy = PyBoy(supermarioland_rom)
            >>> pyboy.game_wrapper.start_game()
            >>> pyboy.game_wrapper.world
            (1, 1)
            ```

            """
            self.coins = 0
            """
            The number of collected coins.

            Example:
            ```python
            >>> pyboy = PyBoy(supermarioland_rom)
            >>> pyboy.game_wrapper.start_game()
            >>> pyboy.game_wrapper.coins
            0
            ```
            """
            self.lives_left = 0
            """
            The number of lives Mario has left.

            You can change this with `GameWrapperSuperMarioLand.set_lives_left`.

            Example:
            ```python
            >>> pyboy = PyBoy(supermarioland_rom)
            >>> pyboy.game_wrapper.start_game()
            >>> pyboy.game_wrapper.lives_left
            2
            ```
            """
            self.score = 0
            """
            The score provided by the game

            Example:
            ```python
            >>> pyboy = PyBoy(supermarioland_rom)
            >>> pyboy.game_wrapper.start_game()
            >>> pyboy.game_wrapper.score
            0
            ```
            """
            self.time_left = 0
            """
            The number of seconds left to finish the level.

            You can change this with `GameWrapperSuperMarioLand.set_time_left`.

            Example:
            ```python
            >>> pyboy = PyBoy(supermarioland_rom)
            >>> pyboy.game_wrapper.start_game()
            >>> pyboy.game_wrapper.time_left
            400
            ```
            """
            self.level_progress = 0
            """
            An integer of the current "global" X position in this level. Can be used for AI scoring.

            Example:
            ```python
            >>> pyboy = PyBoy(supermarioland_rom)
            >>> pyboy.game_wrapper.start_game()
            >>> pyboy.game_wrapper.level_progress
            251
            ```
            """

            super().__init__(*args, game_area_section=(0, 2, 20, 16), game_area_follow_scxy=True, **kwargs)

        def post_tick(self):
            self._tile_cache_invalid = True
            self._sprite_cache_invalid = True

            world_level = self.pyboy.memory[ADDR_WORLD_LEVEL]
            self.world = world_level >> 4, world_level & 0x0F
            blank = 300
            self.coins = self._sum_number_on_screen(9, 1, 2, blank, -256)
            self.lives_left = bcd_to_dec(self.pyboy.memory[ADDR_LIVES_LEFT])
            self.score = self._sum_number_on_screen(0, 1, 6, blank, -256)

            _time_left = _bcd_to_dec(self.pyboy.memory[ADDR_TIME_LEFT : ADDR_TIME_LEFT + 2])
            self.time_left = _time_left[0] + _time_left[1] * 100

            level_block = self.pyboy.memory[0xC0AB]
            mario_x = self.pyboy.memory[0xC202]
            scx = self.pyboy.screen.tilemap_position_list[16][0]
            self.level_progress = level_block * 16 + (scx - 7) % 16 + mario_x

        def set_time_left(self, time):
            """
            Set the amount of time left to any number between 0 and 999.

            This should only be called when the game has started.

            Example:
            ```python
            >>> pyboy = PyBoy(supermarioland_rom)
            >>> pyboy.game_wrapper.start_game()
            >>> pyboy.game_wrapper.time_left
            400
            >>> pyboy.game_wrapper.set_time_left(123)
            >>> pyboy.tick(1, False)
            True
            >>> pyboy.game_wrapper.time_left
            123
            ```

            Args:
                time (int): The wanted time left
            """
            if not self.game_has_started:
                logger.warning("Please call set_lives_left after starting the game")

            if 0 <= time <= 999:
                self.pyboy.memory[ADDR_TIME_LEFT] = dec_to_bcd(time % 100)
                self.pyboy.memory[ADDR_TIME_LEFT + 1] = time // 100
            else:
                raise PyBoyInvalidInputException(f"{time} is out of bounds. Only values between 0 and 999 allowed.")

        def set_lives_left(self, amount):
            """
            Set the amount lives to any number between 0 and 99.

            This should only be called when the game has started.

            Example:
            ```python
            >>> pyboy = PyBoy(supermarioland_rom)
            >>> pyboy.game_wrapper.start_game()
            >>> pyboy.game_wrapper.lives_left
            2
            >>> pyboy.game_wrapper.set_lives_left(10)
            >>> pyboy.tick(1, False)
            True
            >>> pyboy.game_wrapper.lives_left
            10
            ```

            Args:
                amount (int): The wanted number of lives
            """
            if not self.game_has_started:
                logger.warning("Please call set_lives_left after starting the game")

            if 0 <= amount <= 99:
                v = dec_to_bcd(amount)
                self.pyboy.memory[ADDR_LIVES_LEFT] = v
                self.pyboy.memory[ADDR_LIVES_LEFT_DISPLAY] = (v >> 4) & 0xF
                self.pyboy.memory[ADDR_LIVES_LEFT_DISPLAY + 1] = v & 0xF
            else:
                raise PyBoyInvalidInputException(f"{amount} is out of bounds. Only values between 0 and 99 allowed.")

        def set_world_level(self, world, level):
            """
            Patches the handler for pressing start in the menu. It hardcodes a world and level to always "continue" from.

            Example:
            ```python
            >>> pyboy = PyBoy(supermarioland_rom)
            >>> pyboy.game_wrapper.set_world_level(3, 2)
            >>> pyboy.game_wrapper.start_game()
            >>> pyboy.game_wrapper.world
            (3, 2)
            ```

            Args:
                world (int): The world to select a level from, 0-3
                level (int): The level to start from, 0-2
            """

            for i in range(0x450, 0x461):
                self.pyboy.memory[0, i] = 0x00

            patch1 = [
                0x3E,  # LD A, d8
                (world << 4) | (level & 0x0F),  # d8
            ]

            for i, byte in enumerate(patch1):
                self.pyboy.memory[0, 0x451 + i] = byte

        def start_game(self, timer_div=None, world_level=None, unlock_level_select=False):
            """
            Call this function right after initializing PyBoy. This will start a game in world 1-1 and give back control on
            the first frame it's possible.

            The state of the emulator is saved, and using `reset_game`, you can get back to this point of the game
            instantly.

            The game has 4 major worlds with each 3 level. to start at a specific world and level, provide it as a tuple for
            the optional keyword-argument `world_level`.

            If you're not using the game wrapper for unattended use, you can unlock the level selector for the main menu.
            Enabling the selector, will make this function return before entering the game.

            Example:
            ```python
            >>> pyboy = PyBoy(supermarioland_rom)
            >>> pyboy.game_wrapper.start_game(world_level=(4,1))
            >>> pyboy.game_wrapper.world
            (4, 1)
            ```

            Kwargs:
                * timer_div (int): Replace timer's DIV register with this value. Use `None` to randomize.
                * world_level (tuple): (world, level) to start the game from
                * unlock_level_select (bool): Unlock level selector menu
            """

            if self.game_has_started:
                raise PyBoyException("Gamewrapper already started! Use 'reset' instead.")

            if world_level is not None:
                self.set_world_level(*world_level)

            # Boot screen
            while True:
                self.pyboy.tick(1, False)
                if self.tilemap_background[6:11, 13] == [284, 285, 266, 283, 285]:  # "START" on the main menu
                    break

            self.pyboy.tick(3, False)
            self.pyboy.button("start")
            self.pyboy.tick(1, False)

            while True:
                if (
                    unlock_level_select and self.pyboy.frame_count == 71
                ):  # An arbitrary frame count, where the write will work
                    self.pyboy.memory[ADDR_WIN_COUNT] = 2 if unlock_level_select else 0
                    break
                self.pyboy.tick(1, False)

                # "MARIO" in the title bar and 0 is placed at score
                if self.tilemap_background[0:5, 0] == [278, 266, 283, 274, 280] and self.tilemap_background[5, 1] == 256:
                    # Game has started
                    break

            PyBoyGameWrapper.start_game(self, timer_div=timer_div)

        def reset_game(self, timer_div=None):
            """
            After calling `start_game`, use this method to reset Mario to the beginning of `start_game`.

            If you want to reset to other worlds or levels of the game -- for example world 1-2 or 3-1 -- reset the entire
            emulator and provide the `world_level` on `start_game`.

            Example:
            ```python
            >>> pyboy = PyBoy(supermarioland_rom)
            >>> pyboy.game_wrapper.start_game()
            >>> pyboy.game_wrapper.reset_game()
            ```

            Kwargs:
                * timer_div (int): Replace timer's DIV register with this value. Use `None` to randomize.
            """
            PyBoyGameWrapper.reset_game(self, timer_div=timer_div)

        def game_area(self):
            """
            Use this method to get a matrix of the "game area" of the screen. This view is simplified to be perfect for
            machine learning applications.

            In Super Mario Land, this is almost the entire screen, expect for the top part showing the score, lives left
            and so on. These values can be found in the variables of this class.

            In this example using `GameWrapperSuperMarioLand.mapping_minimal`, Mario is `1`. He is standing on the ground which is `3`:
            ```python
            >>> pyboy = PyBoy(supermarioland_rom)
            >>> pyboy.game_wrapper.start_game()
            >>> pyboy.game_wrapper.game_area_mapping(pyboy.game_wrapper.mapping_minimal, 0)
            >>> pyboy.game_wrapper.game_area()
            array([[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3],
                   [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]], dtype=uint32)
            ```

            Returns
            -------
            memoryview:
                Simplified 2-dimensional memoryview of the screen
            """
            return PyBoyGameWrapper.game_area(self)

        def game_over(self):
            # Apparantly that address is for game over
            # https://datacrystal.romhacking.net/wiki/Super_Mario_Land:RAM_map
            return self.pyboy.memory[0xC0A4] == 0x39

        def __repr__(self):
            return (
                f"Super Mario Land: World {'-'.join([str(i) for i in self.world])}\n"
                f"Coins: {self.coins}\n"
                + f"lives_left: {self.lives_left}\n"
                + f"Score: {self.score}\n"
                + f"Time left: {self.time_left}\n"
                + f"Level progress: {self.level_progress}\n"
                + super().__repr__()
            )

## Classes

`class GameWrapperSuperMarioLand (*args, **kwargs)`

  This class wraps Super Mario Land, and provides easy access to score, coins, lives left, time left and world for AIs.

  If you call `print` on an instance of this object, it will show an overview of everything this object provides.

      >>> pyboy = PyBoy(supermarioland_rom)
      >>> pyboy.game_wrapper.start_game()
      >>> pyboy.tick(1, True)
      True
      >>> pyboy.screen.image.resize((320,288)).save('docs/plugins/supermarioland.png') # The exact screenshot shown above
      >>> pyboy.game_wrapper
      Super Mario Land: World 1-1
      Coins: 0
      lives_left: 2
      Score: 0
      Time left: 400
      Level progress: 251
      Sprites on screen:
      Sprite [3]: Position: (35, 112), Shape: (8, 8), Tiles: (Tile: 0), On screen: True
      Sprite [4]: Position: (43, 112), Shape: (8, 8), Tiles: (Tile: 1), On screen: True
      Sprite [5]: Position: (35, 120), Shape: (8, 8), Tiles: (Tile: 16), On screen: True
      Sprite [6]: Position: (43, 120), Shape: (8, 8), Tiles: (Tile: 17), On screen: True
      Tiles on screen:
             0   1   2   3   4   5   6   7   8   9  10  11  12  13  14  15  16  17  18  19
      ____________________________________________________________________________________
      0  | 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339
      1  | 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320
      2  | 300 300 300 300 300 300 300 300 300 300 300 300 321 322 321 322 323 300 300 300
      3  | 300 300 300 300 300 300 300 300 300 300 300 324 325 326 325 326 327 300 300 300
      4  | 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300
      5  | 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300
      6  | 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300
      7  | 300 300 300 300 300 300 300 300 310 350 300 300 300 300 300 300 300 300 300 300
      8  | 300 300 300 300 300 300 300 310 300 300 350 300 300 300 300 300 300 300 300 300
      9  | 300 300 300 300 300 129 310 300 300 300 300 350 300 300 300 300 300 300 300 300
      10 | 300 300 300 300 300 310 300 300 300 300 300 300 350 300 300 300 300 300 300 300
      11 | 300 300 310 350 310 300 300 300 300 306 307 300 300 350 300 300 300 300 300 300
      12 | 300 368 369 300   0   1 300 306 307 305 300 300 300 300 350 300 300 300 300 300
      13 | 310 370 371 300  16  17 300 305 300 305 300 300 300 300 300 350 300 300 300 300
      14 | 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352
      15 | 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353

  Expand source code

      class GameWrapperSuperMarioLand(PyBoyGameWrapper):
          """
          This class wraps Super Mario Land, and provides easy access to score, coins, lives left, time left and world for AIs.

          If you call `print` on an instance of this object, it will show an overview of everything this object provides.

          ![Super Mario Land](supermarioland.png)
          ```python
          >>> pyboy = PyBoy(supermarioland_rom)
          >>> pyboy.game_wrapper.start_game()
          >>> pyboy.tick(1, True)
          True
          >>> pyboy.screen.image.resize((320,288)).save('docs/plugins/supermarioland.png') # The exact screenshot shown above
          >>> pyboy.game_wrapper
          Super Mario Land: World 1-1
          Coins: 0
          lives_left: 2
          Score: 0
          Time left: 400
          Level progress: 251
          Sprites on screen:
          Sprite [3]: Position: (35, 112), Shape: (8, 8), Tiles: (Tile: 0), On screen: True
          Sprite [4]: Position: (43, 112), Shape: (8, 8), Tiles: (Tile: 1), On screen: True
          Sprite [5]: Position: (35, 120), Shape: (8, 8), Tiles: (Tile: 16), On screen: True
          Sprite [6]: Position: (43, 120), Shape: (8, 8), Tiles: (Tile: 17), On screen: True
          Tiles on screen:
                 0   1   2   3   4   5   6   7   8   9  10  11  12  13  14  15  16  17  18  19
          ____________________________________________________________________________________
          0  | 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339
          1  | 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320
          2  | 300 300 300 300 300 300 300 300 300 300 300 300 321 322 321 322 323 300 300 300
          3  | 300 300 300 300 300 300 300 300 300 300 300 324 325 326 325 326 327 300 300 300
          4  | 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300
          5  | 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300
          6  | 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300
          7  | 300 300 300 300 300 300 300 300 310 350 300 300 300 300 300 300 300 300 300 300
          8  | 300 300 300 300 300 300 300 310 300 300 350 300 300 300 300 300 300 300 300 300
          9  | 300 300 300 300 300 129 310 300 300 300 300 350 300 300 300 300 300 300 300 300
          10 | 300 300 300 300 300 310 300 300 300 300 300 300 350 300 300 300 300 300 300 300
          11 | 300 300 310 350 310 300 300 300 300 306 307 300 300 350 300 300 300 300 300 300
          12 | 300 368 369 300   0   1 300 306 307 305 300 300 300 300 350 300 300 300 300 300
          13 | 310 370 371 300  16  17 300 305 300 305 300 300 300 300 300 350 300 300 300 300
          14 | 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352
          15 | 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353
          ```

          """

          cartridge_title = "SUPER MARIOLAND"
          mapping_compressed = mapping_compressed
          """
          Compressed mapping for `pyboy.PyBoy.game_area_mapping`

          Example using `mapping_compressed`, Mario is `1`. He is standing on the ground which is `10`:
          ```python
          >>> pyboy = PyBoy(supermarioland_rom)
          >>> pyboy.game_wrapper.start_game()
          >>> pyboy.game_wrapper.game_area_mapping(pyboy.game_wrapper.mapping_compressed, 0)
          >>> pyboy.game_wrapper.game_area()
          array([[ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
                 [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
                 [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
                 [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
                 [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
                 [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
                 [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
                 [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
                 [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
                 [ 0,  0,  0,  0,  0, 13,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
                 [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
                 [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
                 [ 0, 14, 14,  0,  1,  1,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
                 [ 0, 14, 14,  0,  1,  1,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
                 [10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10],
                 [10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10]], dtype=uint32)
          ```
          """
          mapping_minimal = mapping_minimal
          """
          Minimal mapping for `pyboy.PyBoy.game_area_mapping`

          Example using `mapping_minimal`, Mario is `1`. He is standing on the ground which is `3`:
          ```python
          >>> pyboy = PyBoy(supermarioland_rom)
          >>> pyboy.game_wrapper.start_game()
          >>> pyboy.game_wrapper.game_area_mapping(pyboy.game_wrapper.mapping_minimal, 0)
          >>> pyboy.game_wrapper.game_area()
          array([[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                 [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                 [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                 [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                 [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                 [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                 [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                 [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                 [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                 [0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                 [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                 [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                 [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                 [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                 [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3],
                 [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]], dtype=uint32)
          ```
          """

          def __init__(self, *args, **kwargs):
              self.world = (0, 0)
              """
              Provides the current "world" Mario is in, as a tuple of as two integers (world, level).

              You can force a level change with `GameWrapperSuperMarioLand.set_world_level`.

              Example:
              ```python
              >>> pyboy = PyBoy(supermarioland_rom)
              >>> pyboy.game_wrapper.start_game()
              >>> pyboy.game_wrapper.world
              (1, 1)
              ```

              """
              self.coins = 0
              """
              The number of collected coins.

              Example:
              ```python
              >>> pyboy = PyBoy(supermarioland_rom)
              >>> pyboy.game_wrapper.start_game()
              >>> pyboy.game_wrapper.coins
              0
              ```
              """
              self.lives_left = 0
              """
              The number of lives Mario has left.

              You can change this with `GameWrapperSuperMarioLand.set_lives_left`.

              Example:
              ```python
              >>> pyboy = PyBoy(supermarioland_rom)
              >>> pyboy.game_wrapper.start_game()
              >>> pyboy.game_wrapper.lives_left
              2
              ```
              """
              self.score = 0
              """
              The score provided by the game

              Example:
              ```python
              >>> pyboy = PyBoy(supermarioland_rom)
              >>> pyboy.game_wrapper.start_game()
              >>> pyboy.game_wrapper.score
              0
              ```
              """
              self.time_left = 0
              """
              The number of seconds left to finish the level.

              You can change this with `GameWrapperSuperMarioLand.set_time_left`.

              Example:
              ```python
              >>> pyboy = PyBoy(supermarioland_rom)
              >>> pyboy.game_wrapper.start_game()
              >>> pyboy.game_wrapper.time_left
              400
              ```
              """
              self.level_progress = 0
              """
              An integer of the current "global" X position in this level. Can be used for AI scoring.

              Example:
              ```python
              >>> pyboy = PyBoy(supermarioland_rom)
              >>> pyboy.game_wrapper.start_game()
              >>> pyboy.game_wrapper.level_progress
              251
              ```
              """

              super().__init__(*args, game_area_section=(0, 2, 20, 16), game_area_follow_scxy=True, **kwargs)

          def post_tick(self):
              self._tile_cache_invalid = True
              self._sprite_cache_invalid = True

              world_level = self.pyboy.memory[ADDR_WORLD_LEVEL]
              self.world = world_level >> 4, world_level & 0x0F
              blank = 300
              self.coins = self._sum_number_on_screen(9, 1, 2, blank, -256)
              self.lives_left = bcd_to_dec(self.pyboy.memory[ADDR_LIVES_LEFT])
              self.score = self._sum_number_on_screen(0, 1, 6, blank, -256)

              _time_left = _bcd_to_dec(self.pyboy.memory[ADDR_TIME_LEFT : ADDR_TIME_LEFT + 2])
              self.time_left = _time_left[0] + _time_left[1] * 100

              level_block = self.pyboy.memory[0xC0AB]
              mario_x = self.pyboy.memory[0xC202]
              scx = self.pyboy.screen.tilemap_position_list[16][0]
              self.level_progress = level_block * 16 + (scx - 7) % 16 + mario_x

          def set_time_left(self, time):
              """
              Set the amount of time left to any number between 0 and 999.

              This should only be called when the game has started.

              Example:
              ```python
              >>> pyboy = PyBoy(supermarioland_rom)
              >>> pyboy.game_wrapper.start_game()
              >>> pyboy.game_wrapper.time_left
              400
              >>> pyboy.game_wrapper.set_time_left(123)
              >>> pyboy.tick(1, False)
              True
              >>> pyboy.game_wrapper.time_left
              123
              ```

              Args:
                  time (int): The wanted time left
              """
              if not self.game_has_started:
                  logger.warning("Please call set_lives_left after starting the game")

              if 0 <= time <= 999:
                  self.pyboy.memory[ADDR_TIME_LEFT] = dec_to_bcd(time % 100)
                  self.pyboy.memory[ADDR_TIME_LEFT + 1] = time // 100
              else:
                  raise PyBoyInvalidInputException(f"{time} is out of bounds. Only values between 0 and 999 allowed.")

          def set_lives_left(self, amount):
              """
              Set the amount lives to any number between 0 and 99.

              This should only be called when the game has started.

              Example:
              ```python
              >>> pyboy = PyBoy(supermarioland_rom)
              >>> pyboy.game_wrapper.start_game()
              >>> pyboy.game_wrapper.lives_left
              2
              >>> pyboy.game_wrapper.set_lives_left(10)
              >>> pyboy.tick(1, False)
              True
              >>> pyboy.game_wrapper.lives_left
              10
              ```

              Args:
                  amount (int): The wanted number of lives
              """
              if not self.game_has_started:
                  logger.warning("Please call set_lives_left after starting the game")

              if 0 <= amount <= 99:
                  v = dec_to_bcd(amount)
                  self.pyboy.memory[ADDR_LIVES_LEFT] = v
                  self.pyboy.memory[ADDR_LIVES_LEFT_DISPLAY] = (v >> 4) & 0xF
                  self.pyboy.memory[ADDR_LIVES_LEFT_DISPLAY + 1] = v & 0xF
              else:
                  raise PyBoyInvalidInputException(f"{amount} is out of bounds. Only values between 0 and 99 allowed.")

          def set_world_level(self, world, level):
              """
              Patches the handler for pressing start in the menu. It hardcodes a world and level to always "continue" from.

              Example:
              ```python
              >>> pyboy = PyBoy(supermarioland_rom)
              >>> pyboy.game_wrapper.set_world_level(3, 2)
              >>> pyboy.game_wrapper.start_game()
              >>> pyboy.game_wrapper.world
              (3, 2)
              ```

              Args:
                  world (int): The world to select a level from, 0-3
                  level (int): The level to start from, 0-2
              """

              for i in range(0x450, 0x461):
                  self.pyboy.memory[0, i] = 0x00

              patch1 = [
                  0x3E,  # LD A, d8
                  (world << 4) | (level & 0x0F),  # d8
              ]

              for i, byte in enumerate(patch1):
                  self.pyboy.memory[0, 0x451 + i] = byte

          def start_game(self, timer_div=None, world_level=None, unlock_level_select=False):
              """
              Call this function right after initializing PyBoy. This will start a game in world 1-1 and give back control on
              the first frame it's possible.

              The state of the emulator is saved, and using `reset_game`, you can get back to this point of the game
              instantly.

              The game has 4 major worlds with each 3 level. to start at a specific world and level, provide it as a tuple for
              the optional keyword-argument `world_level`.

              If you're not using the game wrapper for unattended use, you can unlock the level selector for the main menu.
              Enabling the selector, will make this function return before entering the game.

              Example:
              ```python
              >>> pyboy = PyBoy(supermarioland_rom)
              >>> pyboy.game_wrapper.start_game(world_level=(4,1))
              >>> pyboy.game_wrapper.world
              (4, 1)
              ```

              Kwargs:
                  * timer_div (int): Replace timer's DIV register with this value. Use `None` to randomize.
                  * world_level (tuple): (world, level) to start the game from
                  * unlock_level_select (bool): Unlock level selector menu
              """

              if self.game_has_started:
                  raise PyBoyException("Gamewrapper already started! Use 'reset' instead.")

              if world_level is not None:
                  self.set_world_level(*world_level)

              # Boot screen
              while True:
                  self.pyboy.tick(1, False)
                  if self.tilemap_background[6:11, 13] == [284, 285, 266, 283, 285]:  # "START" on the main menu
                      break

              self.pyboy.tick(3, False)
              self.pyboy.button("start")
              self.pyboy.tick(1, False)

              while True:
                  if (
                      unlock_level_select and self.pyboy.frame_count == 71
                  ):  # An arbitrary frame count, where the write will work
                      self.pyboy.memory[ADDR_WIN_COUNT] = 2 if unlock_level_select else 0
                      break
                  self.pyboy.tick(1, False)

                  # "MARIO" in the title bar and 0 is placed at score
                  if self.tilemap_background[0:5, 0] == [278, 266, 283, 274, 280] and self.tilemap_background[5, 1] == 256:
                      # Game has started
                      break

              PyBoyGameWrapper.start_game(self, timer_div=timer_div)

          def reset_game(self, timer_div=None):
              """
              After calling `start_game`, use this method to reset Mario to the beginning of `start_game`.

              If you want to reset to other worlds or levels of the game -- for example world 1-2 or 3-1 -- reset the entire
              emulator and provide the `world_level` on `start_game`.

              Example:
              ```python
              >>> pyboy = PyBoy(supermarioland_rom)
              >>> pyboy.game_wrapper.start_game()
              >>> pyboy.game_wrapper.reset_game()
              ```

              Kwargs:
                  * timer_div (int): Replace timer's DIV register with this value. Use `None` to randomize.
              """
              PyBoyGameWrapper.reset_game(self, timer_div=timer_div)

          def game_area(self):
              """
              Use this method to get a matrix of the "game area" of the screen. This view is simplified to be perfect for
              machine learning applications.

              In Super Mario Land, this is almost the entire screen, expect for the top part showing the score, lives left
              and so on. These values can be found in the variables of this class.

              In this example using `GameWrapperSuperMarioLand.mapping_minimal`, Mario is `1`. He is standing on the ground which is `3`:
              ```python
              >>> pyboy = PyBoy(supermarioland_rom)
              >>> pyboy.game_wrapper.start_game()
              >>> pyboy.game_wrapper.game_area_mapping(pyboy.game_wrapper.mapping_minimal, 0)
              >>> pyboy.game_wrapper.game_area()
              array([[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                     [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                     [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                     [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                     [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                     [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                     [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                     [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                     [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                     [0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                     [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                     [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                     [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                     [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                     [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3],
                     [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]], dtype=uint32)
              ```

              Returns
              -------
              memoryview:
                  Simplified 2-dimensional memoryview of the screen
              """
              return PyBoyGameWrapper.game_area(self)

          def game_over(self):
              # Apparantly that address is for game over
              # https://datacrystal.romhacking.net/wiki/Super_Mario_Land:RAM_map
              return self.pyboy.memory[0xC0A4] == 0x39

          def __repr__(self):
              return (
                  f"Super Mario Land: World {'-'.join([str(i) for i in self.world])}\n"
                  f"Coins: {self.coins}\n"
                  + f"lives_left: {self.lives_left}\n"
                  + f"Score: {self.score}\n"
                  + f"Time left: {self.time_left}\n"
                  + f"Level progress: {self.level_progress}\n"
                  + super().__repr__()
              )

  ### Ancestors

  - PyBoyGameWrapper
  - pyboy.plugins.base_plugin.PyBoyPlugin

  ### Class variables

  `var mapping_compressed`

    Compressed mapping for `PyBoy.game_area_mapping()`

    Example using `mapping_compressed`, Mario is `1`. He is standing on the ground which is `10`:

        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.game_area_mapping(pyboy.game_wrapper.mapping_compressed, 0)
        >>> pyboy.game_wrapper.game_area()
        array([[ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0,  0,  0,  0,  0, 13,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0, 14, 14,  0,  1,  1,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [ 0, 14, 14,  0,  1,  1,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
               [10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10],
               [10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10]], dtype=uint32)

  `var mapping_minimal`

    Minimal mapping for `PyBoy.game_area_mapping()`

    Example using `mapping_minimal`, Mario is `1`. He is standing on the ground which is `3`:

        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.game_area_mapping(pyboy.game_wrapper.mapping_minimal, 0)
        >>> pyboy.game_wrapper.game_area()
        array([[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3],
               [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]], dtype=uint32)

  ### Instance variables

  `var world`

    Provides the current "world" Mario is in, as a tuple of as two integers (world, level).

    You can force a level change with `GameWrapperSuperMarioLand.set_world_level()`.

    Example:

        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.world
        (1, 1)

  `var coins`

    The number of collected coins.

    Example:

        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.coins
        0

  `var lives_left`

    The number of lives Mario has left.

    You can change this with `GameWrapperSuperMarioLand.set_lives_left()`.

    Example:

        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.lives_left
        2

  `var score`

    The score provided by the game

    Example:

        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.score
        0

  `var time_left`

    The number of seconds left to finish the level.

    You can change this with `GameWrapperSuperMarioLand.set_time_left()`.

    Example:

        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.time_left
        400

  `var level_progress`

    An integer of the current "global" X position in this level. Can be used for AI scoring.

    Example:

        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.level_progress
        251

  ### Methods

  `def set_time_left(self, time)`

    Set the amount of time left to any number between 0 and 999.

    This should only be called when the game has started.

    Example:

        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.time_left
        400
        >>> pyboy.game_wrapper.set_time_left(123)
        >>> pyboy.tick(1, False)
        True
        >>> pyboy.game_wrapper.time_left
        123

    ## Args

    `time` :`int`
      The wanted time left
    Expand source code

        def set_time_left(self, time):
            """
            Set the amount of time left to any number between 0 and 999.

            This should only be called when the game has started.

            Example:
            ```python
            >>> pyboy = PyBoy(supermarioland_rom)
            >>> pyboy.game_wrapper.start_game()
            >>> pyboy.game_wrapper.time_left
            400
            >>> pyboy.game_wrapper.set_time_left(123)
            >>> pyboy.tick(1, False)
            True
            >>> pyboy.game_wrapper.time_left
            123
            ```

            Args:
                time (int): The wanted time left
            """
            if not self.game_has_started:
                logger.warning("Please call set_lives_left after starting the game")

            if 0 <= time <= 999:
                self.pyboy.memory[ADDR_TIME_LEFT] = dec_to_bcd(time % 100)
                self.pyboy.memory[ADDR_TIME_LEFT + 1] = time // 100
            else:
                raise PyBoyInvalidInputException(f"{time} is out of bounds. Only values between 0 and 999 allowed.")

  `def set_lives_left(self, amount)`

    Set the amount lives to any number between 0 and 99.

    This should only be called when the game has started.

    Example:

        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.lives_left
        2
        >>> pyboy.game_wrapper.set_lives_left(10)
        >>> pyboy.tick(1, False)
        True
        >>> pyboy.game_wrapper.lives_left
        10

    ## Args

    `amount` :`int`
      The wanted number of lives
    Expand source code

        def set_lives_left(self, amount):
            """
            Set the amount lives to any number between 0 and 99.

            This should only be called when the game has started.

            Example:
            ```python
            >>> pyboy = PyBoy(supermarioland_rom)
            >>> pyboy.game_wrapper.start_game()
            >>> pyboy.game_wrapper.lives_left
            2
            >>> pyboy.game_wrapper.set_lives_left(10)
            >>> pyboy.tick(1, False)
            True
            >>> pyboy.game_wrapper.lives_left
            10
            ```

            Args:
                amount (int): The wanted number of lives
            """
            if not self.game_has_started:
                logger.warning("Please call set_lives_left after starting the game")

            if 0 <= amount <= 99:
                v = dec_to_bcd(amount)
                self.pyboy.memory[ADDR_LIVES_LEFT] = v
                self.pyboy.memory[ADDR_LIVES_LEFT_DISPLAY] = (v >> 4) & 0xF
                self.pyboy.memory[ADDR_LIVES_LEFT_DISPLAY + 1] = v & 0xF
            else:
                raise PyBoyInvalidInputException(f"{amount} is out of bounds. Only values between 0 and 99 allowed.")

  `def set_world_level(self, world, level)`

    Patches the handler for pressing start in the menu. It hardcodes a world and level to always "continue" from.

    Example:

        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.set_world_level(3, 2)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.world
        (3, 2)

    ## Args

    `world` :`int`
      The world to select a level from, 0-3
    `level` :`int`
      The level to start from, 0-2
    Expand source code

        def set_world_level(self, world, level):
            """
            Patches the handler for pressing start in the menu. It hardcodes a world and level to always "continue" from.

            Example:
            ```python
            >>> pyboy = PyBoy(supermarioland_rom)
            >>> pyboy.game_wrapper.set_world_level(3, 2)
            >>> pyboy.game_wrapper.start_game()
            >>> pyboy.game_wrapper.world
            (3, 2)
            ```

            Args:
                world (int): The world to select a level from, 0-3
                level (int): The level to start from, 0-2
            """

            for i in range(0x450, 0x461):
                self.pyboy.memory[0, i] = 0x00

            patch1 = [
                0x3E,  # LD A, d8
                (world << 4) | (level & 0x0F),  # d8
            ]

            for i, byte in enumerate(patch1):
                self.pyboy.memory[0, 0x451 + i] = byte

  `def start_game(self, timer_div=None, world_level=None, unlock_level_select=False)`

    Call this function right after initializing PyBoy. This will start a game in world 1-1 and give back control on the first frame it's possible.

    The state of the emulator is saved, and using `reset_game`, you can get back to this point of the game instantly.

    The game has 4 major worlds with each 3 level. to start at a specific world and level, provide it as a tuple for the optional keyword-argument `world_level`.

    If you're not using the game wrapper for unattended use, you can unlock the level selector for the main menu. Enabling the selector, will make this function return before entering the game.

    Example:

        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game(world_level=(4,1))
        >>> pyboy.game_wrapper.world
        (4, 1)

    ## Kwargs

    - timer_div (int): Replace timer's DIV register with this value. Use `None` to randomize.
    - world_level (tuple): (world, level) to start the game from
    - unlock_level_select (bool): Unlock level selector menu
    Expand source code

        def start_game(self, timer_div=None, world_level=None, unlock_level_select=False):
            """
            Call this function right after initializing PyBoy. This will start a game in world 1-1 and give back control on
            the first frame it's possible.

            The state of the emulator is saved, and using `reset_game`, you can get back to this point of the game
            instantly.

            The game has 4 major worlds with each 3 level. to start at a specific world and level, provide it as a tuple for
            the optional keyword-argument `world_level`.

            If you're not using the game wrapper for unattended use, you can unlock the level selector for the main menu.
            Enabling the selector, will make this function return before entering the game.

            Example:
            ```python
            >>> pyboy = PyBoy(supermarioland_rom)
            >>> pyboy.game_wrapper.start_game(world_level=(4,1))
            >>> pyboy.game_wrapper.world
            (4, 1)
            ```

            Kwargs:
                * timer_div (int): Replace timer's DIV register with this value. Use `None` to randomize.
                * world_level (tuple): (world, level) to start the game from
                * unlock_level_select (bool): Unlock level selector menu
            """

            if self.game_has_started:
                raise PyBoyException("Gamewrapper already started! Use 'reset' instead.")

            if world_level is not None:
                self.set_world_level(*world_level)

            # Boot screen
            while True:
                self.pyboy.tick(1, False)
                if self.tilemap_background[6:11, 13] == [284, 285, 266, 283, 285]:  # "START" on the main menu
                    break

            self.pyboy.tick(3, False)
            self.pyboy.button("start")
            self.pyboy.tick(1, False)

            while True:
                if (
                    unlock_level_select and self.pyboy.frame_count == 71
                ):  # An arbitrary frame count, where the write will work
                    self.pyboy.memory[ADDR_WIN_COUNT] = 2 if unlock_level_select else 0
                    break
                self.pyboy.tick(1, False)

                # "MARIO" in the title bar and 0 is placed at score
                if self.tilemap_background[0:5, 0] == [278, 266, 283, 274, 280] and self.tilemap_background[5, 1] == 256:
                    # Game has started
                    break

            PyBoyGameWrapper.start_game(self, timer_div=timer_div)

  `def reset_game(self, timer_div=None)`

    After calling `start_game`, use this method to reset Mario to the beginning of `start_game`.

    If you want to reset to other worlds or levels of the game – for example world 1-2 or 3-1 – reset the entire emulator and provide the `world_level` on `start_game`.

    Example:

        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.reset_game()

    ## Kwargs

    - timer_div (int): Replace timer's DIV register with this value. Use `None` to randomize.
    Expand source code

        def reset_game(self, timer_div=None):
            """
            After calling `start_game`, use this method to reset Mario to the beginning of `start_game`.

            If you want to reset to other worlds or levels of the game -- for example world 1-2 or 3-1 -- reset the entire
            emulator and provide the `world_level` on `start_game`.

            Example:
            ```python
            >>> pyboy = PyBoy(supermarioland_rom)
            >>> pyboy.game_wrapper.start_game()
            >>> pyboy.game_wrapper.reset_game()
            ```

            Kwargs:
                * timer_div (int): Replace timer's DIV register with this value. Use `None` to randomize.
            """
            PyBoyGameWrapper.reset_game(self, timer_div=timer_div)

  `def game_area(self)`

    Use this method to get a matrix of the "game area" of the screen. This view is simplified to be perfect for machine learning applications.

    In Super Mario Land, this is almost the entire screen, expect for the top part showing the score, lives left and so on. These values can be found in the variables of this class.

    In this example using `GameWrapperSuperMarioLand.mapping_minimal`, Mario is `1`. He is standing on the ground which is `3`:

        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.game_area_mapping(pyboy.game_wrapper.mapping_minimal, 0)
        >>> pyboy.game_wrapper.game_area()
        array([[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3],
               [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]], dtype=uint32)

    ## Returns

    `memoryview:`
      Simplified 2-dimensional memoryview of the screen
    Expand source code

        def game_area(self):
            """
            Use this method to get a matrix of the "game area" of the screen. This view is simplified to be perfect for
            machine learning applications.

            In Super Mario Land, this is almost the entire screen, expect for the top part showing the score, lives left
            and so on. These values can be found in the variables of this class.

            In this example using `GameWrapperSuperMarioLand.mapping_minimal`, Mario is `1`. He is standing on the ground which is `3`:
            ```python
            >>> pyboy = PyBoy(supermarioland_rom)
            >>> pyboy.game_wrapper.start_game()
            >>> pyboy.game_wrapper.game_area_mapping(pyboy.game_wrapper.mapping_minimal, 0)
            >>> pyboy.game_wrapper.game_area()
            array([[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                   [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3],
                   [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]], dtype=uint32)
            ```

            Returns
            -------
            memoryview:
                Simplified 2-dimensional memoryview of the screen
            """
            return PyBoyGameWrapper.game_area(self)

  ### Inherited members

  - `PyBoyGameWrapper`:
    - `game_over`
    - `mapping_one_to_one`
    - `shape`